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The cave 



 

 
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Published:  September 28, 2007
 
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Slide 1: CAVE Exploration Media Union 3D Lab Klaus-Peter Beier Steffen Heise Brett Lyons Eric Maslowski Lars Schumann beier@umich.edu heise@umich.edu lyonsb@umich.edu emaslows@umich.edu larsi@umich.edu May 2003 es 2003 - CAVE Exploration 1
Slide 2: The CAVE May 2003 es 2003 - CAVE Exploration 2
Slide 3: Projector Electrohome CRT projectors May 2003 es 2003 - CAVE Exploration 3
Slide 4: Glasses CrystalEyes May 2003 es 2003 - CAVE Exploration 4
Slide 5: Wand May 2003 es 2003 - CAVE Exploration 5
Slide 6: Tracking Ascension’s Flock of Birds May 2003 es 2003 - CAVE Exploration 6
Slide 7: Data Gloves Pinch Gloves May 2003 es 2003 - CAVE Exploration 7
Slide 8: Computer SGI’s Onyx 2 (4 CPUs, 2 Infinite Reality Pipelines) May 2003 es 2003 - CAVE Exploration 8
Slide 9: The Pros of the CAVE •Currently the best immersive Environment The Cons of the CAVE •Expensive (Room $250,000 + SGI $750,000 = $1,000,000) •Expensive repairs + running costs •Not mobile The CAVE is sometimes an “overkill ” May 2003 es 2003 - CAVE Exploration 9
Slide 10: Other Devices May 2003 es 2003 - CAVE Exploration 10
Slide 11: What is the GeoWall? •Low-cost stereo projection system •Ideal for classrooms •Off-the-shelf hardware •Free software (Off-the-shelf or open source) •Many demos in a wide content range •Mobile May 2003 es 2003 - CAVE Exploration 11
Slide 12: CAVE Applications May 2003 es 2003 - CAVE Exploration 12
Slide 13: VR Areas •Complex, Three-Dimensional Geometry •Complex Behavior and Functionality •Non-Existing or Not-Yet-Existing Worlds •Invisible or Hidden Worlds •Remote Locations •Dangerous Situations •Preservation of Resources •Cost and Time Savings •Communication, Demonstration, Promotion •Art and Entertainment From Peter Beier’s lecture Eng477, “Principles of Virtual Reality” May 2003 es 2003 - CAVE Exploration 13
Slide 14: Components of a VR application May 2003 es 2003 - CAVE Exploration 14
Slide 15: The Model May 2003 es 2003 - CAVE Exploration 15
Slide 16: Mathematical Model May 2003 es 2003 - CAVE Exploration 16
Slide 17: Tessellation 20 May 2003 80 180 320 17 es 2003 - CAVE Exploration
Slide 18: Level of Detail (LOD) May 2003 es 2003 - CAVE Exploration 18
Slide 19: Scene Light Group Geometry Geometry Transform Switch Geometry Geometry Transform Transform Sequence Geometry Geometry Geometry Light Scene - root node of a scene graph Group - generic grouping node Transfom - a transformation which can change Switch - selects children to be active Sequence - cycles through a series of children May 2003 es 2003 - CAVE Exploration 19
Slide 20: The Programming Environment Unix (Irix, Linux) C++ Performer CAVELib Additional in-house libs May 2003 es 2003 - CAVE Exploration 20
Slide 21: Performer •Designed for high-performance interactive graphics •Very efficient, if there is more than one view in a scene •Classes for multiprocessing •Classes for scene manipulation •Libs for C and C++ •Generates calls for OpenGL May 2003 es 2003 - CAVE Exploration 21
Slide 22: CAVELib •Specifics of CAVE •Displaying •Interaction •Tracking •Networking May 2003 es 2003 - CAVE Exploration 22

   
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