VR Systems
I have participated in the design and implementation of 3 generations of our VR
system "Virtual Design" .
Virtual Design I
This was our very first VR system ( code name "Generic" ). This was
not really designed,
it just grew out of and around a main loop.
I developed the library for communicating with all kinds of VR devices ( spacemouse,
cricket, boom, Fastrak, Ascension, Cyberglove, VPL Glove, etc... ). It featured
a logical
input device abstraction, distributed servers, predictive filtering and distortion
correction.
It was built on top of a multi-platform renderer called Vis-á-Vis
, which was
developed in our department.
Virtual Design II
This was designed and implemented mainly by myself ( code name "Walk"
). It was built on top of our renderer "Y" developed mainly by
Dirk Reiners. It
featured some sort of behavior graph built around the concept of actions, events,
triggers and objects. It was still implemented in C, but it could load modules
( sort of plug-ins ) at run-time. A lot of demos and projects
were done using this system. Today it is being sold and developed further by the
spin-off company VRCom.
Kelvin
This is a complete redesign of Virual Design II. It is designed and implemented
object-oriented, and the component-oriented framework is much more advanced
than VD2 in that everything is a plug-in, and all plug-ins can be
replaced at run-time.
It features a VRML-like behavior graph and is built on top of the new
multi-platform renderer OpenSG.
It is our first true multi-platform
VR system.
More projects
Gabriel Zachmann
Last modified:
Sat Sep 10 16:02:00 MDT 2005