Difference between revisions of "Mugic/protocol"

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== Overview ==
 
== Overview ==
  
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MUGIC defines a protocol for a standard display-independent client/server model for the generation, control, and management of graphics rendering within a multi-user environment. The first implementation for the CalVR system used on  the state-of-the-art visualisation technologies developed at Calit2. This protocol will provide ease of access and an integrated development environment  for research, education, performance, interaction, and presentations. It will provide an easily accessible format for integration of real-time programming softwares (e.g., Touch Designer, Pure Data, Max/MSP, Quartz, Processing, etc.) which in turn will facilitate the incorporation of state-of-the-art gesture control and algorithmic/generative processes for control of graphics on multiple displays. The protocol will also provide multi-user management and access support, as well as real-time telematic connection between multiple servers materializing an enormous potential for development of multi-site virtual reality game and performance productions.
  
 
== Overview ==
 
== Overview ==

Revision as of 14:46, 4 November 2012

Contents

Overview

MUGIC defines a protocol for a standard display-independent client/server model for the generation, control, and management of graphics rendering within a multi-user environment. The first implementation for the CalVR system used on the state-of-the-art visualisation technologies developed at Calit2. This protocol will provide ease of access and an integrated development environment for research, education, performance, interaction, and presentations. It will provide an easily accessible format for integration of real-time programming softwares (e.g., Touch Designer, Pure Data, Max/MSP, Quartz, Processing, etc.) which in turn will facilitate the incorporation of state-of-the-art gesture control and algorithmic/generative processes for control of graphics on multiple displays. The protocol will also provide multi-user management and access support, as well as real-time telematic connection between multiple servers materializing an enormous potential for development of multi-site virtual reality game and performance productions.

Overview

sever listens to both tcp and udp they can work in conjunction and in collaboration with each other udp has a 1400 byte limit


User management every tcp connection has a ttl after the ttl time, the scene associated with user will be deleted

Object managment every object has an owner object can be a collection of objects

Syntax

cmd name [parameter={value,`expr`} ...]


Examples

Connections


connect


preferences


pref

simple objects


point name= triangle quads circle elipses sphere cube cylinder pyramid

group name=g1 x1 y1 z1

var center=10 point name=x1 cx=`center*2`

var center=20


move dur= delete dur= scale rotate sheer

copy name= src= link name= src= transformation=


sql info name type OSG_pointer cx cy cz


Quad ID=X p1=0,0 p2=1,0 p3=1,1 P4=0,0 link ID=A src=X scale id=A factor=0.2 move ID= dx=.1 dy=.5 group iD=C A,B