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Collaborative Visualization Environments

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Collaborative Visualization Environments. Edward J. Wegman Center for Computational Statistics George Mason University. Collaborative Visualization Environments. Immersive Environments CAVE and PlatoCAVE Design Issues MiniCAVE Further Design Considerations. Immersive Environments.

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  1. Collaborative Visualization Environments Edward J. Wegman Center for Computational Statistics George Mason University

  2. Collaborative Visualization Environments • Immersive Environments • CAVE and PlatoCAVE • Design Issues • MiniCAVE • Further Design Considerations

  3. Immersive Environments

  4. Immersive Environments • Immersive • Multisensory • Vision – 3-D Stereo • Sound • Sometimes tactile • Visually Large • Not a computer screen • Not VRML

  5. Immersive Environments • We have tended to see VR in three generic categories • Individual Immersive Environments • Group Immersive Environments • Augmented Reality

  6. Immersive Methods

  7. Immersive Methods Our system originally consisted of Virtual Research Head Mounted Displays (HMD), Flock of Birds Tracking Unit, and a SGI Crimson VGXT. This was eventually replaced with a Onyx RE2 and later with a SGI Onyx II with infinite reality engine.

  8. Immersive Methods

  9. Immersive Methods • Problems with HMD • Low resolution • High tracking latency • No group interaction • PlatoCave • Motivated by Plato’s Republic • Motivated by Star Trek Holodeck • Motivated by $$$ from ONR, ARO, NSF

  10. Immersive Methods

  11. Immersive Methods

  12. Immersive Methods

  13. Immersive Methods

  14. Immersive Methods

  15. PlatoCAVE • PlatoCAVE Construction • Room 20 ft each side • 1 Projection Wall - 15 ft Diagonal • SGI Onyx II with Infinite Reality Graphics • Stereographics Projector • 120 Frames per second • CrystalEyes Shutter Glasses

  16. PlatoCAVE

  17. PlatoCAVE

  18. PlatoCAVE

  19. PlatoCAVE The PlatoCAVE is an example of an augmented reality environment. We say “augmented reality” because the shutter glasses are transparent when being used. So not only is the wearer able to see the computer generated images in stereoscopic 3-D, but also the real environment including others in the PlatoCAVE and also his or her own body. This is generally not possible with HMDs.

  20. CAVE • CAVE Construction • Carolina Cruz-Neira • 12 Foot Cube • 3 Walls + Floor • SGI VGX • 4 CRT Projectors • CrystalEyes Shutter Glasses • Head TRacking

  21. CAVE

  22. Design Considerations

  23. Design Considerations

  24. Design Considerations

  25. Design Consideration

  26. Design Considerations

  27. Design Considerations

  28. Design Considerations • Angular Parallax • Large parallax impedes stereo fusion • Synchronization of Focus and Parallax • Placement Behind Screen Improves Both Issues

  29. Design Considerations • Head Tracking • 6 degrees of freedom for HMD • 3 degrees of freedom for Projection Systems • Optimal for one viewer only • Distortion and Latency • Not good for group interaction • Compromise • Select one nominal viewpoint

  30. Design Considerations

  31. Design Considerations

  32. MiniCAVE • Replace SGI with PC running NT and AGP graphics card with -channel • Replace CRT projector with stereo pairs LCD Projector • Add voice recognition

  33. MiniCAVE

  34. MiniCAVE

  35. MiniCAVE

  36. MiniCAVE

  37. MiniCAVE

  38. MiniCAVE

  39. Acknowledgements • Funding: ARO, ONR, NSF • Principal Collaborators: Qiang Luo, Jürgen Symanzik • Other Collaborators: Patrick Vanderluis, Xiaodong Fu, Ying Zhu, Rida Moustafa, Nkem-Amin Khumbah, Fernando Camelli, Antoinette Dzubay, Robert Wall

  40. Present Status • MiniCAVE is awaiting permanent installation. • U.S. Patent has been issued for MiniCAVE environment. • Implemented for <$20,000.

  41. Inside a Metal Matrix

  42. Inside a Human Head

  43. Fractal Virtual Landscapes

  44. Flying through a Virtual World

  45. References Wegman, E. J., Poston, W. L. and Solka, J. L. (1996) “Immersive methods for mine warfare,” MASEVR ‘95: Proceedings of the Second International Conference on the Military Applications of Synthetic Environments and Virtual Reality, 203-218 Wegman, E. J., Luo, Q., Chen, J. X. (1998) “Immersive methods for exploratory analysis,” Computing Science and Statistics, 29(1), 206-214 Wegman, E. J., J. Symanzik, J.P. Vandersluis, Q. Luo, F. Camelli, A. Dzubay, X. Fu, N-A. Khumbah, R. Moustafa, R. Wall and Y. Zhu, (1999) “The MiniCAVE - A voice-controlled IPT environment,” Proceedings of the Third International Immersive Projection Technology Workshop, (H.-J. Bullinger and O. Riedel, eds.), Springer-Verlag, Berlin, 179-190

  46. References Wegman, E. J. (2000) “Affordable environments for 3D collaborative data visualization,” Computation in Science and Engineering, 2(6), 68-72, 74 Wegman, E. J. and Symanzik, J. (2001) “Data visualization and exploration via virtual reality: An overview,” Bulletin of the International Statistical Institute, LIX(2), 76-79 Wegman, E. J. and Symanzik, J. (2002), “Immersive projection technology for visual data mining,” Journal of Computational and Graphical Statistics, 11(1)