Difference between revisions of "VRDPI"

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== Project Development Blog ==
 
== Project Development Blog ==
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[[File:Screenshot3-24-17.jpg|thumb|right|350px]]
 
==== 3/23/17 ====
 
==== 3/23/17 ====
 
* Created VRDPI Unreal Engine 4.15.1 Project using the C++ template.  
 
* Created VRDPI Unreal Engine 4.15.1 Project using the C++ template.  
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* Created "Target" material in Photoshop (2000x2000) for origin floor indicator. Imported into UE4 as texture.
 
* Created "Target" material in Photoshop (2000x2000) for origin floor indicator. Imported into UE4 as texture.
 
* Created blender model for podium. Imported into UE4 as static mesh.
 
* Created blender model for podium. Imported into UE4 as static mesh.
 
[[File:Screenshot3-24-17.jpg|frame|thumb|right|350px]]
 

Revision as of 22:36, 23 March 2017

Contents

Project Overview

The VRDPI is intended to be a tool for deep packet capture and analysis in Virtual Reality. Using standard virtual reality controls (Oculus Touch, Vive Motion Controllers) users will be able to select a network interface to capture and a duration of the capture. Packet capture will be completed in the background (seperate thread) and the results will be displayed inside VR.


Project Goals

  • Render deep packet inspection results in a virtual reality environment. Utilizing the WinPCap library, Unreal Engine 4 with 99% C++ UE4 API.
  • Renders each TCP/UDP session in the form of a packet column. The packet columns representing each session’s packet stream are arrayed in front of the user after capture in the form of a semi-arc.
  • Users will utilize standard VR motion controller interface patterns to navigate the VR environment. Including VR teleportation, direct controller to object manipulations, and controller to remote object at a distance manipulations.
  • User can also resize a packet to make the data displayed on its front face larger and more clear.
  • Information inside the packet is divided into layers which represent each layer of the network stack. Frame layer, Ethernet layer, IP layer, TCP layer, and finally the application layer.
  • Each layer will be color coded. Each layer will display its data in hexadecimal format.

Developers

  • Marlon West

Developers

  • Jurgen Schulze

Technologies

  • Unreal Engine v4.15.1
  • WinPCap Library v4.1.2

Project Development Blog

Screenshot3-24-17.jpg

3/23/17

  • Created VRDPI Unreal Engine 4.15.1 Project using the C++ template.
  • Imported relevant class files from DemoA project.
  • Created large (5km x 5km) floor.
  • Created "Target" material in Photoshop (2000x2000) for origin floor indicator. Imported into UE4 as texture.
  • Created blender model for podium. Imported into UE4 as static mesh.