interactive computer graphics. allow users to control how graphical elements are displayed....
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Interactive Computer Graphics
Interactive Computer Graphics Interactive Computer Graphics
Allow users to control how graphical Allow users to control how graphical elements are displayed. elements are displayed.
Human-Computer Interaction (HCI) is critical to Interactive Computer Graphics and Visualization.
HCIHCI
HCIHCI
Three types of HCI:
CLI: command line interface (with keyboard)
GUI: graphical user interface (mouse)
NUI: natural user interface with A/V (Kinect)
A GOOD user interface (UI) allows users to perform interactive tasks with ease and joy.
WYSIWYG (What you see is what you get).
Four basic interaction TASKS:
position, select, quantify, text
Basic design PRINCIPLES:
Look (appearance) and Feel (action).
HCIHCIHardwareHardware
QWERTY(slow down typing)
Dvorak, order by frequency of use
Alphabetic order
HCI Hardware: Keyboards
HCI Hardware: Locators
relative devices:
mice, trackballs, joysticks
absolute devices:
data tablets, touch screen, Kinect, LeapMotion
direct devices:
light pens, touch screens, Kinect, LeapMotion
indirect devices:
mice, trackballs, joysticks
continues devices:
mice, trackballs, joysticks, Kinect, LeapMotion
discrete devices:
control keys
HCI Hardware: Locators
Bounded:
volume control on radio
Unbounded:
clock, dial
Choice Devices:
function keys
foot switches
HCI Hardware: Valuators
Haptic Devices:
pressure-sensitive stylus
force-feedback controls (haptic)
Phantom from Sendable
HCI Hardware: Valuators
3D Interaction Devices
Joysticks with a shaft that twists for a third dimension
Kinect 3D camera, LeapMotion
VR: virtual reality, immersive, head-mounted sensors/markers for tracking
Polhemus 3D sensors
Data glove
Interactive Interactive TasksTasks
Position:
by pointing (GRAPHICS)
Selection:
by name (DB), by pointing
GUI:
hierarchical pull-down menu, radio-buttons
e.g. Format->Paragraph…
Interactive TasksInteractive Tasks
Text Interaction:
keyboard-->text-string
Quantify Interaction:
dials, sliders
3D Interaction Tasks:
Z value from 3D input devices,
multiple views, shift + button-down
Interactive TasksInteractive Tasks
Interaction Toolkits
get user input (control) ==>events
graphical output (feedback) ==>display
graphic device interfaces: GDI
X Windows Toolkit (UNIX)
Windows API (PC)
JAVA Swing
CUDA/CL (GPU)
WebGL (web)
Standard APIs for input hardware: not there, need standardization.
NUI: OpenNI, NIUI, MicroSoft Kinect SDK
Haptic: OpenHaptics Toolkit
NUINUI
Natural User Interfaces: • Voice controls• Kinect 3D sensor• LeapMotion
NUI-based Interactive Computer GraphicsNUI-based Interactive Computer Graphics
UserUser
ControllerController
DisplayDisplay
GraphicsApplicationGraphics
Application
NUI:NUI:
Three parts of NUI:
Hardware: e.g., Kinect
Software: drivers (OpenNI), middleware
Application: integration of HW enabling software with applications.
OpenNIOpenNI
OpenNIOpenNIProduction Nodes:
• a set of components that have a productive role in the data creation process required for Natural Interaction based applications.
• the API of the production nodes only defines the language.
• The logic of data generation must be implemented by the modules that plug into OpenNI.
• E.g. for a production node that represents the functionality of generating hand-point data, the logic of hand-point data generation must come from an external middleware component that is both plugged into OpenNI, and also has the knowledge of how to produce such data.
Production Nodes:
• a set of components that have a productive role in the data creation process required for Natural Interaction based applications.
• the API of the production nodes only defines the language.
• The logic of data generation must be implemented by the modules that plug into OpenNI.
• E.g. for a production node that represents the functionality of generating hand-point data, the logic of hand-point data generation must come from an external middleware component that is both plugged into OpenNI, and also has the knowledge of how to produce such data.
OpenNI OpenNI
(1) body imaging (2) joint recognition (3) hand waving
OpenNI: Sensor-Related Production NodesOpenNI: Sensor-Related Production Nodes
Device: represents a physical device (a depth sensor, or an RGB camera). Its main role is to enable device configuration.
Depth Generator: generates a depth-map. Must be implemented by any 3D sensor that wishes to be certified as OpenNI compliant.
Image Generator: generates colored image-maps. Must be implemented by any color sensor that wishes to be certified as OpenNI compliant
IR Generator: generates IR image-maps. Must be implemented by any IR sensor that wishes to be certified as OpenNI compliant.
Audio Generator: generates an audio stream. Must be implemented by any audio device that wishes to be certified as OpenNI compliant.
OpenNI: Middleware-Related Production NodesOpenNI: Middleware-Related Production Nodes
Gestures Alert Generator: Generates callbacks to the application when specific gestures are identified.
Scene Analyzer: Analyzes a scene, including the separation of the foreground from the background, identification of figures in the scene, and detection of the floor plane. The Scene Analyzer’s main output is a labeled depth map, in which each pixel holds a label that states whether it represents a figure, or it is part of the background.
Hand Point Generator: Supports hand detection and tracking. This node generates callbacks that provide alerts when a hand point (meaning, a palm) is detected, and when a hand point currently being tracked, changes its location.
User Generator: Generates a representation of a (full or partial) body in the 3D scene.
OpenNI: Recording Production NotesOpenNI: Recording Production Notes
Recorder: Implements data recordings
Player: Reads data from a recording and plays it
Codec: Used to compress and decompress data in recordings
OpenNI: CapabilitiesOpenNI: Capabilities
Supports the registration of multiple middleware components and devices. OpenNI is released with a specific set of capabilities, with the option of adding further capabilities in the future. Each module can declare the capabilities it supports.
Currently supported capabilities:
Alternative View: Enables any type of map generator to transform its data to appear as if the sensor is placed in another location.
Cropping: Enables a map generator to output a selected area of the frame.
Frame Sync: Enables two sensors producing frame data (for example, depth and image) to synchronize their frames so that they arrive at the same time.
OpenNI: CapabilitiesOpenNI: Capabilities
Currently supported capabilities:
Mirror: Enables mirroring of the data produced by a generator.
Pose Detection: Enables a user generator to recognize when the user is posed in a specific position.
Skeleton: Enables a user generator to output the skeletal data of the user. This data includes the location of the skeletal joints, the ability to track skeleton positions and the user calibration capabilities.
User Position: Enables a Depth Generator to optimize the output depth map that is generated for a specific area of the scene.
OpenNI: CapabilitiesOpenNI: Capabilities
Currently supported capabilities:
Error State: Enables a node to report that it is in "Error" status, meaning that on a practical level, the node may not function properly.
Lock Aware: Enables a node to be locked outside the context boundary.
Hand Touching FOV Edge: Alert when the hand point reaches the boundaries of the field of view.
OpenNI: Generating and Reading DataOpenNI: Generating and Reading Data
• Production nodes that also produce data are called Generator.
• Once these are created, they do not immediately start generating data, to enable the application to set the required configuration.
• The xn::Generator::StartGenerating() function is used to begin generating data.
• The xn::Generator::StopGenerating stops it.
• Data Generators "hide" new data internally, until explicitly requested to expose the most updated data to the application, using the UpdateData request function.
• OpenNI enables the application to wait for new data to be available, and then update it using the xn::Generator::WaitAndUpdateData() function.
Interactive Game Interactive Game with with
KinectKinect
Video GameVideo Game
Interactive animation: Interactive animation:
user->user->interface -> interface ->
game object action -> game object action -> feedback (A/V, haptic)feedback (A/V, haptic)
Game objects can represent data.Game objects can represent data.
Video GameVideo Game
UserUser
ControllerController
DisplayDisplay
Game (Software)
Game (Software)
Video GameVideo Game
Input Device Driver
Input Device Driver
DisplayDeviceDriver (GDI)
DisplayDeviceDriver (GDI)
Game (Software)
Game (Software)
Software for Kinect-based game developmentSoftware for Kinect-based game development
OpenNI: a general-purpose framework for obtaining data from 3D sensors
SensorKinect: the driver for interfacing with the Microsoft Kinect
NITE: a skeleton-tracking and gesture-recognition library
Unity3D: a game engine
ZigFu: Unity Package for Kinect (Assets and Scripts)
OpenNI: a general-purpose framework for obtaining data from 3D sensors
SensorKinect: the driver for interfacing with the Microsoft Kinect
NITE: a skeleton-tracking and gesture-recognition library
Unity3D: a game engine
ZigFu: Unity Package for Kinect (Assets and Scripts)
EDP(Event-driven Programming)
Concepts: EDP
Event-Driven Programming (EDP): Application waits (idles)
after initialization until the user generates an event trough an input device (keyboard, mouse, …). The OS dispatches the event to the application who owns the active window. The corresponding event handler(s) of the application is invoked to process the event.
A menu in C++:char c;bool done = false;while(!done) {
cout << “Please make your selection, q to end:”cin >> c;switch(c) {case “+”:
add( );break;
case “-”:sub( ); break;
case “q”:done = true; break;
}}
Event Loop
Event Mapping&
Even Dispatching
Event
Event Handler
(1) Event Generators: keyboard, GUI items (buttons, menus, …), NUI devices.
(2) Events / Messages:MouseClick, KeyDown, …
(3) Event Loop:an infinite loop constantly waits for events.
(4) Event Mapping / Event Registration: inform event dispatcher which event an event hander is
for.(5) Event Dispatcher:
dispatch events to the corresponding event handlers.(6) Event Handlers:
methods for processing events.OnMouseClick(), …
Key Components of EDP
(1) Event Generators- usually predefined by the system. - used by programmers / GUI designers.
(2) Events / Messages - predefined by the system.
(3) Event Loop: - usually taken care of by the system. (4) Event Mapping / Registration:
- implemented by the system. - to be used by programmers
with appropriate matching: event => even handler
(5) Event Dispatching: - usually taken care of by the system. (6) Event Handlers - to be implemented by programmers.
Key Components of EDP for Programmers
Most common EDP steps:
(1) Select input devices.(2) Identify event generators and events to use.(3) Map events to event handlers.(4) Implement event handlers.
EDP Programming
SummarySummary
HCI: CLI, GUI, NUI
HCI Hardware
Interactive Tasks
NUI
Kinect
Kinect-based Games
EDP
Interactive Computer Graphics
for
Visualization
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