Previous Next Title Page Contents

11World Database

[NOTE: this needs to be updated wrt VRML, etc.]
The storage of information on objects and the world is a major part of the design of a VR system. The primary things that are stored in the World Database (or World Description Files) are the objects that inhabit the world, scripts that describe actions of those objects or the user (things that happen to the user), lighting, program controls, and hardware device support.

There are a number of different ways the world information may be stored: a single file, a collection of files, or a database. The multiple file method is one of the more common approaches for VR development packages. Each object has one or more files (geometry, scripts, etc.) and there is some overall 'world' file that causes the other files to be loaded. Some systems also include a configuration file that defines the hardware interface connections.

Sometimes the entire database is loaded during program startup, other systems only read the currently needed files. A real database system helps tremendously with the latter approach. An Object Oriented Database would be a great fit for a VR system, but I am not aware of any projects currently using one.

The data files are most often stored as ASCII (human readable) text files. However, in many systems these are replaced by binary computer files. Some systems have all the world information compiled directly into the application.

11.1. Objects

Objects in the virtual world can have geometry, hierarchy, scripts, and other attributes. The capabilities of objects has a tremendous impact on the structure and design of the system. In order to retain flexibility, a list of named attribute/values pairs is often used. Thus attributes can be added to the system without requiring changes to the object data structures.

These attribute lists would be addressable by name (i.e. cube.mass => mass of the cube object). They may be a scalar, vector, or expression value. They may be addressable from within the scripts of their object. They might be accessible from scripts in other objects.

11.1.1. Position/Orientable

An object is positionable and orientable. That is, it has a location and orientation in space. Most objects can have these attributes modified by applying translation and rotation operations. These operations are often implemented using methods from vector and matrix algebra.

11.1.2. Hierarchy

An object may be part of an object part HIERARCHY with a parent, sibling, and child objects. Such an object would inherit the transformations applied to it's parent object and pass these on to it's siblings and children. Hierarchies are used to create jointed figures such as robots and animals. They can also be used to model other things like the sun,  planets and moons in a solar system.

Additionally, an object should include a BOUNDING VOLUME. The simplest bounding volume is the Bounding Sphere, specified by a center and radius. Another simple alternative is the Bounding Cube. This data can be used for rapid object culling during rendering and trigger analysis. Objects whose bounding volume is completely outside the viewing area need not be transformed or considered further during rendering. Collision detection with bounding spheres is very rapid. It could be used alone, or as a method for culling objects before more rigorous collision detection algorithms are applied.

11.2. Object Geometry

The modeling of object shape and geometry is a large and diverse field. Some approaches seek to very carefully model the exact geometry of real world objects. Other methods seek to create simplified representations. Most VR systems sacrifice detail and exactness for simplicity for the sake of rendering speed.

The simplest objects are single dimensional points. Next come the two dimensional vectors. Many CAD systems create and exchange data as 2D views. This information is not very useful for VR systems, except for display on a 2D surface within the virtual world. There are some programs that can reconstruct a 3D model of an object, given a number of 2D views.

The sections below discuss a number of common geometric modeling methods. The choice of method used is closely tied to the rendering process used. Some renderers can handle multiple types of models, but most use only one, especially for VR use. The modeling complexity is generally inversely proportional to the rendering speed. As the model gets more complex and detailed, the frame rate drops.

11.2.1. 3D PolyLines & PolyPoints

The simplest 3D objects are known as PolyPoints and PolyLines. A PolyPoint is simply a collection of points in space. A Polyline is a set of vectors that form a continuous line.

11.2.2. Polygons

The most common form of objects used in VR systems are based on flat polygons. A polygon is a planar, closed multi-sided figure. They maybe convex or concave, but some systems require convex polygons. The use of polygons often gives objects a faceted look. This can be offset by more advanced rendering techniques such as the use of smooth shading and texture mapping.

Some systems use simple triangles or quadrilaterals instead of more general polygons. This can simplify the rendering process, as all surfaces have a known shape. However, it can also increase the number of surfaces that need to be rendered.

Polygon Mesh Format (aka Vertex Join Set) is a useful form of polygonal object. For each object in a Mesh, there is a common pool of Points that are referenced by the polygons for that object. Transforming these shared points reduces the calculations needed to render the object. A point at the edge of a cube is only processed once, rather once for each of the three edge/polygons that reference it. The PLG format used by REND386 is an example of a Polygonal Mesh, as is the BYU format used by the 'ancient' MOVIE.BYU program.)

. The geometry format can support precomputed polygon and vertex normals. Both Polygons and vertices should be allowed a color attribute. Different renderers may use or ignore these and possibly more advanced surface characteristics. Precomputed polygon normals are very helpful for backface polygon removal. Vertices may also have texture coordinates assigned to support texture or other image mapping techniques.

11.2.3. Primitives

Some systems provide only Primitive Objects, such as cubes, cones, and spheres. Sometimes, these objects can be slightly deformed by the modeling package to provide more interesting objects.

11.2.4. Solid Modeling & Boolean Operations

Solid Modeling (aka Computer Solid Geometry, CSG) is one form of geometric modeling that uses primitive objects. It extends the concept by allowing various addition, subtraction, Boolean and other operations between these primitives. This can be very useful in modeling objects when you are concerned with doing physical calculations, such as center of mass, etc. However, this method does incur some significant calculations and is not very useful for VR applications. It is possible to convert a CSG model into polygons. Various complexity polygonal models (# polygons) could be made from a single high resolution ''metaobject" of a CSG type.

11.2.5. Curves & Patches

Another advanced form of geometric modeling is the use of curves and curved surfaces (aka patches). These can be very effective in representing complex shapes, like the curved surface of an automobile, ship or beer bottle. However, there is significant calculation involved in determining the surface location at each pixel, thus curve based modeling is not used directly in VR systems. It is possible, however, to design an object using curves and then compute a polygonal representation of those curved patches. Various complexity polygonal models could be made from a single high resolution 'metaobject'.

11.2.6. Dynamic Geometry (aka morphing)

It is sometimes desirable to have an object that can change shape. The shape might simply be deformed, such a bouncing ball or the squash/stretch used in classical animation ('toons'), or it might actually undergo metamorphosis into a completely different geometry. The latter effect is commonly known as 'morphing' and has been extensively used in films, commercials and television shows. Morphing can be done in the image domain (2D morph) or in the geometry domain (3D morph). The latter is applicable to VR systems. The simplest method of doing a 3D morph is to precompute the various geometry's and step through them as needed. A system with significant processing power can handle real time object morphing.

11.2.7. Swept Objects & Surface of Revolution

A common method for creating objects is known as Sweeping and Surfaces of Revolution. These methods use an outline or template curve and a backbone. The template is swept along the backbone creating the object surface (or rotated about a single axis to create a surface of revolution). This method may be used to create either curve surfaces or polygonal objects. For VR applications, the sweeping would most likely be performed during the object modeling (creation) phase, and the resulting polygonal object stored for real time use.

11.2.8. Texture Maps & Billboard Objects

As mentioned in the section on rendering, texture maps (images) can be used to provide the appearance of more geometric complexity without the geometric calculations. Using flat polygonal objects that maintain an orientation towards the eye/camera (billboards) and multiple texture maps can extend this trick even further. Texture maps, even without billboard objects, are an excellent way to increase apparent scene complexity. Variations on the image mapping concept are also used to simulate reflections, etc.

11.3. Lights

Lighting is a very important part of a virtual world (if it is visually rendered). Lights can be ambient (everywhere), or located. Located lights have position and may have orientation, color, intensity and a cone of illumination. The more complex the light source, the more computation is required to simulate its effect on objects.

Cameras or viewpoints may be described in the World Database. Generally, each user has only one viewpoint at a time (ok, two closely spaced viewpoints for stereoscopic systems). However, it may be useful to define alternative cameras that can be used as needed. An example might be an overhead camera that shows a schematic map of the virtual world and the user's location within it (You Are Here.)

11.4. Scripts and Object Behavior

A virtual world consisting only of static objects is only of mild interest. Many researchers and enthusiasts of VR have remarked that interaction is the key to a successful and interesting virtual world. This requires some means of defining the actions that objects take on their own and when the user (or other objects) interact with them. This i refer to generically as the World Scripting. I divide the scripts into three basic types: Motion Scripts, Trigger Scripts and Connection Scripts

Scripts may be textual or they might be actually compiled into the program structure. The use of visual programming languages for world design was pioneered by VPL Research with their Body Electric system. This Macintosh based language used 2d blocks on the screen to represent inputs, objects and functions. The programmer would connect the boxes to indicate data flow.

There is no common scripting language used in today's VR products. The commercial authoring packages, such as VR Studio, VREAM and Superscape all contain some form of scripting language. Autodesk's CDK has the "Cyberspace Description Format" (CDF) and the Distributed Shared Cyberspace Virtual Representation (DSCVR) database. These are only partially implemented in the current release. They are derived from the Linda distributed programming language/database system. ("Coordiantation Languages and their Significance", David Gelernter and Nicholas Carriero, Communications of the ACM, Feb 1992 V35N2). On the homebrew/freeware side, some people are experimenting with several Object Oriented interpretive languages such as BOB ("Your own tiny Object-Oriented Language", David Betz, DrDobbs Journal Sept 1991). Object Orientation, although perhaps not in the conventional class-inheritance mechanism, is very nicely suited to world scripting. Interpretive langauges are faster for development, and often more accessible to 'non-programmers'.

11.4.1. Motion Scripts

Motion scripts modify the position, orientation or other attributes of an object, light or camera based on the current system tick. A 'tick' is one advancement of the simulation clock. Generally, this is equivalent to a single frame of visual animation. (VR generally uses Discrete Simulation methods)

For simplicity and speed, only one motion script should be active for an object at any one instant. Motion scripting is a potentially powerful feature, depending on how complex we allow these scripts to become. Care must be exercised since the interpretation of these scripts will require time, which impacts the frame and delay rates.

Additionally, a script might be used to attach or detach an object from a hierarchy. For example, a script might attach the user to a CAR object when he wishes to drive around the virtual world. Alternatively, the user might 'pick up' or attach an object to himself.

11.4.2. Physical or Procedural Modeling and Simulation

A complex simulation could be used that models the interactions of the real physical world. This is sometimes referred to as Procedural Modeling. It can be a very complex and time consuming application. The mathematics required to solve the physical interaction equations can also be fairly complex. However, this method can provide a very realistic interaction mechanism. (for more on Physical Simulation, see the book by Ronen Barzel listed in the Computer Graphics Books section)

11.4.3. Simple Animation

A simpler method of animation is to use simple formulas for the motion of objects. A very simple example would be "Rotate about Z axis once every 4 seconds". This might also be represented as "Rotate about Z 10 radians each frame".

A slightly more advanced method of animation is to provide a 'path' for the object with controls on its speed at various points. These controls are sometimes referred to as "slow in-out". They provide a much more realistic motion than simple linear motion.

If the motion is fixed, some systems can precompute the motion and provide a 'channel' of data that is evaluated at each time instance. This may be a simple lookup table with exact values for each frame, or it may require some sort of simple interpolation.

11.4.4. Trigger Scripts

Trigger Scripts are invoked when some trigger event occurs, such as collision, proximity or selection. The VR system needs to evaluate the trigger parameters at each TICK. For proximity detectors, this may be a simple distance check from the object to the 3D eye or effector object (aka virtual human) Collision detection is a more involved process. It is desirable but may not be practical without off loading the rendering and some UI tasks from the main processor.

11.4.5. Connection Scripts

Connection scripts control the connection of input and output devices to various objects. For example a connection script may be used to connect a glove device to a virtual hand object. The glove movements and position information is used to control the position and actions of the hand object in the virtual world. Some systems build this function directly into the program. Other systems are designed such that the VR program is almost entirely a connection script.

The user must be given some indication of interaction feedback when the virtual cursor selects or touches an object. Crude systems have only the visual feedback of seeing the cursor (virtual hand) penetrate an object. The user can then grasp or otherwise select the object. The selected object is then highlighted in some manner. Alternatively, an audio signal could be generated to indicate a collision. Some systems use simple touch feedback, such as a vibration in the joystick, to indicate collision, etc.

11.5. Graphical User Interface/Control Panels

A VR system often needs to have some sort of control panels available to the user. The world database may contain information on these panels and how they are integrated into the application. Alternatively, they may be a part of the program code.

There are several ways to create these panels. There could be 2D menus that surround a WoW display, or are overlaid onto the image. An alternative is to place control devices inside the virtual world. The simulation system must then note user interaction with these devices as providing control over the world.

One primary area of user control is control of the viewpoint (moving around within the virtual world). Some systems use the joystick or similar device to move. Others use gestures from a glove, such as pointing, to indicate a motion command.

The user interface to the VW might be restricted to direct interaction in the 3D world. However, this is extremely limiting and requires lots of 3D calculations. Thus it is desirable to have some form of 2D Graphical user interface to assist in controlling the virtual world. These 'control panels' of the would appear to occlude portions of the 3D world, or perhaps the 3D world would appear as a window or viewport set in a 2D screen interface. The 2D interactions could also be represented as a flat panel floating in 3D space, with a 3D effector controlling them.

11.5.1. Two Dimensional Controls

There are four primary types of 2D controls and displays. (controls cause changes in the virtual world, displays show some measurement on the VW.) Buttons, Sliders, Gauges and Text. Buttons may be menu items with either icons or text identifiers. Sliders are used for more analog control over various attributes. A variation of a slider is the dial, but these are harder to implement as 2D controls. Gauges are graphical depiction's of the value of some attribute(s) of the world. Text may be used for both control and display. The user might enter text commands to some command parser. The system may use text displays to show the various attributes of the virtual world.

An additional type of 2D display might be a map or locator display. This would provide a point of reference for navigating the virtual world.

The VR system needs a definition for how the 2D cursor effects these areas. It may be desirable to have a notion of a 'current control' that is the focus of the activity (button pressed, etc.) for the 2D effector. Perhaps the arrow keys on the keyboard could be used to change the current control, instead of using the mouse (which might be part of the 3D effector at present).

11.5.2. Three Dimensional Controls

Some systems place the controls inside the virtual world. These are often implemented as a floating control panel object. This panel contains the usual 2D buttons, gauges, menu items, etc. perhaps with a 3D representation and interaction style.

There have also been some published articles on 3D control Widgets. These are interaction methods for directly controlling the 3D objects. One method implemented at Brown University attaches control handles to the objects. These handles can be grasped, moved, twisted, etc. to cause various effects on an object. For example, twisting one handle might rotate the object, while a 'rack' widget would provide a number of handles that can be used to deform the object by twisting its geometry.

11.6. Hardware Control & Connections

The world database may contain information on the hardware controls and how they are integrated into the application. Alternatively, they may be a part of the program code. Some VR systems put this information into a configuration file. I consider this extra file simply another part of the world database.

The hardware mapping section would define the input/output ports, data speeds, and other parameters for each device. It would also provide for the logical connection of that device to some part of the virtual world. For example a position tracker might be associated with the viewer's head or hand.

11.7. Room/Stage/Area Descriptions

If the system supports the division of the virtual world into different areas, the world database would need multiple scene descriptions. Each area description would give the names of objects in scene, stage description (i.e. size, backgrounds, lighting, etc.). There would also be some method of moving between the worlds, such as entering a doorway, etc., that would most likely be expressed in object scripts.

Previous Next Title Page Contents