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Showing posts with the label 3D

Playing an actual game with Oculus Rift: hands-on with Valve's Team Fortress 2 'VR Mode

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This is a good article on videogames and VR. Oculus Rift sounds like an interesting platform for games in the future (assuming it solves a bunch of problems with previous generation HMDs, like making people sick after 10 minutes of use). But taking an existing game and throwing in a 'VR mode' is not enough to create a truly engaging experience. Read full article on Engadget

Blood Components Interactive

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Autumn Kulaga is a Biomedical Visualization student at UIC. During the fall 2012 semester, she developed an interactive visualization app for the OmegaDesk workstation at EVL. The application allows users to learn about the components of human blood, and view detailed models of them in 3D. Autumn designed a fully multimodal application, using both the touch screen and Kinect interface of the OmegaDesk platform. She developed the application as a python script in omegalib . See a video of her application here!

A Tale of Cylinders and Ghosts

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When designing CAVE2, one of the first questions the team had to answer was: how is it going to look like? Very different form factors were taken into consideration, each with advantages and disadvantages. One big favorite (and final winner) was the cylinder. Building a VR system using a purely cylindrical form factor was desirable for many reasons. We could get good immersion and peripheral vision levels, a big active enclosed space, simplify  assembly, and get a nice, seamless aesthetic design. A big problem we had to solve with this design was limiting crosstalk levels on our passive stereo displays. When a user stands much above or below the display center, the polarization overlay will not match the correct display pixels anymore. The result is: you see ghosts. Well, ok, not really. But some of the light targeted for the left eye goes to the right eye, and vice versa, resulting in a blurry stereo image. We measured ghost levels on our test setups and concluded they were very ...

Using Kinect for 3D video capture

(Thanks for the link, Jakub)

GPU Programming Project 1 – Kodachrome

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  The objective for this project was to process a stream of images captured from the webcam, and apply a set of vertex, fragment and geometry shaders to achieve different visual effects. The shaders had to be written using the OpenGL Shading Language (GLSL). My application made use of the OpenCV library for the webcam capture part. OpenCV has also been used to integrate face recognition support into one of the shaders. Go To The Project Page