AngkorVR Advanced Practical Richard Schnpflug and Philipp Rettig - - PowerPoint PPT Presentation

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AngkorVR Advanced Practical Richard Schnpflug and Philipp Rettig - - PowerPoint PPT Presentation

AngkorVR Advanced Practical Richard Schnpflug and Philipp Rettig Advanced Practical Tasks - Virtual exploration of the Angkor Wat temple complex - Based on Pheakdey Nguonphan 's Thesis called " Computer Modeling, Analysis and


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SLIDE 1

AngkorVR

Advanced Practical Richard Schönpflug and Philipp Rettig

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SLIDE 2

Advanced Practical – Tasks

  • Virtual exploration of the Angkor Wat temple complex
  • Based on Pheakdey Nguonphan's Thesis called "Computer Modeling,

Analysis and Visualization of Angkor Wat Style Temples in Cambodia"

  • 3D rendering model to real time VR experience
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SLIDE 3

Approach – Overview

  • Implementation essentials
  • Model adaptation
  • Irregularities
  • Performance
  • Constraints of VR
  • Implementing Controls
  • Feasibility for VR
  • Minimizing nausea
  • Navigation features
  • Extras
  • Atmospheric enhancements
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SLIDE 4

Approach – Implementation

  • Unity game engine
  • Ease of use
  • Experience
  • VR compatibility
  • Oculus Rift VR DK2 goggles
  • Full HD OLED Display
  • 960×1080 pixels per eye
  • Advanced head tracking
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SLIDE 5

Model Adaptation

  • Given model as Autodesk

3ds Max file (.max)

  • Some textures missing
  • Export as Autodesk FBX
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SLIDE 6

Model Adaptation – Irregularities

  • No ordinary modelling
  • Procedurally generated by

mathematic formulae

  • Irregular formed geometry

Single, non-divisible 3D object

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SLIDE 7

Model Adaptation – Irregularities

  • Some z-fighting issues

could not be resolved

  • Small gaps in the

environment

  • Partly floating objects
  • Not solvable without vast

amounts of remodelling Single, non-divisible 3D object

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SLIDE 8

Model Adaptation – Performance

  • High resolution of model for rendering
  • Thousands of vertices in even simple pieces of geometry
  • High number of draw calls
  • Performance dips
  • Big cause of nausea
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SLIDE 9

Model Adaptation – Simplify Geometry

  • Vertex reduction using Blender, 3ds Max, Unity script
  • Not successful
  • Artifacts

Blender simplification

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SLIDE 10

Model Adaptation – Billboarding

  • Billboarding for the 5 towers and inner walls
  • Billboards are active while outside
  • Get replaced by explorable geometry upon entering the temple

Left: Geometry Right: Billboards

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SLIDE 11

Model Adaptation – Billboard Tech

  • Two unity sprites overlapping at 90° angle
  • Custom vertex and fragment shader
  • Left: Depth buffer issues
  • Middle: alpha culling issues
  • Right: Finished billboards
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SLIDE 12

Model Adaptation – Remodelling

  • Accessibility requires colliders
  • Adding floors and stairs
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SLIDE 13

Model Adaptation – Textures

  • Replacement of missing

textures

  • Improving existing

textures

  • Left: Old gold texture
  • Right: New, shiny texture
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SLIDE 14

Model Adaptation – Occlusion Culling

  • Unity occlusion culling
  • Large volumes in empty

areas

  • More refined cull boxes for

more complex geometry

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SLIDE 15

Model Adaptation – Results

  • Completely accessible, nice looking model
  • High performance with 60 FPS and above
  • Tested on different systems with Oculus and WQHD monitors

Occlusion Culling in 2D

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SLIDE 16

Controls – Overview

  • Control Scheme
  • Nausea minimization
  • Environment interaction
  • Teleportation System
  • Camera blinking effect
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SLIDE 17

Controls – Scheme

  • Keyboard and

Mouse controls for development

  • Controller support

with head tracking for VR

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SLIDE 18

Controls – Nausea Minimization

  • Rotation with analog stick very nauseating
  • Fixed rotation with trigger buttons
  • No head bobbing
  • Jumping for experienced users only
  • Facing direction indicator
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SLIDE 19

Controls – Environment Interaction

  • Gazing mechanism
  • Looking at an interactive object spawns a circle
  • Circle fills up while looking at the object
  • When the circle is full, the object will be activated
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SLIDE 20

Controls – Teleportation System – Portals

  • Fast movement over long distances can be nauseating and inconvenient
  • Portals to key areas in the environment
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SLIDE 21

Controls – Teleportation System – Freely

  • Teleportation in viewing direction
  • Target feasibility check via surface

normal vector

  • Launched by pressing and holding the

respective button

  • Releasing the button initiates the

teleportation

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SLIDE 22

Controls – Camera blinking

  • Abrupt changes in camera position are nauseating
  • Blinking effect added
  • Closing planes represent eyelid
  • As soon as eyelids are closed, position will be changed
  • Eyelids open at new location
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SLIDE 23

Extras – Overview

  • Real-time optimized trees
  • Realistic water effects
  • Skybox
  • Torches for mood lighting
  • Animated guide with speech interaction
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SLIDE 24

Extras – Trees

  • Render optimized trees do not

work in real time environments

  • Replacement with SpeedTrees
  • Included level of Detail and

billboarding for performance

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SLIDE 25

Extras – Water

  • Ponds with animated water
  • Floating sea roses
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SLIDE 26

Extras – Skybox

  • Helps disguise the borders of

the map

  • More realistic feeling
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SLIDE 27

Extras – Torches and Vishnu

  • Central point of the temple
  • Torches help illuminate the

gold texture

  • Example on how to make the

world in VR more interesting and lifelike

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SLIDE 28

Extras – Animated Guide

  • Located at the entrance
  • Helps discovering the temple
  • Text-to-speech can be used to inform the user

about the temple and its history

  • Traverses predefined waypoints
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SLIDE 29

Results and Conclusion

  • Transition from render optimized model to interactive, real time experience
  • Various optimizations for high framerates
  • Customized control scheme
  • Nausea minimization techniques
  • Convenience features including teleportation and a guide

Documentation at http://pille.iwr.uni-heidelberg.de/~oculus04/

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SLIDE 30

Future Work

  • Additional speech information for the guide
  • Recreate tall palm trees
  • Atmospheric improvements
  • Grass
  • Particle effects
  • More variety in textures
  • Acquisition of new VR interfaces
  • End user version of Oculus Rift
  • HTC Vive for room scale VR