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SYNTHETIC
ENVIRONMENT
Seminar
Niraj Kumar Jha
Ullas Gupta
Nitish Anand
Panchali Chakraborty
WHAT IS SYNTHETIC ENVIRONMENT ?
A synthetic environment is a computer simulation that represents activities at a high level of realism.
SE allows visualization of and immersion into the environment being simulated.
A synthetic environment can be divided into the following:
• Synthetic natural environment - Representation of climate, weather, terrain, oceans, space, etc.
• Synthetic human-made environment - Representation of human-made structures like buildings,
bridges, and roads
• Synthetic psychological environment - Representation of psychological influences on individuals
and/or groups based on demography and other cultural factors.
SMVIT Dept of CSE 2014 2
REALITY ?
• Physical Reality - This is the state of things as they actually exist, rather than as they
may appear or might be imagined.
• Virtual Reality - Is a computer-simulated environment that can simulate physical
presence in places in the real world or imagined worlds.
• Augmented Reality - Is a live, copy, view of a physical, real-world environment whose
elements are augmented (or supplemented) by computer-
generated sensory input
?
SMVIT Dept of CSE 2014 3
HOW TO GENERATE SYNTHETIC
ENVIRONMENT ?
SMVIT Dept of CSE 2014 4
Post Processing !!!
Chroma Key Composting.
Real Time Processing !!!
Immersion.
CHROMA KEY COMPOSTING?
• Chroma key compositing, or chroma keying, is a special effects / post-production
technique for compositing (layering) two images or video streams together based on
color hues.
• The technique has been used heavily in many fields to remove a background from the
subject of a photo or video – particularly the news casting, motion picture and
videogame industries.
SMVIT Dept of CSE 2014 5
IMMERSION !
• Immersive technology refers to technology that blurs the line between the physical world
and digital or simulated world, thereby creating a sense of immersion.
• Immersive virtual reality is a hypothetical future technology that exists today as virtual
reality art projects, for the most part. It consists of immersion in an artificial environment
where the user feels just as immersed as they usually feel in consensus reality.
SMVIT Dept of CSE 2014 6
Virtual Reality Concept. Augmented Reality Concept.
REALIZATION METHODS !!
There are a number of methods by which virtual reality (VR) can be realized.
• Simulation-based VR
• Avatar image-based VR
• Projector-based VR
• Desktop-based VR
• True Immersive Virtual Reality
SMVIT Dept of CSE 2014 7
REALIZING
VIRTUAL REALITY
Many devices are available today that are able to give a Good VR experience
using the current generation technologies.
SMVIT Dept of CSE 2014 8
Kinect Corner Cave Project Morpheus
WOW KINECT !!!
• Microsoft Xbox 360 Kinect has revolutionized gaming In that you are able to use your
entire body as the controller.
• The Kinect Sensor picks Up on natural body movements as inputs for the game.
• Three major components :
Movement tracking Speech recognition
Motorized Sensors Software Technology
• The Kinect was first announced on June 1, 2009 at E3 (Electronic Entertainment Expo)
as “Project Natal,” the name stems from one of the key project leader’s hometown named
“Natal” in Brazil.
SMVIT Dept of CSE 2014 9
• A company based In Israel known as PrimeSense developed the 3D sensing technology.
Microsoft purchased the rights to use the technology for their gaming system.
• Behind the scene of PrimeSense's 3D sensing technology there are three main parts that make it
work.
• Infrared laser projector.
• Infrared camera.
• RGB colored camera.
• The software that makes Kinect function was by and large developed by Rare, a Microsoft
subsidiary.
MAJOR COMPONENTS !
SMVIT Dept of CSE 2014 10
HOW IT WORKS ??
• The depth projector simply floods the room with IR laser beams creating a depth field
that can be seen only by the IR camera.
• Due to infrared’s insensitivity to ambient light, the Kinect can be played in any lighting
conditions.
• The face recognition system is dependent on the RGB camera along with the depth
sensor, light is needed for the Kinect to recognize a calibrated player accurately.
SMVIT Dept of CSE 2014 11
SMVIT Dept of CSE 2014 12
SPECIFICATION !!
• 20 joints of Skeleton.
• Tracking distance: 0.5-6 M.
• Currently supports two Active players But can recognize Six individual players.
• 640x480-pixel Resolution.
• 57 Horizontal and 43 Vertical Angular field of View.
• +27 to -27 Motorized Pivot tilting.
• Runs at 30 FPS (Frames per second).
SMVIT Dept of CSE 2014 13
INFRARED BEAMS IN THE ROOM
SMVIT Dept of CSE 2014 14
• Although the hardware is the basis for creating an image that the processor can
interpret, the software behind the Kinect is what makes everything possible.
• Using statistics, probability, and hours of testing different natural human movements the
programmers developed software to track the movements of 20 main joints on a human
body.
• This software is how the Kinect can differentiate a player from say a dog that happens to
run in front of the IR projector or different players that are playing a game together.
• The Kinect has the capabilities of tracking up to six different players at a time, but as of
now the software can only track up to two active players.
THE CORNER CAVE
• A Computer Assisted Virtual Environment (better known by the acronym CAVE) is an
immersive virtual reality environment where projectors are directed to three, four, five or
six of the walls of a room-sized cube.
• A CAVE is typically a video theater sited within
a larger room.
• The walls of a CAVE are typically made up
of rear-projection screens.
• The user wears 3D glasses inside the CAVE to see
3D graphics generated by the CAVE.
SMVIT Dept of CSE 2014 15
HOW IT WORKS ???
• A lifelike visual display is created by projectors positioned outside the CAVE and
controlled by physical movements from a user inside the CAVE.
• A motion capture system records the real time position of the user.
• Stereoscopic LCD shutter glasses convey a 3D image. The glasses are synchronized
with the projectors so that each eye only sees the correct image.
• The computers rapidly generate a pair of images, one for each of the user's eyes, based
on the motion capture data.
• Clusters of desktop PCs are popular to run CAVEs, because they cost less and run
faster.
SMVIT Dept of CSE 2014 16
SMVIT Dept of CSE 2014 17
ENOUGH WITH THE HARDWARE !!!
• Software and libraries designed specifically for CAVE applications are available.
• Mechdyne's Conduit is a commercial software package that makes any existing 3D
OpenGL application (like CATIA, Pro/E, Unigraphics...) work directly in a CAVE.
• VR Juggler is a suite of APIs designed to simplify the VR application development
process.
• CaveUT is an open source mutator for Unreal Tournament 2004. Developed by
PublicVR, CaveUT leverages existing gaming technologies to create a CAVE environment.
• Vizard (software) is a multi-purpose virtual reality development platform by WorldViz for
building, rendering, and deploying 3D visualization & simulation applications in
stereoscopic multi-display environments such as the CAVE.
SMVIT Dept of CSE 2014 18
THE AUGMENTED WORLD !
• A realistic Virtual Reality experience has always been the dream of the developers. the
technology present today is still not enough to create a Census Virtual reality
experience.
• Due to the above limitations many developers have turned their focus to AUGMENTED
REALITY applications.
• AR is similar to VR in a sense as it uses Synthetic Objects.
• The difference between them is that AR uses a live view of the world while VR creates
its own world.
SMVIT Dept of CSE 2014 19
A GLIMPSE OF THE
AUGMENTED WORLD !
SMVIT Dept of CSE 2014 20
Layar APP
The Augment App
The Augment App
projects a 3D model
over a surface or any
directed area pointed
by the smartphones
camera.
The model is
generated on a
specific surface
which is considered
as a marker.
YES !
CAN I MAKE AR APPS ????...
• PC/Laptops
ARToolkit .
JSARToolkit.
SLARToolkit.
FLARToolkit.
SMVIT Dept of CSE 2014 21
PLATFORM'S ??
• SmartPhones
 Layar
 Wikitude
 Qualcomm API
 ARToolkitPlus
• Google Glass
• NyARToolkit.
HOW IT WORKS ??
SMVIT Dept of CSE 2014 22
SMVIT Dept of CSE 2014 23
HOW WE DID IT ?
• Platform used – Desktop/Laptop.
• Tools –
• Windows based PC.
• Adobe Flash CS3.
• Flartoolkit.
• PaperVision 3D.
• Google chrome web browser.
• Programming language – ActionScript 3.0
• Custom Marker created using tarotaro.com
SMVIT Dept of CSE 2014 24
GENERATING FULL SCALE SYNTHETIC
WORLDS !
SMVIT Dept of CSE 2014 25
• AR tools can be modified to develop full scale synthetic worlds using MULTIPLE
MARKER technique.
• Each part of the world can be made to be generated on a different pattern.
• These pattern’s when grouped together can form a whole new enviroment.
A Mixture Of Worlds !!
THE FUTURE
SMVIT Dept of CSE 2014 26
• The walls between the REAL and SYTHENTIC simulated world is diminishing.
• Both VR and AR can be combined with other techniques like Motion Detection, Object
Recognition etc.
• The Synthetic World generated can be made fully interactive and the level of realism
achieved can be really close to the conscious reality.
• With the advancement in technology soon every device will support quality Virtual
Reality without the expense of large resources.
Limitation is Our Imagination !!!....
REFRENCES
• http://saqoo.sh/a/en/flartoolkit/start-up-guide
• http://www.wikitude.com/
• http://www.xbox.com/en-IN/Kinect
• http://blog.us.playstation.com/2014/03/18/introducing-project-morpheus/
• http://www.worldviz.com/systems/cornercave
• http://en.wikipedia.org/wiki/Cave_automatic_virtual_environment
• http://www.oculusvr.com/
SMVIT Dept of CSE 2014 27
You Can also Access this Presentation from Slideshare.net Soon !!!
SMVIT Dept of CSE 2014 28
THANK YOU !

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Synthetic environment

  • 1. SYNTHETIC ENVIRONMENT Seminar Niraj Kumar Jha Ullas Gupta Nitish Anand Panchali Chakraborty
  • 2. WHAT IS SYNTHETIC ENVIRONMENT ? A synthetic environment is a computer simulation that represents activities at a high level of realism. SE allows visualization of and immersion into the environment being simulated. A synthetic environment can be divided into the following: • Synthetic natural environment - Representation of climate, weather, terrain, oceans, space, etc. • Synthetic human-made environment - Representation of human-made structures like buildings, bridges, and roads • Synthetic psychological environment - Representation of psychological influences on individuals and/or groups based on demography and other cultural factors. SMVIT Dept of CSE 2014 2
  • 3. REALITY ? • Physical Reality - This is the state of things as they actually exist, rather than as they may appear or might be imagined. • Virtual Reality - Is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. • Augmented Reality - Is a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer- generated sensory input ? SMVIT Dept of CSE 2014 3
  • 4. HOW TO GENERATE SYNTHETIC ENVIRONMENT ? SMVIT Dept of CSE 2014 4 Post Processing !!! Chroma Key Composting. Real Time Processing !!! Immersion.
  • 5. CHROMA KEY COMPOSTING? • Chroma key compositing, or chroma keying, is a special effects / post-production technique for compositing (layering) two images or video streams together based on color hues. • The technique has been used heavily in many fields to remove a background from the subject of a photo or video – particularly the news casting, motion picture and videogame industries. SMVIT Dept of CSE 2014 5
  • 6. IMMERSION ! • Immersive technology refers to technology that blurs the line between the physical world and digital or simulated world, thereby creating a sense of immersion. • Immersive virtual reality is a hypothetical future technology that exists today as virtual reality art projects, for the most part. It consists of immersion in an artificial environment where the user feels just as immersed as they usually feel in consensus reality. SMVIT Dept of CSE 2014 6 Virtual Reality Concept. Augmented Reality Concept.
  • 7. REALIZATION METHODS !! There are a number of methods by which virtual reality (VR) can be realized. • Simulation-based VR • Avatar image-based VR • Projector-based VR • Desktop-based VR • True Immersive Virtual Reality SMVIT Dept of CSE 2014 7
  • 8. REALIZING VIRTUAL REALITY Many devices are available today that are able to give a Good VR experience using the current generation technologies. SMVIT Dept of CSE 2014 8 Kinect Corner Cave Project Morpheus
  • 9. WOW KINECT !!! • Microsoft Xbox 360 Kinect has revolutionized gaming In that you are able to use your entire body as the controller. • The Kinect Sensor picks Up on natural body movements as inputs for the game. • Three major components : Movement tracking Speech recognition Motorized Sensors Software Technology • The Kinect was first announced on June 1, 2009 at E3 (Electronic Entertainment Expo) as “Project Natal,” the name stems from one of the key project leader’s hometown named “Natal” in Brazil. SMVIT Dept of CSE 2014 9
  • 10. • A company based In Israel known as PrimeSense developed the 3D sensing technology. Microsoft purchased the rights to use the technology for their gaming system. • Behind the scene of PrimeSense's 3D sensing technology there are three main parts that make it work. • Infrared laser projector. • Infrared camera. • RGB colored camera. • The software that makes Kinect function was by and large developed by Rare, a Microsoft subsidiary. MAJOR COMPONENTS ! SMVIT Dept of CSE 2014 10
  • 11. HOW IT WORKS ?? • The depth projector simply floods the room with IR laser beams creating a depth field that can be seen only by the IR camera. • Due to infrared’s insensitivity to ambient light, the Kinect can be played in any lighting conditions. • The face recognition system is dependent on the RGB camera along with the depth sensor, light is needed for the Kinect to recognize a calibrated player accurately. SMVIT Dept of CSE 2014 11
  • 12. SMVIT Dept of CSE 2014 12
  • 13. SPECIFICATION !! • 20 joints of Skeleton. • Tracking distance: 0.5-6 M. • Currently supports two Active players But can recognize Six individual players. • 640x480-pixel Resolution. • 57 Horizontal and 43 Vertical Angular field of View. • +27 to -27 Motorized Pivot tilting. • Runs at 30 FPS (Frames per second). SMVIT Dept of CSE 2014 13
  • 14. INFRARED BEAMS IN THE ROOM SMVIT Dept of CSE 2014 14 • Although the hardware is the basis for creating an image that the processor can interpret, the software behind the Kinect is what makes everything possible. • Using statistics, probability, and hours of testing different natural human movements the programmers developed software to track the movements of 20 main joints on a human body. • This software is how the Kinect can differentiate a player from say a dog that happens to run in front of the IR projector or different players that are playing a game together. • The Kinect has the capabilities of tracking up to six different players at a time, but as of now the software can only track up to two active players.
  • 15. THE CORNER CAVE • A Computer Assisted Virtual Environment (better known by the acronym CAVE) is an immersive virtual reality environment where projectors are directed to three, four, five or six of the walls of a room-sized cube. • A CAVE is typically a video theater sited within a larger room. • The walls of a CAVE are typically made up of rear-projection screens. • The user wears 3D glasses inside the CAVE to see 3D graphics generated by the CAVE. SMVIT Dept of CSE 2014 15
  • 16. HOW IT WORKS ??? • A lifelike visual display is created by projectors positioned outside the CAVE and controlled by physical movements from a user inside the CAVE. • A motion capture system records the real time position of the user. • Stereoscopic LCD shutter glasses convey a 3D image. The glasses are synchronized with the projectors so that each eye only sees the correct image. • The computers rapidly generate a pair of images, one for each of the user's eyes, based on the motion capture data. • Clusters of desktop PCs are popular to run CAVEs, because they cost less and run faster. SMVIT Dept of CSE 2014 16
  • 17. SMVIT Dept of CSE 2014 17
  • 18. ENOUGH WITH THE HARDWARE !!! • Software and libraries designed specifically for CAVE applications are available. • Mechdyne's Conduit is a commercial software package that makes any existing 3D OpenGL application (like CATIA, Pro/E, Unigraphics...) work directly in a CAVE. • VR Juggler is a suite of APIs designed to simplify the VR application development process. • CaveUT is an open source mutator for Unreal Tournament 2004. Developed by PublicVR, CaveUT leverages existing gaming technologies to create a CAVE environment. • Vizard (software) is a multi-purpose virtual reality development platform by WorldViz for building, rendering, and deploying 3D visualization & simulation applications in stereoscopic multi-display environments such as the CAVE. SMVIT Dept of CSE 2014 18
  • 19. THE AUGMENTED WORLD ! • A realistic Virtual Reality experience has always been the dream of the developers. the technology present today is still not enough to create a Census Virtual reality experience. • Due to the above limitations many developers have turned their focus to AUGMENTED REALITY applications. • AR is similar to VR in a sense as it uses Synthetic Objects. • The difference between them is that AR uses a live view of the world while VR creates its own world. SMVIT Dept of CSE 2014 19
  • 20. A GLIMPSE OF THE AUGMENTED WORLD ! SMVIT Dept of CSE 2014 20 Layar APP The Augment App The Augment App projects a 3D model over a surface or any directed area pointed by the smartphones camera. The model is generated on a specific surface which is considered as a marker.
  • 21. YES ! CAN I MAKE AR APPS ????... • PC/Laptops ARToolkit . JSARToolkit. SLARToolkit. FLARToolkit. SMVIT Dept of CSE 2014 21 PLATFORM'S ?? • SmartPhones  Layar  Wikitude  Qualcomm API  ARToolkitPlus • Google Glass • NyARToolkit.
  • 22. HOW IT WORKS ?? SMVIT Dept of CSE 2014 22
  • 23. SMVIT Dept of CSE 2014 23
  • 24. HOW WE DID IT ? • Platform used – Desktop/Laptop. • Tools – • Windows based PC. • Adobe Flash CS3. • Flartoolkit. • PaperVision 3D. • Google chrome web browser. • Programming language – ActionScript 3.0 • Custom Marker created using tarotaro.com SMVIT Dept of CSE 2014 24
  • 25. GENERATING FULL SCALE SYNTHETIC WORLDS ! SMVIT Dept of CSE 2014 25 • AR tools can be modified to develop full scale synthetic worlds using MULTIPLE MARKER technique. • Each part of the world can be made to be generated on a different pattern. • These pattern’s when grouped together can form a whole new enviroment. A Mixture Of Worlds !!
  • 26. THE FUTURE SMVIT Dept of CSE 2014 26 • The walls between the REAL and SYTHENTIC simulated world is diminishing. • Both VR and AR can be combined with other techniques like Motion Detection, Object Recognition etc. • The Synthetic World generated can be made fully interactive and the level of realism achieved can be really close to the conscious reality. • With the advancement in technology soon every device will support quality Virtual Reality without the expense of large resources. Limitation is Our Imagination !!!....
  • 27. REFRENCES • http://saqoo.sh/a/en/flartoolkit/start-up-guide • http://www.wikitude.com/ • http://www.xbox.com/en-IN/Kinect • http://blog.us.playstation.com/2014/03/18/introducing-project-morpheus/ • http://www.worldviz.com/systems/cornercave • http://en.wikipedia.org/wiki/Cave_automatic_virtual_environment • http://www.oculusvr.com/ SMVIT Dept of CSE 2014 27
  • 28. You Can also Access this Presentation from Slideshare.net Soon !!! SMVIT Dept of CSE 2014 28 THANK YOU !