Research>Real-Time Simulation and VR
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Real-time Simulation and Virtual Reality:

Our objective is to develop realistic and natural environments for human-computer interaction. Our digital humans (virtual soldiers) live in the virtual world.  In order to interact with them, we create advanced visualization systems that enable the user to be immersed, while allowing full interactivity with the virtual world.     

Our investigation of real-time rendering methods are in parallel with our investigations of real-time kinematics and dynamics methods...such that both calculations occur in real-time on the same platform.  Indeed, this reuqires the investigation of various formulations that can be executed in real-time.

 MoCap-Santos.jpg (46404 bytes)

Research in this area include the following:

- Real-time computational issues (how to communicate with external programs from the real-time simulation environment)

- Interactive and peripheral integration, which involves the integration of sensors into the real-time simulation environment such as gloves, sensors, tracking devices, sound, and many others.

- Visualization photorealism:  We continue to investigate methods and means of making scenes and products very realistic.  The level of detail and the level of fidelity and are issues that are addressed at all levels of the development process.

- Synthetic environments: A great deal of work has been expended on creating synthetic environments, whether for Santos human factors issues, or for design reviews, or for prototyping of manufacturing products.

Digital manufacturing: We have worked with companies like Rockwell Collins and Caterpillar to advance state of the art in the visualization of manufacturing prototypes, leading to significant reductions in costs. 


Selected references:

a. Abdel-Malek, K., Yang, J., Beck, S., and Nebel, K., Santos: A Virtual Human Environment for Human Factors Assessment,24th Army Science Conference: Transformational Science and Technology for the Current and Future Force, Orlando, Florida, Nov. 29-Oct. 2, 2004.

b.  Yang, J., Abdel-Malek, K, Nebel , “Santos: A New Generation of Virtual Humans  (Paper Offer #: 05MV-39) 2005 SAE World Congress, April 11-15, Detroit, Michigan.

c. Farrell, K, Yang, J, Abdel-Malek, K, Beck, S., ”Santos: A new interactive virtual human”, SIGGRAPH 2004, Real-time 3DX demo or die, LA, CA.

 

Advanced Virtual Reality Systems
portal.jpg (64164 bytes)

The Portal

is a 6-walled completely immersive virtual reality system designed and developed at the University of Iowa with the help of industry partnerships.

 

 

 

Stereoscopic Visualization
Passive/active stereo
Multi-channel clusters

The Santos environment has support for:
Trackers:

Ascension
Polhemus
InterSense 
Vicon 
Origin Systems
Sensable Technologies (PHANToM)
WorldViz (Precision Position Tracker PPT)
3rdTech
Advanced Realtime Tracking GmbH
DTrack 
Crossbow RGA300 accelerometer
Immersion Microscribe.
Logitech 3D mouse.

and a multitude of other VR devices

TNGs from MindTel ..The Totally Neat Gadget  Logitech (Magellan and Spaceball 6DOF) The Fraunhofer IMK ADBox and Fakespace Cubic Mouse.  DirectInput enabled joysticks (& force-feedback joysticks)  PC joysticks running under Linux.  Global Haptics GeOrb (buttons and analogs).  5DT (glove tracker)  Radamec Serial Position Interface video/movie camera   B&G systems CerealBox  NRL ImmersionBox serial driver (support for buttons only).  Wanda analog/button device.  National Instruments A/D cards.  Zaber.com's linear positioning elements.  Win32 sound servers, based on the Miles SDK (obsolete), AuSIM sound hardware, and Microsoft DirectSound.  SGI button and dial boxes (on an SGI or other machines).  UNC Python hand-held controller

 

 

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