1965 lines
74 KiB
Plaintext
1965 lines
74 KiB
Plaintext
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#: 21212 S13/Virtual Reality
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08-Nov-91 15:30:58
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Sb: Virtual reality
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Fm: Matt Drury 75300,1610
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To: All
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The Virtual Reality section here in the Computer Art Forum has now been opened
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for public use. John Eagan [76130,2225] is the section leader.
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The goal of this section is to create, much as the fractals group in area 15
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have, a virtual reality system that can be used on personal computers that are
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readily available. Based on the response I have seen to my public request for
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interested people, and the experience that the people who have contacted me
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have should make this easily possible.
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Matt Drury
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Graphics Forums Staff
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#: 21217 S13/Virtual Reality
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08-Nov-91 17:09:17
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Sb: #great timing
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Fm: Mike Schoenborn 70010,147
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To: Matt Drury 75300,1610 (X)
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The timing for opening this section is just great... my PowerGlove and Sega
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3D glasses projects are just now starting give results. This will be great
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place to swap notes with others playing (er, working) with the same things.
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It's going to be tough to figure out exactly where to post messages, though,
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when a project involves an Amateur doing a Raytraced 3-D Animation. (Such
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troubles I can live with!)
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There are 4 Replies.
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#: 21218 S13/Virtual Reality
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08-Nov-91 17:45:38
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Sb: #21217-#great timing
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Fm: John Eagan 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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Mike- Post them here! Welcome to the section, your message is the first
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"non-official" one in the section! How does it feel to be a pioneer?<g>
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Anything of interest you have, let's see it. The funny thing is, the nature of
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the subject here inherently means that a lot of boundaries will be crossed, so
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don't pick too many nits about "does it really belong here", especially until
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things start taking direction. We can sort that stuff out after some things
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are on the table, as it were.
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JLE
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There is 1 Reply.
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#: 21220 S13/Virtual Reality
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08-Nov-91 18:08:55
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Sb: #Welcome!
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Fm: John Eagan 76130,2225
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To: all
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Hello, and welcome to the Virtual Reality section of COMART, our newest
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section. I've been drafted as the section head, and hope to be able to help
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guide things along as we work on bringing VR to personal computers in the way
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FRACTINT and DKB and VIVID have brought fractals and raytracing within the
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grasp of people with basic DOS machines. All suggestions are welcome. I've
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uploaded a basic introduction to the section as VRINTRO.ZIP / VRINTRO.DOC .
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Take a look at it and fire away!
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For a start, it appears that people are working on interfaces for the
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Mattel "Power Glove",if you have any source code and/or executable files for
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such an interface, or anything else relevant to virtual reality, let's see it.
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As things progress we plan to get a work group started somewhat along the same
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philosophy as the the now-legendary<g> "Stone Soup Group. I propose that we
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use C as the standard language for our project (projects?) because of its
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popularity, somewhat modular nature, and the fact that I have TurboC++ !
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Obviously, for reasons of speed, assembler code will probably be necessary at
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some point, but that should work out fine with the assembler routines compiled
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into .OBJ files. Myself, I'm a real novice programmer, so if anyone feels up
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to the challenge of heading up a project, step right up and announce yourself.
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My role will be to act as a coordinator and director, mostly; in fact, my
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hope is to be able to get things rolling to the point where I can sit back and
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concentrate on "overview" mode. Hope to hear from all of you. Let's have some
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fun in cyberspace!
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JLE
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There is 1 Reply.
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#: 21222 S13/Virtual Reality
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08-Nov-91 18:24:03
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Sb: #21217-#great timing
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Fm: Matt Drury 75300,1610
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To: Mike Schoenborn 70010,147 (X)
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Mike,
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I'm glad to hear you will be actively participating here. If you have any
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plans, results, images, or other work that you wish to share, please feel free
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to upload them to library 2 here and I will copy them to library 14 (as I do
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with the other 'group' areas).
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I have spoken with John Eagan, the section leader, and he is ready to go. Make
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sure to see his overview and introduction currently in the library.
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Matt Drury
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Forum Staff
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There is 1 Reply.
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#: 21223 S13/Virtual Reality
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08-Nov-91 18:26:00
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Sb: #21220-#Welcome!
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Fm: Matt Drury 75300,1610
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To: John Eagan 76130,2225 (X)
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Welcome, John, and good luck. Again, I recommend to anyone interested in VR
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the short task of downloading the introduction and overview that you have
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created and uploaded to this section's library. It is an excellent treatise on
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the VR project here in the Computer Art Forum.
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Matt Drury
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Forum Staff
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There is 1 Reply.
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#: 21233 S13/Virtual Reality
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09-Nov-91 04:49:29
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Sb: #21217-#great timing
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Fm: John Swenson 75300,2136
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To: Mike Schoenborn 70010,147 (X)
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Mike,
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speaking of 3D glasses, I take it you are talking about the LCD shutter type?
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I would very much like find out about such things (like how much they cost,
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where do I get them, how they hook up to a PC, how I talk to them etc). What
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I really want to do is write an interface for them into fractint, the 3D
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stuff in fractint fascinates me, but I just can't see the 3D effect from
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red/blue images, other approaches work great though (such as polarization).
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John S.
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There are 2 Replies.
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#: 21263 S13/Virtual Reality
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09-Nov-91 18:44:58
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Sb: #21233-great timing
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Fm: John Eagan/VR 76130,2225
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To: John Swenson 75300,2136 (X)
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John- That sounds great. Maybe you and Mike can get together and work on a 3d
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glasses interface and get us started with software. something like that, in
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conjunction with animated fractals, would certainly be a good start. I'm
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curious about what Mike is doing, myself.
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JLE-VR section
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#: 21264 S13/Virtual Reality
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09-Nov-91 18:45:09
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Sb: #21217-great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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Mike- Additional- I'm particularly interested in hearing about the 3D glasses
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project! Can you give us some more details?
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JLE-VR section
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#: 21265 S13/Virtual Reality
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09-Nov-91 18:59:35
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Sb: #conferences
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Fm: John Eagan/VR 76130,2225
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To: all
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To everyone- I would like to get conferences going soon in room 13-Virtual
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Reality. Let me know what you think about an appropriate time and day for such
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a conference, to be held weekly. The paint is dry now<g>, let's move in.
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JLE-VR section
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There is 1 Reply.
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#: 21278 S13/Virtual Reality
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10-Nov-91 02:40:36
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Sb: #21218-#great timing
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Fm: Mike Schoenborn 70010,147
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To: John Eagan 76130,2225 (X)
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First non-official message, eh? It was quite by accident, actually. I was
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poking around in the libs and couldn't remember where to find 3D images.
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When I asked for the section names I saw "Virtual Reality" listed, and
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cursed myself for not paying more attention to the Forum Announcements and
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missing out on all the fun.
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Come to think of it, I believe I had the dubious honor of posting the first
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message in the Raytrace Forum. I'm pretty sure this is a good indication I
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spend *way* too much time on CIS.
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There is 1 Reply.
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#: 21279 S13/Virtual Reality
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10-Nov-91 02:40:40
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Sb: #21222-#great timing
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Fm: Mike Schoenborn 70010,147
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To: Matt Drury 75300,1610 (X)
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I'm sure I'll have some hardware interface schematic GIFs to upload as time
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goes on. What is the prefered KEYword to use to indicate the file's final
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resting place should be here in 13? "VIRTUAL REALITY" is pretty long, maybe
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just "VR"?
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There are 2 Replies.
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#: 21280 S13/Virtual Reality
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10-Nov-91 02:40:48
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Sb: #21233-#great timing
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Fm: Mike Schoenborn 70010,147
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To: John Swenson 75300,2136 (X)
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John & John -
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The 3D glasses are indeed LCD shutters, sold by Sega to go with their video
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game system. You can't find them in the stores anymore, but you can order
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them direct from Sega (800-872-7342) for $35 (+ about $2 S&H). Delivery is
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quoted at 4-6 weeks, but I got mine in about 2. VISA cheerfully accepted.
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There was a schematic for driving the glasses posted on UseNet back in Jan of
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1990. (I've been wanting to do this for a -long- time). The design was for
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interfacing with the Mac serial port, but with some minor mods it seems to
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work just dandy off a PC parallel port. If you have some CMOS in your junkbox,
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wirewrap tools in your toolbox, and know which end of a soldering iron to hold,
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you're all set. I would have uploaded the schematic already, but I'll have to
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dig through the accompanying docs for copyright notices, etc.
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The cord from the glasses terminates in a 1/8" stereo plug, which plugs into a
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little "interface block", which plugs into the game (I assume, I've never seen
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the game unit). The schematic was for interfacing via the plug, and made no
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mention of this block thing. To save a trip to Radio Shack I was going to
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scavenge the 1/8" jack off the block, but when I opened it up I found a little
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circuit board inside. The numbers on the chips lead me to believe that this
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itself is the required interface, and the circuit I had just painstakingly
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assembled was redundant. The block is just crying to be reverse engineered;
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anybody up for it?
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For software, it's just a matter of doing "page flipping" and tickling bits
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on the parallel port. Yes indeed, 3D FractInt creations, and raytraces,
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look -great- in color.
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There are 3 Replies.
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#: 21281 S13/Virtual Reality
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10-Nov-91 02:40:51
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Sb: #21265-#conferences
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Fm: Mike Schoenborn 70010,147
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To: John Eagan/VR 76130,2225 (X)
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Hmmm...
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Mon=Raytrace, Tue=sysop?, Wed=Amateur's, Thu=Beginner's, Fri=Nah!, Sat=Nah!,
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Sun=VR???
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There is 1 Reply.
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#: 21293 S13/Virtual Reality
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10-Nov-91 12:19:53
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Sb: #21279-great timing
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Fm: Matt Drury 75300,1610
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To: Mike Schoenborn 70010,147 (X)
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Mike,
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Let's use VR for now; please upload to area 2 and I will copy files to 13.
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Matt Drury
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Forum Staff
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#: 21297 S13/Virtual Reality
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10-Nov-91 14:58:47
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Sb: #21278-great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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No doubt. One of my interests is in auto racing (after music,computers and
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computer graphics), and over in the RACING forum, somebody compiled a list of
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message volume for Oct.,and I was 11th!! 3 of the guys above me were sysops,
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and first place was ALL<g>! So, yeah,I can relate to that.
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#: 21298 S13/Virtual Reality
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10-Nov-91 14:58:58
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Sb: #21280-#great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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Mike- Great! I didn't know about these, that's just what we need. You can't
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get them in stores anywhere? That's a shame. Are these color,do I understand
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correctly? I have,in my hot little hands, C source code for a Mattel
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Powerglove interface, courtesy of Chris Babcock. I plan to upload it, once I'm
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sure about copyright and all (it's a little vague, although Chris says it's
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OK, I'm guessing he has had contact. It also could use a couple of
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modifications, but Chris also tells me there is updated code on the way. I
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want ot compile and upload it as an executable,along with the source. The
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glove hardware interface uses RS-232. It looks like we have a good start! Once
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we get all the hardware info in the lib here, we can dive into getting it all
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integrated. Then we can work on some software for the thing. Any ideas in
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particular about what we should actually DO with it, once we get the hardware
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working? Another thing about the hardware. It looks as if maybe,to integrate
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the glove and glasses interfaces, we might want to work on a design for a
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card to plug in an expansion slot with connections for the glove and glasses.
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We'll have to discuss that. I just got a copy of TurboCAD, so I can help lay
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out a board, rather than messing with wire-wrap (ARG!). Not that laying out a
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board is EASY, but for everyone else, it would be a little easier for everyone
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else if there was a way to get a board made from available artwork.
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JLE-VRsection
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There is 1 Reply.
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#: 21299 S13/Virtual Reality
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10-Nov-91 14:59:04
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Sb: #21281-conferences
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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Sunday sounds reasonable to me. Anybody else have an opinion on this?
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JLE-VRsection
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#: 21302 S13/Virtual Reality
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10-Nov-91 15:17:10
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Sb: #21279-#great timing
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Fm: Bill Hinkle 75300,2050
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To: Mike Schoenborn 70010,147 (X)
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Maybe you should declare an Application Extension block for your schematic
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GIFs -- one that means: HPGL plotter version follows! Assuming that your
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source for the schematics is a vector draw/CAD package, that is... A
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plottable version would be nicer than a bitmapped version, for many folks, and
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wouldn't add much to the size of the GIF, I'll bet! <<Bill>>
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There are 2 Replies.
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#: 21310 S13/Virtual Reality
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10-Nov-91 19:28:57
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Sb: #21302-#great timing
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Fm: Mike Schoenborn 70010,147
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To: Bil Hinkle 75300,2050 (X)
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I think I have the original schematic in a couple of different formats; GIF
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and PostScript for sure, maybe HPGL, and some stuff hidden in Mac .sit files
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that I can't get to. As simple as the schematic is, it could probably be done
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in ascii with pluses, dashes, and vertical bars! (Come to think of it, there
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is an alternate design using just an XOR and a 2N2222 transistor that was
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distributed just that way).
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There are 2 Replies.
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#: 21317 S13/Virtual Reality
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10-Nov-91 23:01:03
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Sb: #21310-great timing
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Fm: Bill Hinkle 75300,2050
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To: Mike Schoenborn 70010,147 (X)
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<grin> I guess I had the idea there was a little more to the electronics! GIF
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ought to do the trick for something so simple. <<Bill>>
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#: 21320 S13/Virtual Reality
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10-Nov-91 23:19:32
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Sb: #21280-#great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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PS- Just out of curiosity, what exactly was at the other end of this block?
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JLE
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There is 1 Reply.
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#: 21321 S13/Virtual Reality
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10-Nov-91 23:19:38
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Sb: #21310-#great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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As I just mentioned to Bill, I can now handle vector files, so myself, if you
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could U.L. things in .DXF form, that would be cool. The more I think about
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it, the more I like the idea of an expansion slot board with a glasses and
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glove interface. Of course, then we're talking about getting this stuff to
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talk directly to the buss, instead of parallel port and serial port. In the
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case of the RS-232 interface used in the glove code I have from Chris, my
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problem is I only have COM1 and COM2, I'd have to disconnect the mouse, or
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have the glove fight with the internal modem. Tell me more about what you know
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about the glasses and interface. Is there any conflict with the video board?
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How do you handle this? Can the 2 operate simultaniously?
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JLE
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There is 1 Reply.
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#: 21322 S13/Virtual Reality
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10-Nov-91 23:19:52
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Sb: #21302-#great timing
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Fm: John Eagan/VR 76130,2225
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To: Bill Hinkle 75300,2050 (X)
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Bill- I think a .DXF version would be very nice. I don't know all the details
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of the process, but I do know that it's possible to get PCB artwork made from
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.DXF vector/AutoCAD files. Good luck getting boards made from GIFs!<g> Of
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course, I'm talking about board layouts, whereas you guys are talking about
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the schematic, but I'm looking at both right now, I'd really like to be able
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to get a proper printed circuit made; I dread the idea of wire-wrapping a
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board! I work at an electronics manufacturer during the day, I'll have to talk
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to the guys who do board layout and see if I can get things plotted during
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"off" time. I just got a copy of TurboCad ($40,how could I pass it up!!??) so
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I can now handle such files. Timing is everything,eh? <g>
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JLE
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There is 1 Reply.
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#: 21324 S13/Virtual Reality
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10-Nov-91 23:22:49
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Sb: #21298-#great timing
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Fm: Mike Schoenborn 70010,147
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To: John Eagan/VR 76130,2225 (X)
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> Are these color, do I understand correctly?
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They're just electronic sunglasses, where each lens can be made clear or opaque,
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quickly, in sync with an image on a crt. Any color you see comes through the
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lenses from the monitor, not from the glasses themselves.
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I have been having some problems with the C source for the PowerGlove; my
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results are just not as good as what Chris is reporting. My feeling has
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been that the low-level interface to the glove should be done with a simple
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cpu, as you suggest, to take some of the load off the pc. With this thought
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in mind, I showed the glove to a friend who programs 8031's for living (simple,
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cheap, single chip computers). He was impressed, and went out the next day
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and bought a glove for himself. I next showed the thing to another buddy who
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does circuit board layouts for a living; he bought one too. I just may turn
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my complete attention to the glasses and sit back and see what these two guys
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come up with.
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Tom Sawyer
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VP, Fence Painting Div.
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There is 1 Reply.
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#: 21325 S13/Virtual Reality
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11-Nov-91 00:49:07
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Sb: #21324-#great timing
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Fm: John Eagan/VR 76130,2225
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To: Mike Schoenborn 70010,147 (X)
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Mike- You shouldn't have done that! It's too much fun, next they'll want to do
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it for you! <GGG>
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ps- I'm somewhat familiar with the 8031, we use it on the system I work on at
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the day job, working on Surface Acoustic Wave touchscreens. It handles all the
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touch stuff in the AC plasma display it's installed in. Maybe that's the
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ticket (especially if your friend programs them for a living). Keep it up,
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Tom. Let us know when they get near the end of the fence!
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JLE
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There is 1 Reply.
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#: 21327 S13/Virtual Reality
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11-Nov-91 04:09:42
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Sb: #21280-#great timing
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Fm: John Swenson 75300,2136
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To: Mike Schoenborn 70010,147 (X)
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You're kidding, $35!! For some reason I thought they cost MONEY. (at that
|
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price I might just get 2)
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I think I would hook mine up to a PC game port, since I have one on my system
|
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that I don't use for anything. (I don't have any free slots to put an extra
|
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parallel port on, although I could get one of those parallel port selector
|
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switches. (they cost more than the glasses <g>)
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I'll give them a call tomorrow morning and start the ball rolling. (Is that
|
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an animated raytraced ball in 3D?)
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I could put together a nice little viewer that displays TARGA files in 640 x
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400 x 32k mode in 3D, that would be nifty.
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(And people think I spend too much time in front of the computer already,
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they'll never see me again!)
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John S.
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There are 2 Replies.
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#: 21333 S13/Virtual Reality
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11-Nov-91 05:54:31
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Sb: #21325-#great timing
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Fm: John Swenson 75300,2136
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To: John Eagan/VR 76130,2225 (X)
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John,
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for a living I design custom chips, we even have an 8031 cell in the library
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<g>. For around $20,000 I could do a custom chip that does EVERYTHING, the
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board would have one chip on it. While we're at it, how about a high
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performance raytrace engine? A JPEG decoding engine? (I have to fill up the
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chip with SOMETHING <g>).
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John S.
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There is 1 Reply.
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#: 21340 S13/Virtual Reality
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11-Nov-91 11:20:53
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Sb: #21327-#great timing
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Fm: Tim Wegner 71320,675
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To: John Swenson 75300,2136 (X)
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I'm really interested in the $35 3D glasses - if anyone gets it running I want
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to hear. I assume to support it in fractint we would need a paged video mode.
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Those are in short supply at 256 colors, but the tweaked 320x400 mode is a
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good candidate. I wonder if the page flipping is fast enough for the 3D
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glasses.
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There are 2 Replies.
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#: 21345 S13/Virtual Reality
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11-Nov-91 12:24:13
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Sb: InterNet
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Fm: Matt Drury 75300,1610
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To: All
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VR people,
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I am in contact with the co-moderator of the InterNet SCI.VIRTUAL-WORLDS
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newsgroup. I am hoping that we can cross-connect the people here with the
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hundred or so VR people there, and work on exchanging information and
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assistance.
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Matt Drury
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Forum Staff
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#: 21346 S13/Virtual Reality
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11-Nov-91 12:45:00
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Sb: #21223-#Welcome!
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Fm: John Egenes 76427,3172
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To: Matt Drury 75300,1610 (X)
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|
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Matt, (and John)
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Best wishes on this new section. Although not a programmer, I am very
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much interested in what VR may have to offer. This sounds like it could be one
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of the most exciting forums on CIS. BTW, John, do I see you over on the Midi
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forum, too?
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jre
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There are 2 Replies.
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#: 21348 S13/Virtual Reality
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11-Nov-91 13:26:45
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Sb: #21321-#great timing
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Fm: Mike Schoenborn 70010,147
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To: John Eagan/VR 76130,2225 (X)
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One of the problems with going to an expansion slot card is that it would be
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useful only to those with IBM machines, whereas going with RS232 would open
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things up to all sorts of folks. The headache of trying to decide which
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COM port to use could be helped by a cheap A-B switchbox.
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Another concern I have is how to design a slot card that won't bump into other
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things, like com ports, parallel ports, video cards, lan cards, music boards,
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John's raytrace accelerator board <g>, etc. It seems like it would take a lot
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of research to find safe, unused io ports or memory areas that wouldn't cause
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a conflict. Maybe someone with some pc hardware savvy could dispel my fears
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on this.
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Just playin' devil's advocate.
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There is 1 Reply.
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#: 21349 S13/Virtual Reality
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11-Nov-91 13:26:51
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Sb: #21320-great timing
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Fm: Mike Schoenborn 70010,147
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To: John Eagan/VR 76130,2225 (X)
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The back side of the block has a piece of circuit board sticking out a couple
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of inches. The board is 2" wide, with 2 rows of gold plated card edge fingers
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on the end, .1" centers, staggard. 17 contacts on the inside row, 18 on the
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outside.
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| v v v v v v v v v v v v v v v v v |
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| v v v v v v v v v v v v v v v v v v |
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+--------------------------------------+
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BTW, the original circuit design, by Juri Menkki, includes a copyright, so
|
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I've sent him email requesting permission to post it. Hopefully the address
|
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I have for him is current, and the connection to Finland will work. I'll let
|
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you know as soon as I hear back from him.
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#: 21350 S13/Virtual Reality
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11-Nov-91 13:26:58
|
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Sb: #21327-#great timing
|
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Fm: Mike Schoenborn 70010,147
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To: John Swenson 75300,2136 (X)
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|
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Keep in mind these aren't something you'd find in use at JPL; you get what you
|
|
pay for. Even when the lenses are clear they're as dark as sunglasses. This
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may be by design, to cut contrast for reducing flicker. I'm tempted to
|
|
disect them to remove the LCDs and trash the dark plastic, but the plastic
|
|
itself might be polarized and part of the whole scheme of things. In the mean
|
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time I just keep the monitor's brightness pegged, and the room lights off.
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Beyond that, they're not terribly comfortable, and look pretty ridiculous when
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worn by an adult (though not as strange as R/B glasses, or for that matter, a
|
|
Power Glove). But as you say, for $35, get two. I'm thinking of getting a
|
|
second pair...watching the screen flicker two images back and forth while
|
|
someone else has the glasses on really does cause headaches.
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There is 1 Reply.
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#: 21351 S13/Virtual Reality
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11-Nov-91 13:27:05
|
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Sb: #21340-#great timing
|
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Fm: Mike Schoenborn 70010,147
|
|
To: Tim Wegner 71320,675 (X)
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|
|
|
Speaking of Fractint, I've been using "Stereo: 3=photo" in the 3D Mode
|
|
Selection menu and the images come out filling the screen from edge to edge.
|
|
The Image Crop parameters on the Funny Glasses Parameters only seem to work
|
|
for Red/Blue stereo types 1 & 2 (alternate & superimpose). As expected the
|
|
3D-ness goes completly out of whack around the edges. Is there a way to force
|
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this cropping for type 3? I guess a piclab script is the way to go for the
|
|
time being, but I'm not sure just how much to crop and where.
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|
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I hope I've been using the term "page flipping" right. By that do you mean
|
|
getting both images loaded into the vga and fiddling the Start Address
|
|
Register? If so, yes, it seems to be fast enough, but getting it timed right
|
|
with the LCDs seems to take a little fudging. Right now I'm just using
|
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idiot-loop delays tuned from the keyboard, but some accurate msec delays and
|
|
hooks into vertical retrace (or sync, or whatever) might improve things.
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There is 1 Reply.
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#: 21352 S13/Virtual Reality
|
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11-Nov-91 13:34:01
|
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Sb: #21346-Welcome!
|
|
Fm: Matt Drury 75300,1610
|
|
To: John Egenes 76427,3172 (X)
|
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|
|
John,
|
|
|
|
Welcome to the Computer Art Forum, and to the Virtual Reality section. If you
|
|
have anything related to the field of virtual reality that you would like to
|
|
contribute, you are more than welcome to do so.
|
|
|
|
Matt Drury
|
|
Forum Staff
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#: 21375 S13/Virtual Reality
|
|
11-Nov-91 18:29:35
|
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Sb: #Virtual Reality Forum
|
|
Fm: Chris 76166,1257
|
|
To: ALL
|
|
|
|
All, Just noticed the new Virtual Reality forum here and it seems like a ghod
|
|
send <G>. ive been involved heavily in graphics for the past 12 years doing
|
|
everything from programming Video games for some of the Game company's around
|
|
to recently in the past couple years getting heavily involved in Raytracing,
|
|
rendering and compression. Im currently working on a new animation system etc.
|
|
I was wondering what the main focus of this forum was going to be (I.E.
|
|
discussion, design, etc). having only been exposed to Virtual Reality within
|
|
the past 18 Months or so im still a little ignorant. Ive been toying with the
|
|
idea of working on a design for a VR system etc and was wondering if anyone
|
|
had already done preliminary work (Not the $50K plus systems <G>)?
|
|
|
|
Anyhow hope this forum really takes off as working on Virtual Reality systems
|
|
seems like a natural progression in not only the Game market, but for anything
|
|
that requires almost true to life simulations etc.
|
|
|
|
Chris Eisnaugle
|
|
|
|
There is 1 Reply.
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|
|
#: 21378 S13/Virtual Reality
|
|
11-Nov-91 18:38:00
|
|
Sb: #21340-#great timing
|
|
Fm: John Swenson 75300,2136
|
|
To: Tim Wegner 71320,675 (X)
|
|
|
|
Tim,
|
|
I just ordered the glasses, so we'll see what happens when I get them.
|
|
(I suppose $35 is a little much for Mitch to include them in the book <g>).
|
|
Maybe Larry could do the same sort of thing as the red/blue glasses, order a
|
|
big bunch from Sega and make them available to members. (the capital outlay
|
|
would be a bit more expensive though)
|
|
|
|
On a "standard" VGA you should be able to do page flipping in 320 x 200 and
|
|
320 x 400 mode. For SVGA boards its quite easy, BUT each one does it
|
|
differently. The code is going to need all that fun autodetect stuff to make
|
|
it work. Hmmm on a 1 meg board you actually have 16 "pages" in 320 x 200
|
|
mode, you could do a little animation in that.
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|
|
|
I know, you can modify the "opening credits" screen so the names are rotating
|
|
on a cylinder when seen through the glasses!
|
|
|
|
John S.
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|
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|
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There is 1 Reply.
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|
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#: 21379 S13/Virtual Reality
|
|
11-Nov-91 18:38:05
|
|
Sb: #21351-great timing
|
|
Fm: John Swenson 75300,2136
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike,
|
|
you definately want to sync up to the vertical retrace signal, I'm sure I'll
|
|
have some code working soon after I get the glasses.
|
|
|
|
John S.
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|
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#: 21382 S13/Virtual Reality
|
|
11-Nov-91 19:53:15
|
|
Sb: #21333-great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
John- OK, I can see it now. We'll use a chip that contains about 50 8031's.
|
|
<ggg>
|
|
|
|
JLE
|
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|
|
#: 21383 S13/Virtual Reality
|
|
11-Nov-91 19:53:24
|
|
Sb: #21348-#great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike- Good points,all. I'm not a hardware designer, but I have enough
|
|
electronics schooling to know that you're very right about designing a card
|
|
that won't be fighting for addresses and interrupts. Big project, no doubt.
|
|
Plus the added disadvantage that people would have to make, or get made, a
|
|
board, instead of just plugging in! As far as RS-232 vs. IBM-compatible card
|
|
goes, I'm thinking in terms of us developing software to go with it, for DOS.
|
|
So the "exclusivity" wouldn't bother me, as far as that is concerned. A
|
|
switch box is a good idea, it would solve my problem at least (I mean, I
|
|
wouldn't use the mouse AND P.G. at the same time,right?) My concern is that
|
|
if we end up with,say, a system that uses the power glove WITH glasses, we'd
|
|
be tying up plugs on the machine fast, and most of all, the speed problem. I
|
|
suspect you hardware buddies would come up with a direct-buss interface
|
|
because of speed. If that route is taken (and believe me, the trouble and $$
|
|
of getting a board made would not be a treat) I suppose we'd need some sort of
|
|
"install" software, to negotiate interrupts and addresses and stuff. Play
|
|
devil's advocate, we need that.
|
|
JLE
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21384 S13/Virtual Reality
|
|
11-Nov-91 19:53:36
|
|
Sb: #21346-#Welcome!
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: John Egenes 76427,3172 (X)
|
|
|
|
John- Yes, that's me! You probably recognize my name from grousing about my
|
|
problems with my SQ-1. In fact, haven't I addressed you directly at some
|
|
point? I'm hoping it will be back from the shop tomorrow, BTW. I haven't
|
|
checked in over there in over a week, am I missing anything?<g> Glad to see
|
|
you here! You're certainly welcome to hang out, regardless of whether or not
|
|
you can contribute technically. Any ideas and suggestions and information you
|
|
might have are fair game. Although I can see people getting our names
|
|
confused.<g>
|
|
|
|
JLE
|
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|
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There is 1 Reply.
|
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|
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#: 21393 S13/Virtual Reality
|
|
11-Nov-91 20:38:43
|
|
Sb: #21378-great timing
|
|
Fm: Tim Wegner 71320,675
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
The 3D isn't for the image lab book (as I'm sure you realized :-)), but Mitch
|
|
has a lot of other projects up his sleeve that could use it. I'm definitely
|
|
interested anyway, though until Image Lab is done I'll not be doing anything
|
|
about the 3D glasses.
|
|
|
|
#: 21397 S13/Virtual Reality
|
|
11-Nov-91 21:49:16
|
|
Sb: CyberArts conference
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: ALL
|
|
|
|
To All: This is late notice, if you haven't already heard about it, but
|
|
KEYBOARD magazine will be presenting "CyberArts International 1991" November
|
|
14-17 at the Pasadena Center & Civic Auditorium. Many events are scheduled
|
|
including performances and presentations from many involved in the VR field.
|
|
See recent issues of Keyboard for details. Sorry,incredibly, the information
|
|
I have does not include a voice phone number. FAX:408-446-1088 If you
|
|
ARE ALREADY PLANNING TO ATTEND please let us know, we'd be interested in
|
|
hearing
|
|
|
|
#: 21401 S13/Virtual Reality
|
|
12-Nov-91 01:35:18
|
|
Sb: #21322-great timing
|
|
Fm: Bill Hinkle 75300,2050
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
I guess DXF is pretty close to a Rosetta Stone for microcomputer-based CAD
|
|
these days -- maybe that'd do it! <<Bill>>
|
|
|
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|
|
#: 21404 S13/Virtual Reality
|
|
12-Nov-91 07:16:52
|
|
Sb: #21383-#great timing
|
|
Fm: John Swenson 75300,2136
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John,
|
|
I don't know anything about the power glove, so I don't really know its data
|
|
requirements, but I have written scanner drivers that run on the standard
|
|
serial port and parallel port and they really move along. I don't really see
|
|
why a special board is needed (unless this is running on a 4 Mhz XT <g>).
|
|
|
|
John S.
|
|
|
|
|
|
There is 1 Reply.
|
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|
|
#: 21408 S13/Virtual Reality
|
|
12-Nov-91 09:38:27
|
|
Sb: #Posting to SCI.VIRTUAL..
|
|
Fm: Matt Drury 75300,1610
|
|
To: All
|
|
|
|
Gentlefolk,
|
|
|
|
This is an excerpt of a message I have received from Mark, the co-moderator
|
|
and librarian of the InterNet newsgroup, in regards to posting a message on
|
|
the SCI.VIRTUAL-WORLDS newsgroup. Mark will be joining us soon here in the
|
|
VR section, once he gets his account with the service activated.
|
|
|
|
> You mentioned having trouble with posting to sci.virtual-worlds...
|
|
> if you send your articles to hlab@milton.u.washington.edu, they'll
|
|
> be automagically posted. It's probably the easy way to post. :)
|
|
|
|
Note that from CompuServe Mail, your address to post to would start with
|
|
>INTERNET: so that the service can route it correctly.
|
|
|
|
Mark has also promised me information on how to request placing oneself on
|
|
the SCI.VIRTUAL-WORLDS mailing list, which I will post here when available.
|
|
The mailing list will give you the day's messages in that newsgroup directly
|
|
in your CompuServe Mail box.
|
|
|
|
. Matt Drury
|
|
. Forum Staff
|
|
|
|
|
|
|
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|
|
There is 1 Reply.
|
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|
|
#: 21409 S13/Virtual Reality
|
|
12-Nov-91 09:38:30
|
|
Sb: #21383-#great timing
|
|
Fm: Matt Drury 75300,1610
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John,
|
|
|
|
You may consider the use of the parallel port for information. Most systems
|
|
have a spare one lying about, and I have used a TWO-WAY data transfer system
|
|
that uses the supposedly unidirectional parallel port in my machine. Also,
|
|
there's more data lines to play with, and greater flexibility, from my
|
|
novice's point of view.
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
|
|
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21416 S13/Virtual Reality
|
|
12-Nov-91 13:55:42
|
|
Sb: #VR Users Group
|
|
Fm: Alexander Schipal 76137,326
|
|
To: All
|
|
|
|
Hi, virtual realists
|
|
|
|
When visiting Computer Graphics 91 in London last week, I got info about the
|
|
Virtual Reality Users Group (VRUG). Their contact address is:
|
|
|
|
V.R.U.G.
|
|
66 Dormney House, Adelaide Rd.
|
|
London NW3 3PN
|
|
Phone 071 586 9141
|
|
|
|
Next group meeting is (probably) sunday, Nov.17th in the Brain Club (11
|
|
Wardour St.) I'll attend and post a message about the goings-on next week.
|
|
|
|
Are there other VR user/enthusiast/homebrew groups anywhere ?
|
|
|
|
Alex Schipal
|
|
|
|
There is 1 Reply.
|
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|
|
#: 21418 S13/Virtual Reality
|
|
12-Nov-91 14:09:59
|
|
Sb: #VR demo received today
|
|
Fm: Matt Drury 75300,1610
|
|
To: All
|
|
|
|
Gentlefolk,
|
|
|
|
I've been playing for the last few minutes with the VR demo that John uploaded
|
|
to the library this morning. I strongly recommend it; it's an excellent
|
|
example of what we're trying to achieve.
|
|
|
|
An idea for the general pool - what of a VR project to interface CompuServe to
|
|
user PCs, much like CIM and TapCIS do now, but in 3D, graphically? Using a
|
|
powerglove would be a most interesting way to manipulate the service.
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
PS: Over in one of the Windows forums is a program that replaces the Program
|
|
Manager with a 'virtual reality' interface. I have been told that it is not
|
|
too good, but could be an idea that could be built on.
|
|
|
|
|
|
|
|
|
|
There are 3 Replies.
|
|
|
|
#: 21445 S13/Virtual Reality
|
|
12-Nov-91 19:21:12
|
|
Sb: #21350-#great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike- Yes,I'm wondering if the plastic may actually be polaroid. You ought to
|
|
check that out before you rip the suckers apart, although I can't
|
|
think,offhand, why they might be polarized. But I know little about visual
|
|
perception, that might be essential to the whole thing for all I know. BTW,
|
|
speaking of that, if you guys have any good titles of books and magazine
|
|
articles/journals that address subjects like that, or other VR-related areas,
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let me know. I'd like to start building a bibliography for the lib.
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JLE
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There is 1 Reply.
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#: 21446 S13/Virtual Reality
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12-Nov-91 19:21:22
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Sb: #21375-#Virtual Reality Forum
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Fm: John Eagan/VR 76130,2225
|
|
To: Chris 76166,1257 (X)
|
|
|
|
Chris- Glad to have you with us. We're just getting started here, this
|
|
section just opened this past weekend! So if you would like to get involved,
|
|
you're certainly in at the ground floor. Sounds like you've got just the
|
|
background we're looking for. We're just discussing some basics right now,
|
|
feeling around for what hardware we can use, etc. I've written a short intro
|
|
available in lib 13 as VRINTR.ZIP (or) VRINTR.DOC , just to give you a feel
|
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for what we want to do. In short, while there will almost certainly be
|
|
discussion and philisophical ramblings, the main purpose is to try to bring VR
|
|
to the average DOS-based PC. Definitely NOT $50K-plus systems! e.g.,I have a
|
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12MHz 286 with 1MB of RAM. No Cray here!! Of course, my machine is pretty
|
|
low-end, but we want to shoot for that sort of level. Feel free to
|
|
contribute any files you might have, and jump right in to the message threads.
|
|
We already have messages on the board from several people who have been very
|
|
active on the graphics forums, including the Stone Soup Group, the bunch
|
|
responsible for FRACTINT. BTW,please go to the "change forum options" menu
|
|
and add your last name, so we can keep things clear as the messages pile up.
|
|
John Eagan-VR section leader
|
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There is 1 Reply.
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#: 21447 S13/Virtual Reality
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12-Nov-91 19:51:17
|
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Sb: #21446-#Virtual Reality Forum
|
|
Fm: Chris Eisnaugle 76166,1257
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John, Sounds Great, def lookig forward to things here. By the way i read a
|
|
thread about a PC-Board and i tend to agree that this may not be a good idea
|
|
as it ties it to a particualr machine etc. Has there been any thought when
|
|
developing the Viewing Helmet (whatever your calling it at the moment <G>) to
|
|
use something like a 32020 or or i860 for graphics rendering, these offer a
|
|
tremendous # of primatives (the I860 being a pure risc chip offers fantastic
|
|
speed) If something like this was integrated into the helmet i think you could
|
|
really get some great effects and speed. Anhow was just thinking off the top
|
|
of my head and it may be beyond an initial system etc. or it may be totally
|
|
the wrong direction <G>.
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Chris Eisnaugle
|
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There is 1 Reply.
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|
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#: 21454 S13/Virtual Reality
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|
12-Nov-91 21:29:55
|
|
Sb: #21445-#great timing
|
|
Fm: Bill Pulver 70405,1152
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John, (& Mike),
|
|
DONT rip the suckers apart! Thats exactly how an LCD display works. The
|
|
incoming light is polarized as it passes thru the active areas of the
|
|
"crystal". The active areas are either "on" or "off" (obviously <g>). The
|
|
crystal when "on" polarizes the light 90 deg away from the orientation of the
|
|
"film" polarizer stuck (with one *tough* adhesive!) to the outside of the
|
|
cell. Thus when "on" the light is blocked, "off" it is polarized on the way
|
|
out but still passed, albiet somewhat dimmer. I've ordered a pair too, should
|
|
have them soon!
|
|
|
|
Later --- Bill
|
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There are 2 Replies.
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#: 21465 S13/Virtual Reality
|
|
12-Nov-91 22:59:49
|
|
Sb: #21409-great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
see my reply to John S.
|
|
|
|
#: 21466 S13/Virtual Reality
|
|
12-Nov-91 22:59:54
|
|
Sb: #21404-#great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
John- OK, you have enough experience in this that I'll accept your word on it,
|
|
maybe I'll forget the board idea. I wouldn't really want the hassle of that if
|
|
at all avoidable, and besides, we really don't want to create something that
|
|
forces people to do too much hardware hacking!
|
|
|
|
JLE
|
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There is 1 Reply.
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#: 21467 S13/Virtual Reality
|
|
12-Nov-91 23:00:05
|
|
Sb: #21447-#Virtual Reality Forum
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Chris Eisnaugle 76166,1257 (X)
|
|
|
|
Chris- OK, good to have another opinion about "to board or not to board".
|
|
About the system compatibility issue, I think an important consideration is
|
|
that we ought to steer activity toward DOS platform. Mind you, I'm not going
|
|
to try to discourage general development, and there is room for several
|
|
different projects here. But we should think in terms of software. The
|
|
general goal is to try to get VR working, which implies more than just pieces
|
|
of hardware, but some kind of application as well. Which brings us back to
|
|
platform. But we're pretty open . Perhaps, what we need is to develop a
|
|
consensus on a couple of pieces of hardware, and then any software projects
|
|
could take off from there using a common "standard". DOS machines are the most
|
|
common, and the work in the forum in general is pretty much DOS based, with
|
|
few exceptions. But keep those ideas coming. The co-processor idea is
|
|
interesting, would you elaborate on any ideas? I saw something about TI
|
|
graphics processors in May DDJ, what do you know about them? (TI340XX series)
|
|
There is, at this point, no formal "viewing helmet" underway, although that
|
|
seems to me like a good project, one I'd like to see. If you have a proposal,
|
|
you can always upload it to the lib, since the message space is kind of small,
|
|
and also messages go away with age! After a few weeks of kicking things
|
|
around, I'll look at what's on the table and offer my two cents about where we
|
|
seem to be going.
|
|
JLE
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21468 S13/Virtual Reality
|
|
12-Nov-91 23:00:15
|
|
Sb: #21454-great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Bill Pulver 70405,1152 (X)
|
|
|
|
Bill- I guess that answers that question. Thanks, I never actually knew how an
|
|
LCD works. BTW,glad to see you in here too. The crowd is getting interesting
|
|
already, and the section is only 5 days old.
|
|
JLE
|
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|
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|
|
#: 21470 S13/Virtual Reality
|
|
12-Nov-91 23:57:12
|
|
Sb: #21418-VR demo received today
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
Matt- That sounds like a pretty good idea. It would be *much* more fun than
|
|
terminal emulation,or TAPCIS, and far beyond the text-mode graphics of CIM.
|
|
|
|
JLE
|
|
ps- too bad I don't "do windows"<G>, I would try that one out.
|
|
|
|
#: 21471 S13/Virtual Reality
|
|
12-Nov-91 23:57:19
|
|
Sb: #21416-VR Users Group
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Alex- Thanks! Keep us posted! See Matt Drury's message concerning the internet
|
|
sci.virtual-worlds newsgroup.
|
|
|
|
JLE
|
|
|
|
#: 21472 S13/Virtual Reality
|
|
12-Nov-91 23:57:32
|
|
Sb: #21408-#Posting to SCI.VIRTUAL..
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
Matt- That sounds great. So far, the record for number of mail messages
|
|
waiting for me is 7. I have a sneaking suspicion that the number would
|
|
increase greatly!
|
|
|
|
JLE
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21475 S13/Virtual Reality
|
|
13-Nov-91 02:59:40
|
|
Sb: #21467-#Virtual Reality Forum
|
|
Fm: Mike Haaland 72300,1433
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
|
|
To bad on the "steer activity toward a DOS platform". I've NEVER owned a DOS
|
|
machine, and probably never will. What about the Amiga/Mac/Atari/OSK/UNIX
|
|
types? There are plenty of those running POVRay. You mentioned Chris Babcock
|
|
a few days ago, you know he wrote the Flood fill routine for my OSK box? Be
|
|
careful when you claim that "the work in the Forum in general is pretty much
|
|
DOS based, with few exceptions." I guess you have not been reading all the
|
|
forum messages. I think the forum is pretty much for 'portability' these
|
|
days. Or maybe because I'm for it, my bias just makes those messages stand
|
|
out. I agree Fractint is buried in DOS. But POV and DKB and AEWire (A wire
|
|
fram modeller), are not.
|
|
|
|
Anyway, I'd like to be involved with the Powerglove/Glasses stuff too, but If
|
|
I need a DOS machine to do it, I'll have to pass. I do understand that when
|
|
talking GFX, you have to have some machine specific code, but look at the
|
|
potential amount of hackers 'steering towards DOS' will leave out or the VR
|
|
projects. I just don't like to have the nature of the machine interface rule
|
|
out any but IBMPC owners.
|
|
|
|
'Nuff said,
|
|
|
|
Mike
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21480 S13/Virtual Reality
|
|
13-Nov-91 05:41:11
|
|
Sb: #21466-#great timing
|
|
Fm: John Swenson 75300,2136
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
I think one of the best uses of this (particularlyy in the short term) will
|
|
be the interface for the wireframe modeler being worked on over in POV land.
|
|
I think you have to be careful that VR be used for something that it is GOOD
|
|
at, not just as a new fangled interface for something that already works
|
|
well. For example I personally would NOT go to the trouble to put on gloves
|
|
and glasses to run TAPCIS (it works fine just the way it is). But it would be
|
|
the "only game in town" for things like the 3d modeler, specifying the path
|
|
for a "flyby" of a julibrot etc.
|
|
|
|
It would also have a great use in scientific analysis software. Displaying
|
|
and analyzing graphs of many variables is traditionally a very tough job,
|
|
with VR you could do a true 3D graph, and the user can go right inside the
|
|
graph and move around in the "graph" space. (business types could also use
|
|
this alot. I can just see the multi-megabuck version of the hardware being
|
|
used at the "anual meeting" to show the financial graphs to the stockholders)
|
|
|
|
This is where I think the initial energies should be focused, on things that
|
|
cannot be done very well by any of the more "traditional" methods.
|
|
|
|
Focusing on applications such as the TAPCIS interface is just going to get
|
|
us labeled as a bunch of crazy fools rather than making significant
|
|
improvements in the computing environment.
|
|
|
|
John S.
|
|
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21481 S13/Virtual Reality
|
|
13-Nov-91 05:41:19
|
|
Sb: #21418-#VR demo received today
|
|
Fm: John Swenson 75300,2136
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
Oops,
|
|
I replied to John rather than to you about the TAPCIS connection. See that
|
|
message for my thoughts on the subject.
|
|
|
|
I just had another thought on this, looking and working with a thread graph
|
|
might be an amuzing application of VR technology.
|
|
|
|
BTW in order to REALLY make this work right we are going to need some way of
|
|
sensing the users head in relationship to the screen, so the software can do
|
|
the "looking around an object" bit. Ultrasonic transducers at the corners of
|
|
the screen and a little microphone on the glasses would probably work quite
|
|
well. I did a system like this awhile back, on a much larger scale, tracking
|
|
the position of a person in a room. Given the slow speed of sound, the
|
|
hardware is quite simple. Send out a pulse and start a counter, when the pulse
|
|
comes back in from the mic, stop the counter. Of course you have to worry
|
|
about ambient noise, but that is actually fairly easy to handle with digital
|
|
phase locked loop apprroaches.
|
|
|
|
John S.
|
|
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21487 S13/Virtual Reality
|
|
13-Nov-91 07:09:54
|
|
Sb: #21472-#Posting to SCI.VIRTUAL..
|
|
Fm: Matt Drury 75300,1610
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
I had 16 last evening, but that was due to being placed on the
|
|
SCI.VIRTUALWORLDS mailing list.
|
|
|
|
* WARNING * -- if you subscribe to this list, everyone, expect one Mail
|
|
message per message on the newsgroup. I was under the understanding that it
|
|
was sent in a daily compilation.
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21490 S13/Virtual Reality
|
|
13-Nov-91 09:21:27
|
|
Sb: #21467-#Virtual Reality Forum
|
|
Fm: Chris Eisnaugle 76166,1257
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John, I agree a lot of development is done on DOS but other machines do lend
|
|
themselves nicely to graphics developement and def cannot be ignored even in
|
|
the first go round (I Mean even if they arent developed for at the start they
|
|
def have to be kept in mind when designing and there strengths and weaknesses
|
|
addressed as well). As to the TI 320xx chip, about 2 yrs ago i was working on
|
|
an imaging system and the TI chips were ones we explored for using in a
|
|
display bored for our system. The chip is really nice in that it offers
|
|
(32020) about 12-15 mips graphics performance and includes a large set up
|
|
built in primatives for drawing, scaling, rotatiting, off screen drawing, and
|
|
just about any other graphic primative you might need. My suggestion into
|
|
integrating a chip like this into the helmet was not only to give a leg up on
|
|
primatives for rendering, and drawing but back to the main issue keeping the
|
|
VR work somewhat system independent. If the helmet was linked via the
|
|
Parrallel or Serial port and update packets (fromt he host) were sent to the
|
|
helmet (Which would need to have other chips to run the 320xx and receive data
|
|
etc) it could render seens pretty much instantly removing the drawing job from
|
|
the host thus freeing it do go onto the next task it had to perform etc. And
|
|
software that used a sort of update packet driven scheme could easily be
|
|
written machine independent. But like i said something like this is prob in
|
|
the future or way off base, but thought id throw it into the fray <G>. But you
|
|
may be right in that initial software (primatives, Libs, and controllers)
|
|
should be written for prototyping etc. Has there ever been any thought to
|
|
creating your own glove using motion sensors etc? Also went looking for the
|
|
powerglove and couldnt find it, did they stop selling it? Also what kind of
|
|
cost does it incur to purcahse this thing <G>.
|
|
|
|
Anyhow had thought about a helmet before so thought id ask <G>.
|
|
|
|
Chris Eisnaugle
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21497 S13/Virtual Reality
|
|
13-Nov-91 10:12:47
|
|
Sb: #21480-great timing
|
|
Fm: Dan Farmer 70703,1632
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
John... what a GREAT idea! A wireframe modeler where you can simply pick up
|
|
shapes and move them up,down,left,right,back, and forward as though you were
|
|
hanging bulbs on a Christmas tree! I love it.
|
|
-Dan
|
|
|
|
#: 21498 S13/Virtual Reality
|
|
13-Nov-91 10:12:57
|
|
Sb: #21475-#Virtual Reality Forum
|
|
Fm: Dan Farmer 70703,1632
|
|
To: Mike Haaland 72300,1433 (X)
|
|
|
|
I'd have to throw in my vote towards multi-platform design on your projects.
|
|
I myself am totally DOS based, but I know from my experience with the PoV
|
|
group that portability is a great asset. You will find plenty of help and
|
|
advice on portability issues over in the Raytracing forum. David Buck has
|
|
even written a document outlining the major considerations for portabile
|
|
graphics programming. By keeping the platform generic, help will come from
|
|
experience programmers from all of those platforms and the variety of
|
|
viewpoints will only enhance the program.
|
|
|
|
I'm excited to see what develops here!
|
|
-Dan
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21509 S13/Virtual Reality
|
|
13-Nov-91 13:51:25
|
|
Sb: #21418-#VR demo received today
|
|
Fm: Mike Schoenborn 70010,147
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
I second your recommendation on the demo. At first I thought it was a cute
|
|
toy, but the more I play with it...
|
|
|
|
As for a VR interface to CIS, have you been reading _Neuromancer_ at bedtime
|
|
again lately?
|
|
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21510 S13/Virtual Reality
|
|
13-Nov-91 13:51:29
|
|
Sb: #21481-VR demo received today
|
|
Fm: Mike Schoenborn 70010,147
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
> Ultrasonic transducers at the corners of the screen and a little microphone
|
|
> on the glasses...
|
|
|
|
You can get the hardware you speak of at Toys-R-Us. Just strap a PowerGlove
|
|
to your head with duct tape.
|
|
|
|
|
|
#: 21511 S13/Virtual Reality
|
|
13-Nov-91 13:51:33
|
|
Sb: #21487-#Posting to SCI.VIRTUAL..
|
|
Fm: Mike Schoenborn 70010,147
|
|
To: Matt Drury 75300,1610 (X)
|
|
|
|
What is the possibility of packaging a week's worth of sci.virtualworlds
|
|
mailing list messages into a single archive file for the libs?
|
|
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21512 S13/Virtual Reality
|
|
13-Nov-91 13:51:41
|
|
Sb: #21454-great timing
|
|
Fm: Mike Schoenborn 70010,147
|
|
To: Bill Pulver 70405,1152 (X)
|
|
|
|
Bill -
|
|
|
|
Ever since I was a child I have taken the expression "Don't!" as a call to
|
|
action, especially when it involved taking things apart. Thanks, I needed that.
|
|
|
|
The glasses can indeed be taken apart with nothing more than a pocket knife.
|
|
The 2 LCDs are mounted on a frame stuck in a sunglasses "shell", and can be
|
|
eaily, carefully, pried out without damage. (There is a contact point on
|
|
either side, 3 across the top, 2 on the bottom; you'll see what I mean when
|
|
yours are delivered). The polarizers are part of the LCDs themselves, not
|
|
the sunglass plastic.
|
|
|
|
Without the sunglasses, the lenses pass a *lot* of light. I don't know the
|
|
proper terminology to use here, but I want to say it seems like there is now
|
|
5% attenuation instead of 35. Color images come through wonderfully without
|
|
having to max out the brightness control, and you can work much better with
|
|
room lights on. The downside is that flicker is very noticible. Right now I
|
|
can put up with it to see raytraces in full color 3D (640x480x256x3? :-), but
|
|
I think when the novelty wears off, the flicker will become quite annoying.
|
|
|
|
Maybe "flip up" shades and little epoxy will do the trick.
|
|
|
|
|
|
#: 21516 S13/Virtual Reality
|
|
13-Nov-91 13:58:38
|
|
Sb: #21509-VR demo received today
|
|
Fm: Matt Drury 75300,1610
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike,
|
|
|
|
I've read the complete works of Gibson many a time. Let's keep the grimness
|
|
and _Blade Runner_ feelings out of this project, okay? <g>
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
#: 21517 S13/Virtual Reality
|
|
13-Nov-91 14:00:00
|
|
Sb: #21511-Posting to SCI.VIRTUAL..
|
|
Fm: Matt Drury 75300,1610
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike,
|
|
|
|
I don't have access to the newsgroup directly; it can be had in message form
|
|
as I have described before, and I am pulling it in through my home FidoNet
|
|
node. I will check with the gentleman who is co-moderator of the newsgroup
|
|
about posting it from my home collection; if that is all right, I will rig my
|
|
home system to dump a week's worth into a file, archive it, and place it
|
|
online.
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
#: 21531 S13/Virtual Reality
|
|
13-Nov-91 19:28:42
|
|
Sb: #21480-great timing
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
John- Good ideas. The wire-frame modelling is definitely something I've
|
|
pondered, do you think that it would be possible to work something out with
|
|
the POV modeller being worked on? I'll have to dig into the messages on that,
|
|
I confess I haven't kept up on what is happening with POV. What do you think
|
|
of Chris E.'s suggestions,BTW?
|
|
|
|
JLE
|
|
ps- *****TO EVERYBODY*******
|
|
let's think about starting to make threads on the subjects at hand, so we can
|
|
keep things clearer for all, instead of extending threads well beyond the
|
|
original heading
|
|
|
|
|
|
#: 21532 S13/Virtual Reality
|
|
13-Nov-91 19:28:50
|
|
Sb: #21490-Virtual Reality Forum
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Chris Eisnaugle 76166,1257 (X)
|
|
|
|
Chris - See my reply to Mike. I think the helmet is a very interesting idea,
|
|
keep thinking about it! As I said last msg., there has been no specific
|
|
proposal for a helmet, we're discussing things in general now, but that is
|
|
worth working on, for sure. Not off base at all. The only consideration from
|
|
my view is that it not be too expensive. Write something up and upload it to
|
|
the library. Use lib 2,"new images", and Matt Drury will copy it over to
|
|
section 13. On the helmet again, this is the sort of thing I imagined when
|
|
starting to think about a VR interface. I like it. Read John Swenson's message
|
|
about detection systems, maybe the 2 of you can bat some ideas around.
|
|
JLE
|
|
|
|
#: 21533 S13/Virtual Reality
|
|
13-Nov-91 19:28:56
|
|
Sb: #21498-#Virtual Reality Forum
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Dan Farmer 70703,1632 (X)
|
|
|
|
Dan- Well put. Glad to see you here,as well. Will you be jumping into the
|
|
fray? See my reply to Mike Haaland, also.
|
|
JLE
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21534 S13/Virtual Reality
|
|
13-Nov-91 19:29:09
|
|
Sb: #21475-#Virtual Reality Forum
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Mike Haaland 72300,1433 (X)
|
|
|
|
Mike- I won't argue. Personally, I can see many reasons for keeping it broad
|
|
as far as platform goes, I mean, you could make a good case that the Amiga is
|
|
the way to go here! I have DKB,for example, which was originally developed FOR
|
|
the Amiga, and then ported to DOS by Aaron Collins. So I understand, your
|
|
point is well taken, believe me. I won't sit here trying to tell everyone that
|
|
DOS is it, like it or leave it. That would be, quite simply, nothing short of
|
|
foolish. I do think, however, that it IS important to remember that DOS is
|
|
the closest thing there is to a "defacto" OS there is. That's nothing against
|
|
other platforms, I would like to have an Amiga and a Mac in addition to my
|
|
286. Also, please read my opening messages to the section, you will notice I
|
|
proposed using C for projects. One of the reasons, I don't think it's
|
|
necessary to point out, is portability of code (up to a point, at least).
|
|
Relax. No one is going to get left out here. Besides, the more I think about
|
|
it, and the more I read in the messages from people who are miles beyond me
|
|
technically, I think a card is probably unnecessary after all. Using serial
|
|
and parallel ports will probably do. When things DO get platform-specific,
|
|
can I take your message as an offer to help make developing code work on
|
|
different platforms? There is no reason why we can't have parallel projects
|
|
going on, anyway; but a little bit of unified effort is important, so we can
|
|
get the most from our collected resources. Nothing is fixed yet, so hang in
|
|
there, and most important, keep telling me what you think.
|
|
JLE
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21535 S13/Virtual Reality
|
|
13-Nov-91 19:29:16
|
|
Sb: #21509-VR demo received today
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike- I like walking thrugh walls,myself.<g> BTW,another good one for science
|
|
fiction VR networking is "Earth"by David Brin.
|
|
|
|
JLE
|
|
|
|
#: 21536 S13/Virtual Reality
|
|
13-Nov-91 19:29:24
|
|
Sb: #21481-VR demo received today
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: John Swenson 75300,2136 (X)
|
|
|
|
John- How exactly does that work? I figured with something like that, you
|
|
would need maybe 2 mics, to get directional info. It seems from what you
|
|
described you can get distance, but not direction. I guess the transmit
|
|
transducers must be sending out different signals?
|
|
Or is it some sort of multiplexed setup, where the software keeps track of
|
|
which transducer is pulsing in time, comparing to received pulses, and
|
|
sorting out the difference in times?
|
|
|
|
#: 21538 S13/Virtual Reality
|
|
13-Nov-91 20:54:48
|
|
Sb: #Position Sensors
|
|
Fm: Alexander Schipal 76137,326
|
|
To: All
|
|
|
|
|
|
Last year I asked a friend who is an engineer at a British aerospace company
|
|
about the availability of laser gyros. He smiled and said, yep, they are
|
|
available, weigh only 20 pounds and cost a mere $100K.
|
|
|
|
A few weeks ago, there was a tiny notice on Business Week's "New Technology"
|
|
page about an upstart company that makes a cheap ($500) and tiny (2 oz.)
|
|
gyroscope. Given the size and weight, it MUST be a laser gyro. As a first
|
|
application, they are doing a 3D mouse. The company's name is Gyration Inc.
|
|
No address was given.
|
|
|
|
If this thing works with reasonable speed and precision, it is exactly the
|
|
kind of position sensor VR needs ! Other than the currently used magnetic and
|
|
ultrasound sensors, a gyro would not need a transmitter reference point that
|
|
has a data link to the receiver, and there is NO RANGE LIMITATION. It could
|
|
even be used for a mobile/outdoors VR system.
|
|
|
|
Question: Where is Gyration Inc ?
|
|
|
|
There are 3 Replies.
|
|
|
|
#: 21546 S13/Virtual Reality
|
|
14-Nov-91 00:05:05
|
|
Sb: #21384-Welcome!
|
|
Fm: John Egenes 76427,3172
|
|
To: John Eagan/VR 76130,2225 (X)
|
|
|
|
John,
|
|
Yeah, I think we spoke about various probs. with both your SQ-1 and my
|
|
VFX. Midi forum is lively as ever.
|
|
I'm looking forward to seeing what some of the tech heads here come up
|
|
with. Should be both entertaining and enlightening. BTW, where will the files
|
|
for this forum be located?
|
|
Sheesh, I *hope* people don't get us mixed up. I know how to use
|
|
computer stuff, but I sure don't know what's going on under the hood.[g]
|
|
|
|
jre
|
|
|
|
|
|
|
|
|
|
#: 21548 S13/Virtual Reality
|
|
14-Nov-91 00:27:29
|
|
Sb: Popular Mechanics?!
|
|
Fm: John Eagan/VR 76130,2225
|
|
To: ALL
|
|
|
|
I stumbled on something interesting today. I was flipping through the NOV
|
|
issue of Popular Mechanics and found a blurb (with photo!) of the molecular
|
|
modeling VR system at the University of N.Carolina /Chapel Hill ! Take a look
|
|
if you get a chance.
|
|
JLE
|
|
|
|
#: 21549 S13/Virtual Reality
|
|
14-Nov-91 00:36:06
|
|
Sb: #Rendering Engines
|
|
Fm: Alexander Schipal 76137,326
|
|
To: All
|
|
|
|
|
|
The VR demo program in the library shows what is probably the best you can do
|
|
with a standard PC without any hardware accelerator: a few hundred polygons
|
|
per second, no Gouraud shading, no texturing. Frankly, that isn't very
|
|
impressive. With this level of performance, VR isn't even good for games.
|
|
|
|
VR needs VERY fast 3D rendering, and a "naked" PC/Amiga/Atari/Mac simply does
|
|
not have the MIPs that it takes.
|
|
|
|
To get a discussion going, I'll list some possible PC-based rendering engines:
|
|
|
|
1) Intel DVI card Used by Sense8 for the WorldToolKit. The 750 processor seems
|
|
to be pretty good at texture mapping, but has no FPU. Still no Gouraud shading
|
|
and low polygon count, but the polygons can be phototextured. Stuff like a
|
|
triangle with a "fir tree" texture or a square with an "oriental rug" pattern
|
|
makes a virtual world look pretty good. DVI cards are readily available and
|
|
do double duty as multimedia hardware in Multimedia Windows. They also have a
|
|
very good audio section.
|
|
|
|
2) Transputer (net) + frame buffer My personal favourite. Transputers are not
|
|
very popular in the US (not-invented-here syndrome?), but the new T9000 chips
|
|
are the ONLY way to do fancy stuff like realtime raytracing. A single T9000
|
|
has about 100 MIPs, and an arbitrary number of T9000s can be connected in
|
|
multiprocessing transputer nets by four 100mbps packet-switching data links
|
|
integrated on the chip.Extremely high performance + unlimited scaleabilty !
|
|
Transputer boards are also easy to layout (few glue chips).
|
|
|
|
3) 80860 + frame buffer Very fast FPU with special 3D-oriented instructions
|
|
that facilitate shading and Z-buffering.
|
|
|
|
4) Graphics processors Division has an 80860 board that offloads shading to a
|
|
High Speed Shading Processor (AFAIK, made by Sharp). It is said to shade twice
|
|
as fast as the 80860. Maybe a HSSP-only board is worth a try.
|
|
|
|
5) ASICs What about a few nifty FPGAs ? Dream on...
|
|
|
|
There are 2 Replies.
|
|
|
|
#: 21550 S13/Virtual Reality
|
|
14-Nov-91 01:29:08
|
|
Sb: #21538-Position Sensors
|
|
Fm: Mike Schoenborn 70010,147
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Alexander -
|
|
|
|
I think I saw a blurb on that in a recent EDN or Computer Design. I'll see
|
|
if the issue is still around.
|
|
|
|
Mike
|
|
|
|
|
|
#: 21554 S13/Virtual Reality
|
|
14-Nov-91 02:34:06
|
|
Sb: #21534-Virtual Reality Forum
|
|
Fm: Mike Haaland 72300,1433
|
|
To: John Eagan/VR 76130,2225
|
|
|
|
|
|
Glad to hear the PC board, excuse the pun <g>, probably won't be needed. hehe
|
|
I just didn't want to see others, that have chosen different OSs and all the
|
|
Motorola types, left out because something needs to be plugged into a PC slot.
|
|
|
|
I did read your opening messages. They intrigued me very much. You proposed
|
|
using C, good choice, so things could be massaged for different machines.
|
|
That's what kinda set me off when I read the "DOS slant" to your message. You
|
|
almost said let's make this a DOS specific project.
|
|
|
|
On helping with code,Yessir! I'll be more than willing to help do code for
|
|
the platform I have. Which at the moment is a Signetics 68070 box with a
|
|
graphics Co-Pro, same chip set as the CD-I machines, running OS-9. (Same OS as
|
|
CD-I too)
|
|
|
|
I see Dan made a very good point, that programmers from different platforms
|
|
will jump in and help with code for those different platforms.
|
|
|
|
Looking forward to seeing what develops,
|
|
|
|
Mike
|
|
|
|
#: 21555 S13/Virtual Reality
|
|
14-Nov-91 06:02:04
|
|
Sb: 3D glasses
|
|
Fm: John Swenson 75300,2136
|
|
To: Mike Schoenborn 70010,147 (X)
|
|
|
|
Mike,
|
|
(in accordance with John's message this is now a new thread)
|
|
Thats great that it can actually be made to transmit a lot more light, I'll
|
|
have to wait to get mine before I can talk intelligently about them though.
|
|
|
|
I was thinking about tweaking the VGA timing such that you used as fast a
|
|
vertical refresh rate as your board and monitor can take. For 640 x 480 and
|
|
lower on the Ergo that means 90Hz (which is the fastest most monitors can
|
|
do). That should have considerably less flicker than what you get out of
|
|
"normal" modes. Another approach would be to use a builtin interlaced mode,
|
|
and alternate the lines from the two images in the video ram, you wouldn't
|
|
have to do ANYTHING to the VGA then, just make sure that the glasses are
|
|
syncronized with the vertical rate. It wouldn't cut down on the flicker, but
|
|
the software would not need to tweak the VGA.
|
|
|
|
|
|
I was talking to friend at work about this and he came up with a nice
|
|
solution which might work. Switch the glasses in two or three places during
|
|
the drawing of the scan, and interleave the eyes on one image, then have the
|
|
other image use the oposite eye interleaving. The only problem with this is
|
|
that the glasses might not change fast enough to "swap" on the fly (it would
|
|
have to be done during the HORIZONTAL retrace, which isn't all that long
|
|
<g>.)
|
|
|
|
John S.
|
|
|
|
|
|
#: 21556 S13/Virtual Reality
|
|
14-Nov-91 06:02:13
|
|
Sb: #21538-Position Sensors
|
|
Fm: John Swenson 75300,2136
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Actually it probably is NOT a laser gyro. All a lazer gyro is, is an almost
|
|
indestructable accelerometer. There are many other forms of accelerometers
|
|
which are MUCH cheaper than a laser one (and offer better resolution for
|
|
small size). I worked on one many years ago (so its probably much better and
|
|
cheaper today) which consisted of one of those integrated circuit pressure
|
|
sensors, with a tiny blob of mercury on the sensor surface (kept in place
|
|
with a little plastic buble). As the whole assembly moved the mercury would
|
|
push against the sensor, giving a nice proportional voltage to acceleration.
|
|
We used several of these in a little array to form a gyroscope, and put it in
|
|
a car and you could basically track it around town. After running around town
|
|
all day the absolute position error was about about 5 feet. The position
|
|
accuracy was primarily determined by how good the ADCs were. To get that good
|
|
in those days needed some awfully expensive ADCs. (the wole thing took up
|
|
about a cubic inch PLUS electronics of course <g>). I'm not sure if it was
|
|
sensitive enough for use on a glove though. The entire sensor array cost
|
|
about $60, but then there were the ADCs and other electronics, including a
|
|
computer, so the TOTAL cost was pretty high. It could be done a LOT cheaper
|
|
today. The sensors are a little cheaper, but the rest is much less.
|
|
|
|
John S.
|
|
|
|
|
|
#: 21557 S13/Virtual Reality
|
|
14-Nov-91 06:02:21
|
|
Sb: #21549-Rendering Engines
|
|
Fm: John Swenson 75300,2136
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Alexander,
|
|
I work for an ASIC company and have worked on a number of very high
|
|
performance proprietary graphics chips. The last one I worked on could do
|
|
150,000 tranformed, shaded 3d polygons per second, not too shabby
|
|
performance!
|
|
|
|
The last time I looked at a transputer design (several years ago) the
|
|
interchip communcations was so slow it killed the system (that was a DSP
|
|
application), we wound up doing it with an ASIC instead. It sounds like they
|
|
have improved a LOT since then. (I'm not sure I trust the 100 Mips number
|
|
though, there is so much specmanship going on its incredible, I also design
|
|
RISC processors so I'm constantly battling with marketing over ours and the
|
|
competition's "mips rating"). I think you just got my juices flowing again to
|
|
look into transputers.
|
|
|
|
Unfortunately for use by us on this forum, those graphics processor chips
|
|
have an NRE of $250,000 and unit costs of $300 or so (in volume).
|
|
|
|
John S.
|
|
|
|
|
|
#: 21562 S13/Virtual Reality
|
|
14-Nov-91 08:02:32
|
|
Sb: #21549-Rendering Engines
|
|
Fm: Chris Eisnaugle 76166,1257
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Alexander, Your thought about not being able to get the throughput etc on a
|
|
plain machine without some co-processor help mimic mine exactly. Haveing done
|
|
so many video games and other graphic demos for some pretty sophisticatd
|
|
stuff, it just dont have it alone. I myself dont think i'd go with DVi
|
|
although nice. Your transputer idea is very interesting as they rent that
|
|
expensive and do offer incredible processing power. I had talked with John
|
|
about some of this and was discussing it last night, there def has to be some
|
|
sort of viewing device, beyond 3D-glasses, so i had proposed placing the
|
|
rendering system in the helmet and have the host send updates to it etc. The
|
|
helmet should be able to be programmed to render based on a set of information
|
|
etc. Initialy placing it in the helmet may not be cost-effective etc, so we
|
|
had thought about a co-processor board in the machine with the helmet system
|
|
connected. I have not had the pleasure of using Transputers yet, but have done
|
|
something similiar to this with TI chips althought they are much slower.
|
|
|
|
Anyway, think your suggestions are pretty much right on.
|
|
|
|
Chris Eisnaugle
|
|
|
|
#: 21563 S13/Virtual Reality
|
|
14-Nov-91 08:09:52
|
|
Sb: #21538-#Position Sensors
|
|
Fm: Robert F. O'Connor 70314,2525
|
|
To: Alexander Schipal 76137,326 (X)
|
|
|
|
Guess what! Logitech will be marketing a combination 3-button-2D, 5-button-3D
|
|
mouse (with a little ultrasonic tripod) "2nd quarter '92" and are offering a
|
|
programmer's interface and prototype mouse right now "in limited quantities."
|
|
I've got a press release from them that you can find in the LOGITECH forum,
|
|
library 6, Announcements, file 3D.TXT. The description mentions a "head
|
|
tracker mount" which seems to be included, and a "dual mode" allowing two mice
|
|
(one head-mounted, one hand-held) to be used simultaneously (it then goes on
|
|
to say that _four_ mice can be used simultaneously with one tripod--share your
|
|
VR with a friend!). Interesting features will include audio in-out and a
|
|
suspend button that freezes mouse output so that it can be repositioned
|
|
(equivalent to lifting a 2d mouse off of the pad to reposition it). It will
|
|
have both Mac and PC (and whatever) interfaces and only requires a serial port
|
|
interface.
|
|
|
|
No word on pricing, of course, but I will be calling Logitech later this
|
|
morning to find out what the development kit is going for. Hopefully, I can
|
|
leave a message with their response this evening. If it's not too expensive
|
|
this might be an alternative to a homebrew powerglove/head position interface.
|
|
If Logitech makes enough noise (and they don't seem to be slouches in the
|
|
marketing area) we might see a lot of third-party support for this (heck, even
|
|
Microsoft included a LogiMouse driver in Win3 from day one).
|
|
|
|
(I'd upload it here, but haven't done that before on CIS; do I just upload to
|
|
LIB 2 and email Matt?)
|
|
|
|
-Robert
|
|
|
|
|
|
|
|
There is 1 Reply.
|
|
|
|
#: 21568 S13/Virtual Reality
|
|
14-Nov-91 10:12:56
|
|
Sb: VR in Carnivals
|
|
Fm: Matt Drury 75300,1610
|
|
To: All
|
|
|
|
An article in today's _Orlando Sentinel_ - the business section - mentions
|
|
"'Virtuality,' a computerized simulation game that takes players through a
|
|
3-dimensional world."
|
|
|
|
By Richard Burnett of the Sentinel staff, this article goes on to indicate
|
|
that users of Virtuality "do battle with others using the same system," and
|
|
that it is made by W. Industries Ltd. of Leicester, England, distributed by
|
|
Edison Brothers Stores Inc. of St. Louis.
|
|
|
|
"'We've developed a number of applications so far, and we're not even sure yet
|
|
of all we can do with it,' said Waldren, president of W. Industries. 'But
|
|
we're sure having fun trying.'"
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
|
|
|
|
|
|
#: 21569 S13/Virtual Reality
|
|
14-Nov-91 10:13:00
|
|
Sb: #21563-Position Sensors
|
|
Fm: Matt Drury 75300,1610
|
|
To: Robert F. O'Connor 70314,2525
|
|
|
|
Robert,
|
|
|
|
All you need to do is upload the press release - with proper title, keywords
|
|
(include VR for this section), and description, giving credit to the LOGITECH
|
|
Forum - to library 2 here, and I will copy it into library 13.
|
|
|
|
Matt Drury
|
|
Forum Staff
|
|
|
|
|
|
|
|
|
|
#: 21572 S13/Virtual Reality
|
|
14-Nov-91 10:42:38
|
|
Sb: Language
|
|
Fm: Alexander Schipal 76137,326
|
|
To: All
|
|
|
|
|
|
What about doing the software in C++ instead of C ?
|
|
|
|
The C++ 2.0 language definition is stable now, Borland C++ looks OK and
|
|
Microsoft C/C++ 7.0 will - hopefully - turn up sometime next year.
|
|
Macs/Ataris/Amigas should have comparable compilers by now.
|
|
|
|
There's nothing more object-oriented than constructing a virtual world !
|
|
|
|
It would also do the C people (including myself) good to do some object
|
|
oriented programming, because that's where a programmer's money will come from
|
|
in the next ten years. Learning experience ! Once you know how to handle it,
|
|
C++ is just more efficient and productive than C.
|
|
|
|
OTOH, C++ certainly has some acceptance problems, not everybody wants to cough
|
|
up the money for a new compiler, and C++ might just slow down the real work
|
|
here.
|
|
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Another idea: Some kind of object-oriented database module is necessary for
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keeping track of all the virtual thingies, their possible behaviour (methods)
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and interactions. That's a tricky one. Are there some DB gurus around ?
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One of the most fascinating and daunting characteristics of VR software is
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it's potentially limitless hierarchy of objects, rules and relationships.
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Maybe we should open PHILOSOPHY and FLAME threads, eh?
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#: 21573 S13/Virtual Reality
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14-Nov-91 10:53:13
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Sb: #21533-Virtual Reality Forum
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Fm: Dan Farmer 70703,1632
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To: John Eagan/VR 76130,2225
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Thanks for the welcome, John. Will I be jumping into the fray? Don't know
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yet. I know it took me longer to capture the mail from this area than it did
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from Fractals and Raytracing combined. I don't even know if I'll have time to
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keep up with reading the message base here!
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-Dan
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#: 21581 S13/Virtual Reality
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14-Nov-91 11:23:50
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Sb: #VR in Carnivals
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Fm: Alexander Schipal 76137,326
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To: Matt Drury 75300,1610 (X)
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Matt, the "Virtuality" gear is on display in the Trocadero amusement center at
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Piccadilly Circus, London. If anybody happens to be in London, this is
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certainly worth a visit. There are four linked "sitdown" vehiclesimulation
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type units. In the current game you control a robot biped and shoot at, or
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bump into, robots controlled by other players. Neat stuff! The hardware looks
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very slick and professional. The helmets are quite heavy, but that's okay for
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a 5 minute arcade game.
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I've heard there are two linked "standup" units in Covent Garden amusement
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center that are in plexiglass cages on opposite ends of a restaurant. The
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eaters have a laugh seeing the players doing strange contortions and groping
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around in thin air.
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The company's phone number is 0533 542 127, and the president is one
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Dr.Walden. They first displayed "Virtuality" at last year's Computer Graphics
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exhibition in London. It was the first low cost arcade VR system in the world.
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BTW, I'm going to upload a file with short descriptions, including address and
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phone #, of companies doing VR systems, components or consulting.
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There is 1 Reply.
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#: 21584 S13/Virtual Reality
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14-Nov-91 11:58:04
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Sb: #21581-VR in Carnivals
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Fm: Matt Drury 75300,1610
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To: Alexander Schipal 76137,326
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Alexander,
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Please feel free to upload any information you have on the company that
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created "Virtuality."
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Matt Drury
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Forum Staff
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