Difference between revisions of "Project1S18"

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(Created page with "To be released by 4/7 <!-- - use starter code with SLN file - add touch controllers - load sphere from obj file - draw one sphere in environment, one at hand - task: draw 3d ...")
 
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- task: draw 3d array of spheres; highlight one in different color; user clicks on it with cursor; measure time to find 10 spheres.
 
- task: draw 3d array of spheres; highlight one in different color; user clicks on it with cursor; measure time to find 10 spheres.
 
- extra credit: hand avatars, new gameplay, different shapes
 
- extra credit: hand avatars, new gameplay, different shapes
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=Where's Waldo 3D=
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==Starter Code==
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We recommend using the [https://github.com/jherico/OculusMinimalExample/blob/master/OculusMinimalExample.cpp Oculus Minimal Example] code from GitHub to start with. It's very compact but yet uses most of the API functions you will need. The code is slightly outdated though and will require some updating. [https://github.com/wangtim1996/MinimalVR Fixed version here so you don't need to deal with Visual Studio as much]
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To better understand how the Oculus API works, we recommend [https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/ this example from Oculus]. It is up to date for the current version of the Oculus SDK and can be very useful.
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==Project Description (100 Points)==
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Download the starter code and get it to work with the Oculus Rift. (5 points)
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Based on the starter code, write a VR application for the Oculus Rift and the Touch controllers with the '''Oculus SDK in C++ and OpenGL''' (no Unity etc). Here are step by step instructions for it:
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* Make the background color of the application a dark blue (for a dark blue sky). (5 points)
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* Pick out a factory model from the list below (or a different one of your choice) and load it into memory. A good way to load it is with the [http://www.assimp.org/ Assimp library] as described on the discussion slides. (10 points)
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* Place the factory model as a miniature model (~1 foot wide) in front of the user and just below table height. (5 points)
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* Have the factory emit a CO2 molecule every ~1 second. Start the game with 5 CO2 molecules floating in the air. The CO2 molecules each need to have independent initial (upwards) velocity and spin. Their initial velocity and spin should be randomized. For a 3D model of CO2 see below. Scale the molecule so that each atom is about the size of a tennis ball (7cm diameter). (20 points)
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* Define an invisible box (about 3 foot cubed) in front of the user which keeps the CO2 molecules contained and makes them bounce off the walls. The bouncing can be done very simply by negating the coordinate axis which would make the molecule escape the bounding box. (5 points)
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* Add support for the Oculus Touch controllers. Display a green laser beam as an OpenGL line or a thin cylinder, emanating from the location of each touch controller. (20 points)
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* When the user pulls the index finger trigger, change the color of the laser of that Touch controller to red. (5 points)
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* When both triggers are pulled, and the user points both laser beams at a C atom so that they both intersect the atom's bounding sphere, the C atom should disappear and an O2 molecule remains. For a 3D model of O2 see below. (10 points)
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* Once more than 10 molecules are in the environment, the trainee loses. To visually indicate the loss you should draw 100 or more CO2 molecules in random locations in the environment. (5 points)
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* Once all molecules have been eliminated, the trainee wins and the factory stops producing CO2. Change the background color to light blue in this case to indicate the victory. (5 points)
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* After the game ends, show win or lose state until the user presses any one of the controller buttons (not triggers), then restart the game. (5 points)
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'''Grading:'''
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* -3 if model colored incorrectly
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* -3 if molecules don't spawn from factory
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* -3 if molecules don't spin
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* -5 if lines don't move correctly with controllers
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==3D Assets==
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We provide the following 3D models for you to use in your application, in [[Media:project1-assets.zip | this zip file]]:
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* CO2 molecule
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* O2 molecule
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* 4 factory models to choose from. The pictures below are in order, factory1..factory4.
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[[File:factory1_360.png | x200px]][[File:factory2_360.png | x200px]][[File:factory3_360.png | x200px]][[File:factory4_360.png | x200px]]
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To import these OBJ files, we suggest using the [http://www.assimp.org/ Assimp library].
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==Extra Credit (Max. 10 Points)==
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Options for extra credit are:
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* Audio: use the [http://www.softpedia.com/get/Programming/SDK-DDK/Oculus-Audio-SDK.shtml#download Oculus Audio SDK] to play sounds for eliminating C molecules (sound should come from location of eliminated molecule), generating new ones in the factory (sound should come from spawn location), and a sound for when the game is won. (10 points) Note: must use Oculus SDK to get full points.
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* Haptic feedback: the Oculus Touch controllers have built in vibration generators. Add support for vibration feedback for when a C molecule is eliminated, and potentially other events. (5 points)
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* Draw hands: use the [https://developer3.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-intro/ Oculus Avatar SDK] to show stylized hands and/or touch controllers in their correct locations (where the user's physical hands are). (10 points)
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Revision as of 22:41, 6 April 2018

To be released by 4/7