Difference between revisions of "VRDPI"
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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:First Packet Capture VRDPI 3-24-17.png|thumb|right|350px|First Packet Capture of VRDPI]] | ||
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+ | ==== 3/24/17 ==== | ||
+ | * Created PacketHelper class and linked the WinPCap static library into the project. | ||
+ | * Extended PacketHelper as a child of FRunnable UE4 class in order to make the packet capture multithreaded. | ||
+ | * Successfully tested packet capture in VR. |
Revision as of 21:15, 24 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.
Developer
- Marlon West
Project Adviser
- Jurgen Schulze
Technologies
- Unreal Engine v4.15.1
- WinPCap Library v4.1.2
- Oculus Rift
- HTC Vive
Project Development Blog
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.
3/24/17
- Created PacketHelper class and linked the WinPCap static library into the project.
- Extended PacketHelper as a child of FRunnable UE4 class in order to make the packet capture multithreaded.
- Successfully tested packet capture in VR.