Difference between revisions of "Project1S18"

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To be released by 4/7
 
 
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- 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 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
 
 
 
=Where's Waldo 3D=
 
=Where's Waldo 3D=
  
 
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In this first programming project of the course you need to extend our starter code to a game in which the player needs to find a highlighted sphere among a 3D array of similar spheres, and click on it. The player has one minute to click on as many highlighted spheres as possible.
  
 
==Starter Code==
 
==Starter Code==
  
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 The code is slightly outdated though and will require some updating.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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We recommend using this [https://github.com/wangtim1996/MinimalVR Oculus Minimal Example] code from GitHub to start with. It's very compact but yet uses most of the API functions you will need.
  
 
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.
 
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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Download the starter code and get it to work with the Oculus Rift. (5 points)
 
Download the starter code and get it to work with the Oculus Rift. (5 points)
  
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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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, Unreal, 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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* Use a background color of your choice for your application.
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* Create a 3D array of 5x5x5 = 125 spheres in a color of your choice. Each sphere should be the size of a tennis ball (0.07 meters diameter), and the balls' center points should be 0.14 meters apart from one another in all three dimensions.
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* Wait for the user to pull the trigger button (index finger) to start the game.
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* Create a way to change the color of a random one of the spheres to highlight it.
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* Create the ability to move the cursor sphere to the highlighted sphere and upon trigger button click on the controller (index finger) test to see if the cursor is touching the highlighted sphere (a simple center-distance test will do).
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* Once the highlighted sphere has been clicked on, move the highlight to a new randomly selected sphere.
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* Repeat the above until 1 minute has passed.
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* Quit the application and display the number of correctly clicked spheres in the terminal window (not in VR).
  
To import these OBJ files, we suggest using the [http://www.assimp.org/ Assimp library].
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<-- To import these OBJ files, we suggest using the [http://www.assimp.org/ Assimp library]. -->
  
 
==Extra Credit (Max. 10 Points)==
 
==Extra Credit (Max. 10 Points)==
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Options for extra credit are:
 
Options for extra credit are:
  
* 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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* Avatar 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)
* 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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* New game play: come up with a game that also involves clicking on things but is more fun than the homework project. (up to 10 points)
* 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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We might add more options later.

Revision as of 00:52, 7 April 2018

Contents

Where's Waldo 3D

In this first programming project of the course you need to extend our starter code to a game in which the player needs to find a highlighted sphere among a 3D array of similar spheres, and click on it. The player has one minute to click on as many highlighted spheres as possible.

Starter Code

We recommend using this Oculus Minimal Example code from GitHub to start with. It's very compact but yet uses most of the API functions you will need.

To better understand how the Oculus API works, we recommend this example from Oculus. It is up to date for the current version of the Oculus SDK and can be very useful.

Project Description (100 Points)

Download the starter code and get it to work with the Oculus Rift. (5 points)

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, Unreal, etc). Here are step by step instructions for it:

  • Use a background color of your choice for your application.
  • Create a 3D array of 5x5x5 = 125 spheres in a color of your choice. Each sphere should be the size of a tennis ball (0.07 meters diameter), and the balls' center points should be 0.14 meters apart from one another in all three dimensions.
  • Wait for the user to pull the trigger button (index finger) to start the game.
  • Create a way to change the color of a random one of the spheres to highlight it.
  • Create the ability to move the cursor sphere to the highlighted sphere and upon trigger button click on the controller (index finger) test to see if the cursor is touching the highlighted sphere (a simple center-distance test will do).
  • Once the highlighted sphere has been clicked on, move the highlight to a new randomly selected sphere.
  • Repeat the above until 1 minute has passed.
  • Quit the application and display the number of correctly clicked spheres in the terminal window (not in VR).

<-- To import these OBJ files, we suggest using the Assimp library. -->

Extra Credit (Max. 10 Points)

Options for extra credit are:

  • Avatar hands: use the Oculus Avatar SDK to show stylized hands and/or touch controllers in their correct locations (where the user's physical hands are). (10 points)
  • New game play: come up with a game that also involves clicking on things but is more fun than the homework project. (up to 10 points)

We might add more options later.