Cultural Heritage.
scripts, etc.
3.2 MR framework operation for character simulation
The software architecture is composed of multiple software components called services, as
their responsibilities are clearly defined. They have to take care of rendering of 3D simulation
scenes and sound, processing inputs from the external VR devices, animation of the 3D models
and in particular complex animation of virtual human models including skeleton animation and
respective skin and cloth deformation. They are also responsible for maintenance of the consistent
simulation and interactive scenario state that can be modified with python scripts at runtime.
To keep good performance, the system utilized four threads. One thread is used to manage
the updates of all the services that we need to compute, such as human animation, cloth simulation
or voice (sound) management. A second thread is used for the 3D renderer, who obtains information
from the current scenegraph about the objects that must be drawn as well as the image
received from the camera. It will change the model view matrix accordingly to the value provide
by the tracker. The third thread has the responsibility of capturing and tracking images. The last
thread is the python interpreter, which allows us to create scripts for manipulating our application
at the system level, such as generating behaviors for the human actions (key-frame animation,
voice, navigation).
Fig. 2 VHD++ AR Framework Overview
The AR system presented in Fig. 2 features immersive real-time interactive simulation supplied
with proper information in course of the simulation. That is why content components are
much diversified and thus their development is extremely laborious process involving long and
complex data processing pipelines, multiple recording technologies, various design tools and
custom made software. The various 3D models to be included in the virtual environments like
virtual human or auxiliary objects have to be created manually by 3D designers. The creation of
virtual humans require to record motion captured data for realistic skeletal animations as well as
a database of real gestures for facial animations. Sound environments, including voice acting,
need to be recorded in advance based on the story-board. For each particular scenario, dedicated
system configuration data specifying system operational parameters, parameters of the physical
environment and parameters of the VR devices used have to be defined as well as scripts defining
atomic behaviors of simulation elements, in particular virtual humans. These scripts can
modify any data in use by the current simulation in real-time. This allows us to continue running
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