CH 5
CH 5
Virtual Environment (VE): Computer generated world with which user can interact and interaction can
vary from looking around to interactively modifying world.
Virtual Reality: VR typically refers to computer technologies that uses software-generated realistic
images, sounds and other sensations to replicate a real environment or an imaginary setting, and simulate
a user's physical presence in this environment, by enabling the user to interact with this space and any
objects depicted therein. VR has been defined as a realistic and immersive simulation of a three-
dimensional environment, created using interactive software and hardware, and experienced or controlled
by movement of the body. or as an immersive, interactive experience generated by a computer.
Virtual Reality Systems: A typical VR system consists of six main components grouped into two:
a) Internal Components
a. Virtual World
b. Graphics Engine
c. Simulation Engine
d. User interface
b) External Components
a. User inputs
b. User outputs
Virtual world: A scene database containing the geometric representations and attributes for all objects
within the environment.
Graphics Engine:
Responsible for actually generating the image or scene, which a viewer will see
Usually the scene database and the viewer’s current position and orientation is taken into account
It also includes other information form the scene data base e.g. sounds, special effects textures etc
Simulation Engine:
Does most of the wok required to maintain virtual environment
Concerned purely with the dynamics of the environment
o how it changes over time
o how it responds to the user’s actions
This includes handling interactions, physical simulations (gravity, inertia)
User Interface: Controls how the user navigates and interacts with this virtual environment.
ii] Projected VR
Based on overlapping of the image of the real user on the computer generated world
A special movement tracking device can capture the movements of the user and enter them so
that they can cause actions and reactions in the virtual world.
Often used in VR art shows
iii] Immersive VR
The user appears to be fully inserted in the computer generated environment
Illusion rendered by providing HMD (Head Mounted Device) with 3D viewing and a system of
head tracking that gives the exact correspondence and coordination of the user’s movements with
the feed-back of the environment
The goal is to completely immerse the user within a synthetic environment or make them feel a
part of that environment
vi] Augmentation
Mixed reality provides a half way point between an non immersive and fully immersive VR
system
A user’s view of the world is supplemented with virtual objects and items whose meaning is aimed
at enriching the information content of the real environment
For e.g. Head Up Displays (HUD)
o Used in modern military aircraft
o These superimpose flight data such as altitude, air speed upon the pilots field of view
o This can be on a cockpit mounted display or upon the pilot’s helmet visor
Factors in VR system:
Factors that can attribute to a realistic and believable virtual environment:
i] Visual Realism:
The level of realism in a scene helps considerably in making a believable environment
With best applications, the viewer does not notice any transition between real footage and
computer generated effects
But it requires a lot of rendering time
The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably
in games and virtual worlds. But other equally popular areas include:
Virtual Museums, e.g. interactive exhibitions
Galleries
Theatre, e.g. interactive performances
Virtual theme parks
Discovery centres
Many of these areas fall into the category ‘edutainment’ in which the aim is to educate as well as
entertain.
5. Virtual Reality in Fashion
Fashion is not something that immediately springs to mind when thinking aboutvirtual reality but
nevertheless, it is used by the fashion industry in a variety of ways.
These include:
VR software for building virtual fashion stores
3D avatars (virtual humans) to help with clothes design
Fashion show in Second Life
3D fashion portfolio
6. Virtual Reality and Heritage
This refers to the use of virtual reality in museum and historical settings, e.g. visitor centres. These
settings employ interaction as a means of communicating information to the general public in new
and exciting ways.
There has been a move away from the traditional type of experience associated with museums,
galleries and visitor centres. The old model was that of passive engagement in which people
viewed the exhibit/s but did not get involved to an experience in which interaction is the main
feature.
Interactive displays form a large part of many exhibitions and particularly appeal to children. Chil-
dren are often difficult to attract to a museum or gallery as they tend to see this as a boring expe-
rience. But the use of interactive technologies such as virtual reality has changed that perception
and opened up these spaces to a new audience.
7. Virtual Reality in Business
Virtual reality is being used in a number of ways by the business community which include:
Virtual tours of a business environment
Training of new employees
A 360 view of a product
Many businesses have embraced virtual reality as a cost effective way of developing a product or service.
For example it enables them to test a prototype without having to develop several versions of this which
can be time consuming and expensive.
8. Virtual Reality in Engineering
Virtual reality engineering includes the use of 3D modelling tools and visualisation techniques as
part of the design process. This technology enables engineers to view their project in 3D and gain
a greater understanding of how it works. Plus they can spot any flaws or potential risks before
implementation.
This also allows the design team to observe their project within a safe environment and make
changes as and where necessary. This saves both time and money.
What is important is the ability of virtual reality to depict fine grained details of an engineering
product to maintain the illusion. This means high end graphics, video with a fast refresh rate and
realistic sound and movement.
9. Virtual Reality in Sport
Virtual reality is used as a training aid in many sports such as golf, athletics, skiing, cycling etc. It
is used as an aid to measuring athletic performance as well as analysing technique and is designed
to help with both of these. It also used in clothing/equipment design and as part of the drive to
improve the audience’s experience.
10. Virtual Reality in Media
Virtual reality has featured in several film and television programmes. It is often used to illustrate the
concept of being trapped within the machine (or in this case, cyberspace), or as a form of advanced tech-
nology.
Examples of VR inspired films include:
The Lawnmower Man
The Matrix
Tron (1982 version)
The Thirteenth Floor
eXistenZ
Vanilla Sky
Computer Animation:
Animation is a rapid display of the sequence of images of 2D or 3D artwork or model positions in order
to create the illusion of movement. It is the optical illusion of motion due to phenomenon of persistence
of vision & can be created & demonstrated in no of ways. Most common method of presenting animation
is as motion picture or video programs, even although several other forms of presenting animation also
exist. Computer animation generally refers to any time sequence of the visual changes in scene. Early
example of attempts to capture a phenomenon of motion drawing can be found in the cave paintings,
where an animal are depicted with multiple legs in the superimposed positions, clearly attempting to
convey perception of motion. The Computer animation encompasses variety of techniques, unifying
factor being that an animation is created digitally on the computer.
2D Animation
2D animation figures are created & edited on computer using two-dimension bitmap graphics or created
& edited using 2D vector graphics. This includes the automated computerized versions of the traditional
animation techniques such as morphing & interpolated rot scoping.
Examples: Foster's Home for the Imaginary Friends, Danny Phantom
o Analog computer animation
o Flash animation
o PowerPoint animation
3D Animation:
They are digitally modeled & manipulated by animator. In order to manipulate mesh, it is given digital
skeletal structure which can be used to control a mesh. This process is known as rigging. Various other
techniques can be applied, such as mathematical function, simulated fur or hair, effects such as fire &
water & use of Motion capture to name but few, these techniques fall under a category of 3D dynamics.
Many 3-D animations are very believable and are commonly used as visual effects for the recent movies.
2. Object definitions:
It is given for participant to action. An object can define in terms of the basic shapes, such as polygons
or splines. In addition, associated movements for each object are specified along with shape. In simple
manual systems, objects can be simply artist drawings.
o In computer generated animations, models are used.
o Examples of the models:
–"flying logo" in TV advert
–walking stick man
–dinosaur attacking its prey in the Jurassic Park
– Static camera, moving object
Morphing:
Transformation of object shapes from one form to another is called morphing, which is shortened form of
metamorphosis. Morphing method can be applied to any motion or transition involving charge in shape.
Given the key frames for an object transformation, we first adjust the object specification in one of the
frames so that the number of polygon edges (vertices) is the same for two frames.
Fig: An edge with vertex position 1 and 2 in key frame k evolves into two connected edges in key frame
k+1
Fig: Linear interpolation for transforming a line segment in key frame k into two connected line
segment in key frame k+1
We can state general preprocessing rule for equalizing key frames in terms of either the number of edges
or the number of vertices to be added to a key frame.
Simulating Acceleration:
Curve fitting techniques are often used to specify the animation paths between key frames. Given the
vertex positions at the key frames, we can hit the positions with linear or non-linear paths. To simulate
accelerations, we can adjust time spacing for the in-betweens. For constant speed (zero acceleration), we
use equal interval time spacing for the in-between for key frames at time t1 and t2. The time interval
between key frames is then divided into (n+1) subintervals, yielding an in-between spacing of
∆t= (t2-t1)/ (n+1)
We can calculate the time for any in-between as:
tBj =t1+j∆t, j=1,2,…………,n
And determine the values for the coordinate positions color, and other physical parameters. None zero
accelerations are used to produce realistic displays of speed charges, particularly at the beginning and end
of the motion sequence. We can model the starting and slow down portion of an animation path with
spline or trigonometric functions. Parabolic and cubic time functions have been applied to acceleration
modeling, but trigonometric functions are mare commonly used in animation packages.
Exercise
1. Explain the virtual reality and its applications in the computer graphics.
2. Explain the basic steps for computer animation.
3. What do you mean by virtual reality and animation? Explain.