A Platform for Virtual Reality Applications
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The Uch Enmek Example(Altai Republic,Siberia)
Faculty of Environmental Sciences Institute for Cartography Master Thesis Concept and Implementation of a Contextualized Navigable 3D Landscape Model: The Uch Enmek Example(Altai Republic,Siberia). Mussab Mohamed Abuelhassan Abdalla Born on: 7th December 1983 in Khartoum Matriculation number: 4118733 Matriculation year: 2014 to achieve the academic degree Master of Science (M.Sc.) Supervisors Dr.Nikolas Prechtel Dr.Sander Münster Submitted on: 18th September 2017 Faculty of Environmental Sciences Institute for Cartography Task for the preparation of a Master Thesis Name: Mussab Mohamed Abuelhassan Abdalla Matriculation number: 4118733 Matriculation year: 2014 Title: Concept and Implementation of a Contextualized Navigable 3D Landscape Model: The Uch Enmek Example(Altai Republic,Siberia). Objectives of work Scope/Previous Results:Virtual Globes can attract and inform websites visitors on natural and cultural objects and sceneries.Geo-centered information transfer is suitable for majority of sites and artifacts. Virtual Globes have been tested with an involvement of TUD institutes: e.g. the GEPAM project (Weller,2013), and an archaeological excavation site in the Altai Mountains ("Uch enmek", c.f. Schmid 2012, Schubert 2014).Virtual Globes technology should be flexible in terms of the desired geo-data configuration. Research data should be controlled by the authors. Modes of linking geo-objects to different types of meta-information seems evenly important for a successful deployment. Motivation: For an archaeological conservation site ("Uch Enmek") effort has already been directed into data collection, model development and an initial web-based presentation.The present "Open Web Globe" technology is not developed any further, what calls for a migra- tion into a different web environment. -
A Streamable Format for Generalized Web-Based 3D Data Transmission
SRC - A Streamable Format for Generalized Web-based 3D Data Transmission Max Limper1;2 Maik Thoner¨ 1 Johannes Behr1 Dieter W. Fellner1;2 ∗ 1 Fraunhofer IGD 2 TU Darmstadt (a) 17% triangles, (b) 86% triangles, (c) 86% triangles, (d) 100% triangles, low-resolution texture low-resolution texture high-resolution texture high-resolution texture Figure 1: Streaming of mesh data, progressively encoded with the POP Buffer method, using our proposed SRC container format. We minimize the number of HTTP requests, and at the same time allow for a progressive transmission of geometry and texture information, using interleaved data chunks. Our proposed format is highly flexible, well-aligned with GPU structures, and can easily be integrated into X3D. Abstract 1 Introduction A problem that still remains with today’s technologies for 3D as- Recently, various efforts have been made in order to design file set transmission is the lack of progressive streaming of all relevant formats for transmission of 3D geometry, for the use with high- mesh and texture data, with a minimal number of HTTP requests. performance 3D applications on the Web. The ultimate goal is to Existing solutions, like glTF or X3DOM’s geometry formats, either design a solution that scales well with large data sets, enables a pro- send all data within a single batch, or they introduce an unnecessary gressive transmission of mesh data, eliminates decode time through large number of requests. Furthermore, there is still no established direct GPU uploads, and minimizes the number of HTTP requests. format for a joined, interleaved transmission of geometry data and Notable results include the WebGL-Loader library [Chun 2012], texture data. -
Web3d-X3D-SIGGRAPH 2018 Xr Futures.Pdf
All browsers All platforms Geospatial Simulation Medical Humanoid Animation Design VR Technologies 3D Printing Augmented Reality &Scanning X3D: Your backbone for new dimensions of 3D • • … • • • • • • Implementations on multiple platforms: desktop, mobile, Web • • www.web3d.org/what-x3d X-ite Key Factors of durable X3D • Long Term Stability • Visualization • Performance • Integration • Data Management • Real-time Interactivity • Security • Ease of Use X3D Capabilities High Poly, Oculus Drilling Rig Progressive Loading Support Animation, interaction, Happy Buddha Classroom shadows, details Web3D… VR++ … Online Evolution ... SIGGRAPH 2018 BOF Nicholas Polys Johannes Behr MitchWilliams Anita Havele 2017-2018 News ● X_ITE library updated ● Deployed in X3D examples archive ● X3DOM support for Gltf and WebVR ● New Castle3D X3D Game Engine release ● H-ANIM 2.0 under ISO-IEC ballot ● 3D Print Exchange (NIH, Navy) upgrades to Drupal 8 ● New Scanning initiatives and vendor support 3D on the Web Engines access access worlds by url ● Stand-alone Plug-ins in Web browsers ● Native WebGL in mobile browsers ○ X3DOM ○ X_ITE ○ GearVR ● Gltf 2.0 support (PBR) All HMD platforms! ● WebVR ● X3DOM ● GearVR VR on the Web Engines access worlds by url ● All HMD platforms! ● WebVR ● X3DOM ● GearVR WebVR With X3DOM Javascript library ● Photospheres ● Videospheres ● Volumes ● Heritage ● 3D city models ● ... X3DOM Johannes Behr, Timo Sturm Fraunhofer IGD GearVR Mitch Williams, Samsung Spec Relationships Process for New Capabilities HTML5 Open Web Arch • Harmonization of ID linkages and event models, HTML DOM and X3D • Composition with Cascading Style Sheets (CSS) • Compatibility + usage of Scalable Vector Graphics (SVG) • Accessibility, annotations, internationalization (I18N), etc. • X3D as presentation layer compatible with Semantic Web • Linkage of hybrid model data (MOST) Some aspects are standardization, others simply aligning best practices. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
Gltf Overview Jan21
glTF Overview Efficient, reliable transmission of 3D Assets Neil Trevett Khronos President VP Developer Ecosystems, NVIDIA [email protected]|@neilt3d January 2021 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2021 - Page 1 glTF – The JPEG of 3D! glTF spec development on open GitHub – get involved! https://github.com/KhronosGroup/glTF Compact to Transmit Simple and Fast to Load Describes Full Scenes Runtime Neutral Open and Extensible glTF 2.0 – June 2017 Efficient, reliable glTF 1.0 – December 2015 Native AND Web APIs transmission Primarily for WebGL Physically Based Rendering Bring 3D assets into 1000s of Uses GLSL for materials Metallic-Roughness and Specular-Glossiness apps and engines This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2021 - Page 2 Core glTF 2.0 Asset Structure .gltf (JSON) Node hierarchy, PBR material textures, cameras .bin .png Geometry: vertices and indices .jpg Animation: key-frames .ktx2 Skins: inverse-bind matrices Textures PBR stands for “Physically-Based Rendering” Mandatory Metallic-Roughness Materials Base Color (Albedo) | Metalness | Roughness Emission | Normal Map | Baked Ambient Occlusion Optional Specular-Glossiness Materials Geometry Diffuse | Specular | Glossiness Texture based PBR materials This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2021 - Page 3 https://github.khronos.org/glTF-Project-Explorer/ This work -
Augmented Reality and Its Aspects: a Case Study for Heating Systems
Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. -
Openxr 1.0 Reference Guide Page 1
OpenXR 1.0 Reference Guide Page 1 OpenXR™ is a cross-platform API that enables a continuum of real-and-virtual combined environments generated by computers through human-machine interaction and is inclusive of the technologies associated with virtual reality, augmented reality, and mixed reality. It is the interface between an application and an in-process or out-of-process XR runtime that may handle frame composition, peripheral management, and more. Color-coded names as follows: function names and structure names. [n.n.n] Indicates sections and text in the OpenXR 1.0 specification. Specification and additional resources at khronos.org/openxr £ Indicates content that pertains to an extension. OpenXR API Overview A high level overview of a typical OpenXR application including the order of function calls, creation of objects, session state changes, and the rendering loop. OpenXR Action System Concepts [11.1] Create action and action spaces Set up interaction profile bindings Sync and get action states xrCreateActionSet xrSetInteractionProfileSuggestedBindings xrSyncActions name = "gameplay" /interaction_profiles/oculus/touch_controller session activeActionSets = { "gameplay", ...} xrCreateAction "teleport": /user/hand/right/input/a/click actionSet="gameplay" "teleport_ray": /user/hand/right/input/aim/pose xrGetActionStateBoolean ("teleport_ray") name = “teleport” if (state.currentState) // button is pressed /interaction_profiles/htc/vive_controller type = XR_INPUT_ACTION_TYPE_BOOLEAN { actionSet="gameplay" "teleport": /user/hand/right/input/trackpad/click -
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality Author: Anne Hobsona July 2020 Working Paper 2020.013 The Center for Growth and Opportunity at Utah State University is a university-based academic research center that explores the scientific foundations of the interaction between individuals, business, and government. This working paper represents scientific research that is intended for submission to an academic journal. The views expressed in this paper are those of the author(s) and do not necessarily reflect the views of the Center for Growth and Opportunity at Utah State University or the views of Utah State University. a Anne Hobson is a PhD student in economics at George Mason University. Abstract This paper examines the process by which human interactions give shape to social order in VRChat, a multiuser virtual reality (VR) platform. It relies on primary and secondary source analysis and case studies to show how polycentric governance solutions arise to solve collective action problems such as harassment in virtual reality social spaces. Game developers and end users coproduce informal and formal rules to govern behavior in a polycentric order wherein venue-specific rulesets compete. Case studies from VRCh- at demonstrate that VR social spaces that empower users to self-moderate and coproduce the rules by which they are governed lead to more robust, self-sustaining communities. Furthermore, user-specified governance (that is, rulesets that are created by and tailored to users in the community), in contrast to platform-imposed governance, is critical to sustaining cooperation in VR social spaces. 2 1. Introduction Virtual reality (VR) is “a computer-generated display that allows or compels the user (or users) to have a sense of being present in an environment other than the one they are actually in, and to interact with that environment” (Schroeder 1996, 25). -
Visualization of Prague Castle
Master’s Thesis Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Visualization of Prague Castle Bc. Antonín Smrček Study Programme: Open Informatics Field of Study: Computer Graphics and Interaction January 2016 Supervisor: prof. Ing. Jiří Žára, CSc. Acknowledgement / Declaration I would like to thank prof. Ing. Jiří I hereby declare that I have completed Žára, CSc., for supervision of my the- this thesis independently and that I have sis. He provided me with invaluable in- listed all the literature and publications sights, feedback on work in progress and used. his guidance was especially important I have no objection to usage of this in finishing stages of the project. My work in compliance with the act §60 thanks are also due to all friends who Zákon č. 121/2000Sb. (copyright law), helped me with the user testing. Finally, and with the rights connected with the I want to particularly thank my mother copyright act including the changes in for her support throughout my studies. the act. In Prague on January 11, 2016 ........................................ v Abstrakt / Abstract Tato diplomová práce se zabývá vý- This thesis describes a development vojem webové aplikace která vizualizuje of the web-based 3D virtual walk ap- prostředí Pražského hradu a umožňuje plication which visualizes the Prague 3D virtuální procházku v rámci jeho Castle and provides the users with an prostor. Důraz je kladen na grafic- information about interesting objects kou kvalitu a výkon aplikace. Obdobné in the area, with focus on graphical systémy pro vizualizaci měst jsou podro- quality and performance of the ap- beny analýze a jsou diskutovány možné plication.