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Virtual Environments

This document discusses virtual environments and animation in virtual reality. It describes how virtual environments allow users to interact with computing systems and other users' work. Virtual environments become immersive when they create a psychological state of existing within the virtual world. Animation in virtual environments involves numerical interpolation to simulate realistic motions by varying values between known data points over time. Linear and non-linear interpolation techniques are covered. Translation of virtual objects is also discussed, including linear translation to simulate sliding movement and non-linear translation to create more complex motions.

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Siddharth Gupta
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0% found this document useful (0 votes)
257 views34 pages

Virtual Environments

This document discusses virtual environments and animation in virtual reality. It describes how virtual environments allow users to interact with computing systems and other users' work. Virtual environments become immersive when they create a psychological state of existing within the virtual world. Animation in virtual environments involves numerical interpolation to simulate realistic motions by varying values between known data points over time. Linear and non-linear interpolation techniques are covered. Translation of virtual objects is also discussed, including linear translation to simulate sliding movement and non-linear translation to create more complex motions.

Uploaded by

Siddharth Gupta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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School of Computing Science and Engineering

Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual
Reality

Module –III
VIRTUAL ENVIRONMENT

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Virtual environment
A virtual environment is a networked application that allows a user to interact with both
the computing environment and the work of other users. Email, chat, web-based document sharing
applications are all examples of virtual environments. Simply put, it is a networked common
operating space. Once the fidelity of the virtual environment is such that it "creates a psychological
state in which the individual perceives himself or herself as existing within the virtual environment"
(Blascovich, 2002, pg 129) then the virtual environment (VE) had progressed into the realm
of immersive virtual environments

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Animation of Objects

The Dynamic Numbers


Numerical Interpolation
Linear Interpolation
Non-Linear Interpolation
The Animation of Objects
Linear Translation
Non-Linear Translation
Shapes and Objects in between

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

The Dynamics of Numbers

• Virtual Environment – A Complex Numerical DB


• It changes one number to another
• Important: Numerical Envelope of the change
• Example: In animating the bouncing of a ball, it’s centroid is used to guide its motion
• Realistic motions are simulated by numerical interpolation
• Numerical Interpolation – Linear and Non-Linear

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Numerical Interpolation

• Interpolation produces a function that matches the given data exactly.


• The function then can be utilized to approximate the data values at
intermediate points
• It is also used to produce a function for which values are known only at
discrete points, either from measurements or calculations.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Linear Interpolation

• Linear Interpolation - Simplest interpolation method


• Apply LI(a sequence of points) A polygonal line where each straight line segment
connects two consecutive points of the sequence
• Therefore, for every segment (P,Q)
• P(x) = (1 - x)P + xQ where x ϵ [0,1]By varying x from 0 to 1, we get all the
intermediate points between P and Q
• P(x) = P for x = 0 and P(x) = Q for x = 1.
• We get points on the line defined by P, Q, when 0 ≤ x ≤ 1

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Non-Linear Interpolation

• A linear interpolation ensures that equal steps in the parameter x


give rise to equal steps in the interpolated values
• It is often required that equal steps in x give rise to unequal steps in
the interpolated values
• We can achieve this using a variety of mathematical techniques
• For example, we could use trigonometric functions or polynomials
to achieve this

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

The Animation of Objects


• Newton’s Laws of Motion provide a useful framework to
predict an object’s behavior under dynamic conditions
• This scenario can be simulated within a Virtual
Environment
• It can be achieved through a simple linear translation of
objects

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Uses of Translation
Modeling transformations
• build complex models by positioning simple components transform from
object coordinates to world coordinates
Viewing transformations
• Viewing transformations placing the virtual camera in the world
• specifying transformation from world coordinates to camera coordinates
Animation
• vary transformations over time to create motion

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Linear Translation

• Consider an object located at VE’s origin and assigned a speed S0


across the XY plane
• To simulate its sliding movement, the x & z coordinates of the
object must be modified (tnow – tprev)V0
• The object’s new velocity can be computed after it is bouncing off
the boundary.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Non-Linear Translation
• Consider an object moving along the x-axis in 1s, pause momentarily and
then returns to its original position in 2s
• The non-linear movement of the object can be simulated by computing the
x-translation as a function of time
• At time t1, the translation begins. At time t2, i.e.,(t1+1) it pauses
momentarily and at time t3, i.e., (t1+3), it comes to restt = T – t1 while t1 ≤
T ≤ t T – Current time t = (T – t1 – 1)/2 while t2 ≤ T ≤ t3 t- Control
parameter

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Shape and Object Inbetweening


• Shape Inbetweening
It is a technique in the cartoon industry to speed up the
process of creating art works
• The ‘inbetween’ objects are derived from two key images drawn
by a skilled animator
• The images are called as Key Frames
• The key frames shows an object in two different positions
• The number and position of inbetweenig images determines
the dynamics of final animation

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Shape Inbetweening

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality
Object Inbetweening

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

FFD (Free-Form Deformation) Modifiers

FFD stands for Free-Form Deformation. Its effect is used in computer animation for things like
dancing cars and gas tanks. You can use it as well for modeling rounded shapes such as chairs and
sculptures.
The FFD modifier surrounds the selected geometry with a lattice. By adjusting the control points
of the lattice, you deform the enclosed geometry.

There are three FFD modifiers, each providing a different lattice resolution: 2x2x2, 3x3x3, and
4x4x4. The 3x3x3 modifier, for example, provides a lattice with three control points across each of its
dimensions, resulting in nine on each side of the lattice.
A lso available are two more-configurable FFD modifiers; see FFD (Box/Cyl) modifier. These let you
set any number of points in the lattice for greater flexibility in deforming the model.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

A particle system

A particle system is a technique in game physics, motion


graphics, and computer graphics that uses many minute sprites, 3D
models, or other graphic objects to simulate certain kinds of "fuzzy"
phenomena, which are otherwise very hard to reproduce with
conventional rendering techniques - usually highly chaotic systems,
natural phenomena, or processes caused by chemical reactions.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

PHYSICAL SIMULATION

• Procedural Perforation for Elastic Structures


• Interactive Control of Deformable-object Animations through Control Metaphor
Pattern Adherence
• Deformable Object Behaviour Reconstruction Derived through Simultaneous Geometric
and Material Property Estimating

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

A simulation is an approximate imitation of the operation of a process or system; that represents its operation over
time. Simulation is used in many contexts, such as simulation of technology for performance tuning or
optimizing, safety engineering, testing, training, education, and video games. Often, computer experiments are used to
study simulation models. Simulation is also used with scientific modelling of natural systems or human systems to
gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of
alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because
it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or
it may simply not exist.
Key issues in simulation include the acquisition of valid sources of information about the relevant selection of
key characteristics and behaviors, the use of simplifying approximations and assumptions within the simulation, and
fidelity and validity of the simulation outcomes. Procedures and protocols for model verification and validation are an
ongoing field of academic study, refinement, research and development in simulations technology or practice,
particularly in the work of computer simulation

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality
• Procedural Perforation for Elastic Structures
Procedural generation of elastic structures pro-
vides the fundamental basis for controlling and designing
3D printed deformable object behaviors. The automation
through generative algorithms provides flexibility in how
design and functionality can be seamlessly integrated into
a cohesive pro- cess that generates 3D prints with variable
elasticity. Generative deformation introduces an
automated method for perforating existing volumetric
structures, promoting simulated deforma- tions, and
integrating stress analysis into a cohesive pipeline model
that can be used with existing consumer-level 3D printers
with elastic material capabilities

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Interactive Control of Deformable-object Animations through Control Metaphor Pattern


Adherence
Adaptive and intuitive methodology for controlling the localized
deformations of physically simulated objects using an intuitive pattern-
based control interface. To maximize the interactive component
presented in this approach we consolidate existing feedback mechanisms
in deformable-body control techniques to provide intuitive editing
metaphors for stretching, bending, twisting, and compressing simulated
objects. The resulting movements created by these control metaphors are
validated using imposed behavior evaluation and the effectiveness of this
approach is demonstrated through interactively generated compound
movements that introduce complex local deformations of objects in
existing physical animations.
Program Name: B.Tech Program Code: AR&VR
School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality
Deformable Object Behaviour Reconstruction Derived through Simultaneous Geometric and
Material Property Estimation

The accurately reconstructing the deformation and surface characteristics of a scanned 3D model
recorded in real-time within a Finite Element Model (FEM) simulation. Based on a sequence of
generated surface deformations defining a reference animation, illustrate the ability to accurately
replicate the deformation behavior of an object composed of an unknown homogeneous elastic
material. We then formulate the procedural generation of the internal geometric structure and
material parameterization required to achieve the recorded deformation behavior as a non-linear
optimization problem. In this formulation the geometric distribution (quality) and density of
tetrahedral components are simultaneously optimized with the elastic material parameters (Young's
Modulus and Possion's ratio) of a procedurally generated FEM model to provide the optimal
deformation behavior with respect to the recorded surface.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Objects falling in a graphical field

Falling objects form an interesting class of motion problems. For example, we can estimate
the depth of a vertical mine shaft by dropping a rock into it and listening for the rock to hit the
bottom. By applying the kinematics developed so far to falling objects, we can examine some
interesting situations and learn much about gravity in the process.
Gravity
The most remarkable and unexpected fact about falling objects is that, if air resistance and
friction are negligible, then in a given location all objects fall toward the center of Earth with
the same constant acceleration, independent of their mass. This experimentally determined fact is
unexpected, because we are so accustomed to the effects of air resistance and friction that we expect
light objects to fall slower than heavy ones.
!=9.80 m/s2

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

In the real world, air resistance can cause a lighter object to fall slower than a heavier object of the same
size. A tennis ball will reach the ground after a hard baseball dropped at the same time. (It might be difficult to
observe the difference if the height is not large.) Air resistance opposes the motion of an object through the air,
while friction between objects—such as between clothes and a laundry chute or between a stone and a pool into
which it is dropped—also opposes motion between them. For the ideal situations of these first few chapters, an
object falling without air resistance or friction is defined to be in free-fall.
The force of gravity causes objects to fall toward the center of Earth. The acceleration of free-falling
objects is therefore called the acceleration due to gravity. The acceleration due to gravity is constant, which
means we can apply the kinematics equations to any falling object where air resistance and friction are
negligible. This opens a broad class of interesting situations to us. The acceleration due to gravity is so important
that its magnitude is given its own symbol, !g. It is constant at any given location on Earth and has the average
value

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Rotating wheels

Is it possible to transfer real-world sculpting


expertise to a virtual space? Through digital pottery,
the answer is yes. Digital pottery is a collection of
systems that makes it convenient to make pottery in
3D space. A natural & tangible user interface system
that fluently connects users' real-world sculpting
experience to virtual pottery making. Introducing a
real spinning wheel, the physical concept of making
pottery into 3D space without the burden of bridging
the gaps between real & virtual worlds.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

The current design of the virtual environment is built around the model of a fixed wing
aircraft – the model is viewable by the user in a default viewing screen and the corresponding
mathematical model saved in the background. In this effort, we are limiting our focus to one specific
dynamic mode of the aircraft (short period); within the virtual environment, the user will be presented
with a pulldown menu that gives them access to the s-plane widget. This renders the s-plane, with the
real and imaginary axes, and displays the open loop poles and zeros of the current aircraft model.
This window will display the poles of the current aircraft configuration and give the user the
option to place additional zeros and poles to the system. This window will also give the user the ability
to tune various gain values of K for each controller component. During this process the user inputs will
be fed through to various control computations running in the background and calculate the resulting
system open-loop and closed-loop dynamics. The user can then exit the window after setting the
controller conditions and run the VR simulation.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Flight dynamics of an aircraft

This simulation will begin with the aircraft moving forward at a constant speed and level altitude
representing the steady state assumptions necessary for the small perturbation equations to hold true. The
aircraft will then experience an elevator step input exciting the short period dynamics and producing a short-
term system response. At this point in time the user will be able to reposition themselves around the aircraft
by moving their body position relative to the aircraft in their headset, giving them the ability to experience the
system response from multiple different perspectives. This simulation will run for a set amount of iterations
before returning to the default viewing screen where the user can update the controller configuration. A
simplified overview of the virtual environment and corresponding processes are represented in Figure below
depicting the user headset interactions and resulting visual output.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Aircraft Dynamics
The dynamics of a fixed wing aircraft can be described by a set of non-linear equations representing
the translational and rotational motion of the aircraft, when subjected to external forces and moments. These
equations of motion can be broken up into two independent sets describing the aircraft’s lateral and
longitudinal motion. For the purpose of this study, we limit our discussions to the longitudinal dynamics and
linearize the aircraft dynamics around small perturbations about a wings level, steady state flight condition.
The longitudinal dynamics of a fixed wing aircraft can be further split into two second order dynamics – short
period and phugoid dynamics. The system poles which represent the longitudinal stability of an aircraft for
each of the two modes described above can be found below in Figure 2. The short period response can be
characterized by a rapid change in angle of attack ! and pitch attitude " and has direct implications on the
dynamic stability of the aircraft as well as the handling qualities and pilot workload.

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Program Name: B.Tech Program Code: AR&VR


School of Computing Science and Engineering
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual Reality

Module III
Revision

Program Name: B.Tech Program Code: AR&VR

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