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ATI | Information
| Calendar | Application
| ATI 2002 | ATI
2003
Technology
Our state-of-the-art
Our
system has evolved over the course of 9 years. It has been ported to three
platforms (Sun Microsystems, Silicon Graphics, and Intel/Windows) and
multiple graphics libraries. Software capabilities have grown substantially
while retaining system accessibility for individuals who are not graphics
experts and who have little or no programming experience. This accessibility
is made possible by our development of a high-level software interface
(Vizard) that removes users from
arcane (i.e., low level) programming tasks (e.g., creating scenes with
low-level 3D primitives, interfacing to various input devices, configuring
stereoscopic projection systems, communicating between networked processors
via TCP/IP). Vizard also serves as a layer of abstraction between the
creator's virtual environment (VE) and underlying hardware and software
components. Thus, it is possible for users to port VEs across various
hardware platforms, graphics sub-systems, and even operating systems.
Vizard allows creators to share experimental IVEs across laboratories
and ameliorates the tendency for software and digital stimuli to become
obsolete or incompatible as a result of rapidly changing technology.
Performance and cost have
driven our IVET development. Because our technology began as a tool for
visual perception research, it was designed with high graphics update
rates and low total system lags (e.g., the delay between a users movement
and the resulting update of the sensory display). Though this meant keeping
VE complexity low at first, we have been able to achieve stereoscopic
rendering of environments at graphics update rates of 60Hz or better and
total system lags under 50 ms. The cost of the whole system even with
added features has decreased substantially over the years because of the
availability of high-speed PCs. Indeed, the complete hardware and software
costs for our IVE research system is about $25k. Integral eye-tracking
and rendering adds about $15k more to our system.
Expanding
research interests, funded in large part by RECVEB's current NSF KDI:LIS
award, motivated us to develop many new system capabilities. We can now
conduct IVET experiments across multiple networked systems allowing two
or more users to interact in real time. As this raised the need to represent
multiple individuals graphically, we developed our own software and methods
for integrating articulated virtual human representations. To increase
behavioral realism in virtual social interactions, we have implemented
a voice recognition system and have augmented our headmounted displays
(HMDs) with microphones that process arbitrary voice commands in a speaker
independent fashion. To increase environmental realism, we have developed
a working prototype for a video see-through HMD in which dual color video
cameras are mounted on the user's head while wearing the HMD. The cameras
digitally capture the physical scene as seen by the user. The computer
inserts 3D computer graphic images (CGIs) of objects or virtual others
into the scene. By continually tracking the user™s head movements, we
can stabilize the added CGIs so that they appear stable with respect to
the physical scene. Hence, we can effectively mix physical and virtual
realities to create powerful hybrid environments and open new areas of
research. Finally, looking ahead toward using IVET for tele-collaboration
and tele-training, we have integrated live web content into our virtual
environments thus making available online data resources and expanding
the palette of content development tools.
AvatarTools - This
is a toolkit built on top of Vizard and provides its own high-level programming
language for creating human-like avatars and agents. The toolkit includes
a library of pre-existing bodies and highly realistic faces, and includes
methods for constructing new bodies and faces. Industry standard BVH joint
parameter files (generated either through motion capture hardware or animation
software such as Poser) can be imported directly by this toolkit to create
real-time animations. Motions are automatically blended from one pose
to another for smooth transitions. Face animation files are also supported,
as is real-time lip-syncing of WAV files. The Avatar toolkit is currently
being used by myself and collaborators in several behavioral experiments.
Face modeling &
tracking – This is a set of hardware and software tools developed
at RECVEB that can animate facial expressions on highly realistic human
faces in real-time. An important achievement of this project is the ability
to animate deformable mesh faces in real-time controlled either through
animation scripts or from tracked features on a live human actor's face.
This results is a lifelike motion of the animated face.
Future
possibilities
We continue to expand the
capabilities of high performance affordable IVET technology and believe
that the field of virtual humans is on the brink of a major upheaval.
As PC and even consumer gaming consoles continue to break new performance
records every few months, we expect that the possibilities for leveraging
these advances toward the study of human behavior to be immense.
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