VRDPI
From Immersive Visualization Lab Wiki
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.
3/25/17
- Researched how to properly integrate C style callbacks with UE4.
- Reconfigured PacketHelper class to push data back to PlayerController object.
3/26/17
- Created PacketHolder class to contain individual packets.
- Added static methods for retrieving adapter configuration to PacketHelper.
- Created Podium class and podium widget dialog to let the user setup and initiate the packet capture.
3/27/17
- Debugged and improved the Podium widget
- Created AdapterButton class to contain the buttons which display the adapter list on the podium.
3/28/17
- Finished widget functionality implementation. Capture packet button will be disabled during a packet captured and re-enabled after.
- Created PacketBox actor class which will hold the virtual representation of a packet in VR.
- Created Blender models for the PacketBox and the handle. Imported into UE4 as static meshes.
3/29/17
- Fleshed out PacketBox class adding the materials and meshes. Added event handling.
- Created a PacketBox generation method in Podium, aligns the packets linearly, pointing in the direction specified.
3/30/17
- Added local and remote movement capabilities to PacketBox.
3/31/17
- Created Decal images for Cargo Container font. Imported images into UE4
- Created Decal materials for all the Cargo Container font images.
- Created DecalHelper class to store the Decal material instances, and use them to return new decal instances upon demand.
- Added CreateDecalsFromString to Podium class to convert String->Decal actors.