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The CAVE™
Technological
Innovation
NEM-Avatar
Implementation
Software/Hardware
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The
technical implementation of the MMB calls for the design and development
of "XPn", an authoring system for immersive art exhibitions
and framework for creating large-scale, interactive virtual-reality
applications.
"XPn,”
an Authoring System for Immersive Art Exhibitions, presently known
as the Ygdrasil system, was created by Dave Pape (PhD, EVL, The
University of Illinois at Chicago), was the software utilized for
developing the MMB project.
The XP system grew from software developed for the Multi Mega Book
in the CAVE. Thw application and was further refined during the
development of "Mythologies.” Both applications are large-scale
environments. Most of the artists involved were experienced with
tools such as Softimage, Photoshop, and basic Unix, but were not
professional computer graphics programmers. The goal was to create
a framework which included many of the features common to virtual
art environments, one that would allow experienced VR programmers
to build tools needed for the features unique to a specific application,
and allow artists to create the final environment by assembling
the appropriate pieces.
The
XP system provides a framework for creating large scale, interactive
virtual-reality applications. By dividing the development of applications
into two distinct components—the coding of nodes that encapsulate
specific behaviors, and the assembling of these nodes into a scene—XP
allows teams comprising both artists and programmers to work on
projects efficiently. It has been used to develop several successful
artistic virtual worlds. Although originally developed for art applications,
the general system should be useful in building a wide range of
virtual worlds.
XP
is based on Performer, the CAVE (TM) libraries, a sound library,
and C++. The system is divided into two major aspects: the text
file(s) defining an application as a collection of nodes and their
connections via events and messages, and the lower-level C++ classes
which implement the nodes. With this division, it is possible to
split the work of world-creation between experienced programmers
and non-programmers. The programmers create any new node classes
which are needed for application-specific behaviors, such as graphical
effects or elements of a character’s intelligence. The other
team members build the full application by plugging together object
and behavior nodes in the text files. In practice, there is likely
to be an overlap between these groups; because XP handles many of
the trickier details of Performer and the CAVE™ libraries,
artists have been able to start doing some of the C++ programming
of new nodes using a prototype class template. The XP framework
also makes it easier to re-use code between applications, because
the code is in completely modular nodes with standardized interfaces.
Application authors create a virtual environment in XP by editing
a scene file.
The basic XP system is designed for single-user applications. However,
further extension of the system to support networked, multi-user
worlds has begun. Using the CAVE soft networking architecture, a
scene graph is replicated among multiple CAVEs; changes made by
one user are automatically shared with all others. This approach
was used in building the V-Mail (virtual mail) system for collaborative
design. New node classes were created which can record user actions
and spoken comments, and then send them to remote collaborators,
who may be in the shared environment at different times. Future
plans include such networking of the scene graph at the core of
the system.
Virtual-reality
applications can use a wide variety of methods for animating. The
MMB makes use of flipbooks, key framing, motion capture, and procedural
(computer-programmed) animation for various purposes throughout
the application.
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Figure
2. MMB:
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