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Virtual Reality goes Physics Realistic shading and physically based simulation of the Virtual Puppet CARVI 2005, 10 th June Matthias Biedermann University of Koblenz-Landau, Germany

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Page 1: Virtual Reality goes Physics - Uni Koblenz-Landaucg/Veroeffentlichungen/CARVI2005... · Virtual Reality goes Physics ... material library for shading system t h e v i r t u a l p

Virtual Reality goes Physics Realistic shading and physically based simulation of the Virtual Puppet

CARVI 2005, 10th June Matthias Biedermann

University of Koblenz-Landau, Germany

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Matthias Biedermann - CARVI 2005

IntroductionUniversity and Institute

Course of study “Computational Visualistics“

Students‘ projects

The Virtual PuppetGeneral information

Physics system

Shading architecture

Discussion and Conclusion

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Matthias Biedermann - CARVI 2005

intr

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on The City of Koblenz

Campus Koblenzapprox. 5,500 students

new campus since 2002

Courses of study (IT only)Computer science

Information management

Computational visualistics

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Matthias Biedermann - CARVI 2005

CV Institute founded in 2001

Six research groups focusing on:

Image processing/computer vision

Computer graphics

Software ergonomics

Computational linguistics

CG group‘s topics include:

Real-time raytracing

Photorealistic image synthesis for real-time augmentation

Virtual and Augmented Reality

Visualization and interaction in medical contexts

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Matthias Biedermann - CARVI 2005

Course of study est‘d 1998, one year after University of Magdeburg

Degree: “Diplom-Informatiker/in“diploma in computer science

“EU-redesign“ to BSc/MSc around 2007

Some facts about CV:currently approx. 700 students

average duration 9-10 semesters

more than 25% female students

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Matthias Biedermann - CARVI 2005

Project with 6-30 students as part of curriculum

During one semester (6 months):becoming acquainted with chosen topic

planning/implementation/integration in teams

final presentation and (optional) deployment

Projects cover wide range of topics like:MedCV (medical applications in cooperation with local hospitals and medical staff)

Robotic systems (indoor and outdoor)

Mobile AR Game on portable devices

Virtual Reality…like the Virtual Puppet!

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Matthias Biedermann - CARVI 2005

The Virtual Puppet

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Matthias Biedermann - CARVI 2005

VR application with physically simulated character

Idea: Puppet (marionette) in different scenarios for playing and performing tasks

attractive and amusing application

both artistic and scientific content

challenging but still feasible

27 students gathered to put the idea into practice…

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Matthias Biedermann - CARVI 2005

Cross-platform (run on GNU/Linux and Microsoft Windows®)

Network-based communication of events, even for physical simulation…

Existing systems usedOpenSG, Cg: (stereo-)rendering, shading

OpenAL, OggVorbis, SDL : sound, input

vrpn: optical/electro-magnetical tracking

Self-made exporter for 3ds max®physical properties of objects

material library for shading system

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Matthias Biedermann - CARVI 2005

Typical setup2 render servers (for stereo)

1 client for application and simulation

1 tracking system

Scales well, so virtually everything from 1 to n PCs is possible (e.g., for HEyeWall…)

Two versions of the Virtual Puppetextensive physics engine “Simon“

simplified showcase version

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Matthias Biedermann - CARVI 2005

OpenSimon: http://opensimon.berlios.de/

Separate library, i.e., runs independently from VR application

Implements physical simulation for real-time applications:

rigid bodies with constraints (joints, ropes, etc.)

collision detection and response

resting contact, friction

cloth simulation (partly…)

Constraints and collision handling based on Baraff‘s and Fedkiw‘s algorithms

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Matthias Biedermann - CARVI 2005

Second physics “engine“ is limited, i.e., much more application-specific

Uses spring-mass system onlyvisually convincing for moving parts (ropes, clothes etc.)

allows for gimmicks such as hair

but: problems with rigid objects like boxes, balls

Very efficient implementation focusing on this one case makes 24 simulation steps per frame (!) possible

stable computation despite limited model

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Matthias Biedermann - CARVI 2005

Basically, two shading architectures are implemented

shader programs on state-of-the-art commodity graphics hardware

advanced but standard OpenGL shading

Build on top of OpenSG‘s infrastructurepowerful and efficient layer on top of OpenGL

several limitations for both systems (then…)no real multipassing, number of lights etc.

somewhat complex handling of custom data used in shader programs

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Matthias Biedermann - CARVI 2005

High-level shading language: Cgbetter known to students

however, somewhat limited interface to OpenSG/OpenGL

Extensive material libraryhandcrafted textures

advanced mapping techniques (bump, refrac, env, …)

procedural displacement shaders

different lighting effects incl. maps

Uses a more artistic style for overall setting

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Matthias Biedermann - CARVI 2005

to the puppet...

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Discussion

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Matthias Biedermann - CARVI 2005

“It‘s gotta look good and behave right.“

Definition of “look good“…attractive, appealing setting

competitive visual quality

Definition of “behave right“…must not interfere with user‘s world experience and expectations

needs to be “correct“ in terms of visual perception

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Matthias Biedermann - CARVI 2005

“Keep it as simple as possible, but as complex as needed.“

Example: Input device…Optically tracked wireless gamepad in first version of VirtualPuppet

control of strings etc. via joysticks

change of rooms via buttons

but: too complex for first-timers…

Showcase version: 6DOF tracked wooden “thingy”…

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Matthias Biedermann - CARVI 2005

In a nutshell: Making VR applications “physics aware“ boils down to some major decisions

Do it “the physics way“ vs. faking realityphysics allows for easier interaction, more natural effects, no “workarounds“ etc.

however, ties up a lot of manpower in your project

needs thorough knowledge to implement/integrate

Complete, all-purpose physics engine vs. implementing application-specific only

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Matthias Biedermann - CARVI 2005

Usual trade-off between accuracy and speedentertainment: real-time, but faked

simulation: precise, but hardly real-time

animation: combination of keyframes and simulation

And this means for the Virtual Puppet…?physics simulation with correct results w.r.t real-time applications

visually correct shading in the context of the somewhat comic style

indirect acting/control of character

interesting prospect: combination of animated sequences (mocapped?) with physics system…

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Conclusion

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Matthias Biedermann - CARVI 2005

Computational Visualisticscourse of study on computer science with interdisciplinary focus on images

two universities in Germany: Koblenz and Magdeburg

The Virtual Puppet as students‘ projectamusing and attractive scenario

advanced VR technology combined with physics simulation and current graphics hardware

CV students combined their wide range of skills in successful project

Physics in VR allows for realistic and consistent behavior – but comes at a price…

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Thank you!

Questions? Comments?