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This is 4003-590-09 / 4005-769-09 (Applications in Virtual Reality) - PDF document

9/7/09 4003-590-04 4005-769-04 This is 4003-590-09 / 4005-769-09 (Applications in Virtual Reality) I am Joe Geigelyour host! 1 9/7/09 Logistics Answer the questions What is this course about? How will the


  1. 9/7/09
 4003-590-04 4005-769-04  This is 4003-590-09 / 4005-769-09 ◦ (Applications in Virtual Reality)  I am Joe Geigel…your host! 1


  2. 9/7/09
  Logistics  Answer the questions ◦ What is this course about? ◦ How will the course will run ◦ What exactly is Virtual Theatre…and why should I care? ◦ How do I fit in  More logistics  But first… ◦ attendance  mycourses ◦ Announcements ◦ Dropboxes ◦ Grades ◦ UGRADS to be ADDED To GRAD SECTION  Common mycourses shell.  E-mail ◦ Be sure that your e-mail is being forwarded correct. 2


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  Course Web Site: ◦ http://www.cs.rit.edu/~jmg/vr  Contact: ◦ office hours: MW 10-noon or by appt. ◦ Office: 70 (GCCIS) Rm 3527 ◦ e-mail: jmg@cs.rit.edu ◦ phone: 475-2051  Slides: ◦ Will be available (in PDF) on Web site.  Official Prerequisite – one of the following: ◦ Computer Graphics 1(CS 570/761) ◦ Foundations of 3D Graphics Programming (IT 502) ◦ 3D Graphics Programming (IT 735)  However… ◦ Need expertise in  Graphics Progamming  Basic programming  Audio  Networking  Logistics  … 3


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  Computing Environment ◦ ICL6  Windows Machines  LUSTER ◦ Graphics Lab (70-3405)  MoCap development (measurand)  Need access ◦ Digital Studio Lab  Building 7A  Organic Motion moCap system  No required textbooks.  Articles and docs as required ◦ Will be posted on Web site / mycourses. 4


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  Introduce students to virtual reality hardware, software, and toolkits  Apply to a given domain  Apply to a large scale problem.  Teamwork, teamwork, teamwork! 5


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  Virtual Theatre ◦ A distributed computer system whereby performers, stage crew, and audience can be in physically separate places yet share in the same live theatrical performance.  This is a project based course  Teams will be assembled ◦ Each team will work on a specific component / problem ◦ Components will integral part of larger system  Collective goal: ◦ To build on an existing framework for a virtual theatre system ◦ Test the framework out on short virtual performance. ◦ Opening night: Final Exam 6


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  Collaboration ◦ Within teams ◦ Between teams ◦ With artists in School of Design  Questions so far?  Schedule will be aggressive  Weeks 1 ◦ Intro material ◦ Team formation  Week 2 ◦ Define team goals  Weeks 3 – 10 ◦ Group work ◦ Lectures: status meetings / updates / working sessions ◦ 3 checkpoints  Finals Week ◦ Showtime! Will work towards production schedule of final exam 7


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  Checkpoints ◦ Periodic Status checks  Weeks 4,7,10  At least 1 intermediate deliverable  Demo  Checkpoint deliverables vary by team ◦ Will be discussed at start of CP cycle.  Status meetings ◦ Announcements / new developments ◦ News from the artistic side  Updates  Mini-deliverables ◦ TBD  Guaranteed team working time. 8


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  Checkpoint 1 -- Sept 28 th  Checkpoint 2 – Oct 19 th  Checkpoint 3 – Nov 9 th  Showtime! ◦ Finals week  Team grade ◦ Meeting checkpoint ◦ Deliverable + demos ◦ Working with final demo  Individual Grades ◦ Peer review  Evaluation of teams from those not in teams ◦ Teammate Evaluation  Evaluation of students from teammates ◦ Leader Evaluation  Evaluation of grad leaders from teammates 9


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  In addition, Grad Students will be assessed: ◦ Leadership Role -- Leader evals ◦ Documentation -- Team documentation is responsibility of leader. ◦ Other deliverables -- as agreed upon with instructor. Graduate Undergrad Checkpoints 25% 35% (Team) Final Demo 35% 40% (Team) Peer Evals 20% 25% (Individual) Leadership / 20% Docs (GRAD) 10


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  Answer the questions ◦ What is this course about? ◦ How will the course will run ◦ What exactly is Virtual Theatre…why should I care? ◦ How do I fit in  Any questions? 11


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  Art and Technology Collaboration  Visuals  Technology  Lighting / Staging Integration of distributed virtual reality / gaming technologies into the theatrical storytelling process.  Our experiments in theatrical storytelling ◦ Live…action takes place in a distributed virtual space ◦ Performers / crew control from a physical space ◦ Active Audience Participation 12


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  Machinima a new form of filmmaking that uses computer games technology to shoot films in the virtual reality of a game engine. Anna (2003) -- Fountainhead Entertainment 13


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  Machinimation (Fountainhead Entertainment) http://www.fountainheadent.com  Cinema  Theatre ◦ Recorded ◦ Live ◦ Editted ◦ Real time ◦ Passive Audience ◦ Active Audience ◦ POV of filmmaker ◦ POV of audience 14


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  Gaming Engines ◦ Provide object oriented graphical abstraction ◦ Performs real time rendering ◦ Provides networking infrastructure  Requirements for theatrical use ◦ Adapt to use theatrical metaphor / language ◦ Physical control of virtual characters and staging ◦ Theatrical components designed by artisans.  API ◦ Set of programming libraries used to create 3D games ◦ Implies use of low level language (C, C++, Java)  Scripting Systems ◦ Extending of existing games (Mods) ◦ Game specific language ◦ Constrained by capabilities of game / script ◦ Examples  Quake II  Unreal Tournament  Second Life 15


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 participant VIRTUAL THEATRE LAYER Gaming Engine Graphics API Sound API Networking API Graphics Sound Network To display Hardware Hardware Hardware To network To speaker Virtual stage 16


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  Components of a  Objects to be defined on virtual stage theatrical production ◦ Actors ◦ Action ◦ Stage Manager ◦ Staging ◦ Audience Member ◦ Audience ◦ Orchestra ◦ Sound / Music What’s the Buzz Getting By Critters (Spring 2004) (Spring 2005) (Spring 2006 – Fall 2008) 17


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  Controls characters on stage  Actors have associated avatar(s) on virtual stage.  Specific control of avatar behavior defined by subclasses of Actor  Example 1 ◦ Puppets 18


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  Example 2 ◦ Gesture ( What’s the Buzz? Spring 2004)  Example 3 ◦ Full Body Motion Capture 19


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  Set and Lighting Design ◦ Created by artistic team ◦ Imported into Virtual Stage ◦ Controllable Components  Triggering of Cues  Continuous Events  What’s the Buzz? 20


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  Getting By  Controls dynamic staging, lighting, and sound effects  Triggering of predefined cues.  Stage manager object manages cues and allows for manual (or automatic) triggering of these cues.  Object in virtual space 21


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 Lights Stage Mgr object Props Sound  Each audience member is also an object in the virtual space ◦ May (or may not) have a physical avatar ◦ Human audience member connected via audience device control ◦ Interactivity  Control of what the audience sees 22


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  Interactivity ( What’s the Buzz?)  Perspective ( What’s the Buzz?) 23


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  Special Effects  Critters ◦ Rose colored glasses ◦ Audience decides to see visions or not. 24


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  Let’s take a break…  After break: Our latest show + tasks for this quarter. http://www.youtube.com/watch? v=e8rNfSP8zd0  Spring 2009 (ImagineRIT 09)  Two full body mocap systems  Many characters  Combine with animation and video  Proprietary software replaces game engine 25


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  Let’s go to the video tape.  Development platform / game engine ◦ LUSTER  Actor Control ◦ 2 motion capture systems ◦ Puppets  Lighting / staging ◦ Movable spotlight ◦ Sound effects ◦ Confetti 26


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  Emcee (announces theacts)  Crossovers (quick jokes between acts) ◦ E.g. Taking my case to court  Acts: ◦ Marching band (just instruments) ◦ Two Tens for a Five (video) ◦ Two Tens for a Five (virtual) ◦ Singer ◦ Stars and Stripes forever  Focus on TOOLS!  Repeat performance of VTVS ◦ Creation of TOOLS to automate processes ◦ Documentation of processes  USERS GUIDE to Virtual Theatre ◦ Add features left out due to time constraints in the Spring  Final exam will be this repeat performance to a live audience ◦ LIVE THEATRICAL EVENT 27


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  Production Schedule ◦ Development ◦ Checkpoints ◦ REHEARSAL  We are tech!  Teams ◦ Actor Control Interface ◦ Asset Importing ◦ Audience Experience ◦ Audio Systems ◦ MoCap Integration ◦ Staging Tools 28


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  Two motion capture systems ◦ ShapeWrap III (measurand) ◦ Stage (OrganicMotion – markerless) OM Stage ShapeWrap III  Autodesk MotionBuilder ◦ Interface between moCap system and game engine. ◦ Determines character motion from moCap data. 29


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  Responsible for placement and assigning control to actors.  Tasks: ◦ Tools for positioning actors on virtual stage ◦ Attaching moCap streams to characters.  Tasks ◦ Coordination of actors between 2 mocap environments ◦ Exchange of Objects between actors  Wiimote Interface ◦ Basic MoCap logistics (setup, calibration, etc). 30


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