Unit 2 Vr Modeling
Unit 2 Vr Modeling
Modeling
Modeling in virtual reality (VR) refers to the process of creating digital 3D
representations of objects, environments, or entire scenes within a virtual
reality context. This modeling process involves the creation, design, and
optimization of 3D assets that can be used to populate and enhance VR
experiences.
Geometric modeling
It defines about the shape of virtual objects ( polygons, triangles, vertices,
splines ) as well as their appearance (surface texture, surface illumination and
colour).
Consist of
1.Virtual object shape
Using toolkit editor
Importing a CAD Files
Creating surfaces with 3d Digitizer
Creating Surfaces with 3D scanner
Using Online 3d object database
2. Object visual Appearance
Scene Illumination
Texture mapping
1. Virtual object shape:
.
Consist of:
Transformation matrices
Object position
Transformation Invariants
Object hierarchies
Viewing the 3d world
Transformation matrices
Transformation matrices are used to represent and manipulate the position,
orientation, and motion of objects or entities within a virtual environment.
Transformation matrices/ Homogeneous transformations can represent
translation (movement), rotation (orientation change), and scaling (size change)
operations. These operations allow you to position and manipulate objects in
3D space.
Object position
Kinematics modeling of object position in virtual reality refers to the
mathematical and computational techniques used to represent, manipulate, and
control the precise location and movement of virtual objects or entities within a
virtual environment. This modeling involves the use of mathematical
transformations, matrices, and algorithms to determine the 3D positions of
objects, allowing for realistic positioning, animation, and interaction within the
virtual world. It is a fundamental aspect of creating immersive and interactive
virtual reality experiences where the spatial relationships and movements of
virtual objects closely mimic real-world physics and behavior.
Transformation Invariants
It refers to specific properties or attributes of objects within a virtual
environment that remain unchanged or constant when those objects undergo
various transformations. These transformations can include translations
(movement), rotations (orientation changes), and scalings (size changes). The
concept of transformation invariants is crucial for maintaining realism,
consistency, and the preservation of certain physical or geometric
characteristics in virtual reality simulations. These invariants help ensure that
objects within the virtual world behave in a predictable and physically accurate
manner, enhancing the overall user experience.
Object hierarchies
Viewing the 3d world
Viewing a three-dimensional world in kinematics modeling for virtual reality
refers to the process of representing and controlling how a user perceives and
interacts with a computer-generated 3D environment within the context of
virtual reality (VR). This involves dynamically updating the user's viewpoint
and perspective in response to their head movements and other interactions,
creating the illusion of immersion in a 3D digital space. In essence, it's about
simulating and managing the user's point of view to provide a realistic and
interactive VR experience.
PHYSICAL MODELING
Physical modeling in virtual reality is the process of emulating real-
world physical laws, properties, and behaviors within a digital VR environment.
It involves the mathematical and computational simulation of forces, motions,
interactions, and dynamics, enabling virtual objects and entities to respond
realistically to user actions, environmental conditions, and simulated physical
forces.
It consists of :
Collision Detection
Surface deformation
Force computation
Force smoothing and mapping
Collision Detection
It is the computational technique used to detect and respond to
interactions between virtual objects or entities within a virtual environment. It
involves algorithms and calculations to identify instances where objects
intersect or make contact, enabling the simulation to respond with appropriate
reactions, such as preventing overlap, triggering sound effects, or initiating
physical responses like bouncing or breaking.
Surface deformation