ledcube simulation and virtual super market report

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Simulation of 3-Dimensional LED Cube Display and Virtual Interactive Supermarket Programmed in C++ and JavaScript; Utilizing Qt, OpenGL, WebGL and Three.js The City College of New York May 19, 2014 By Christopher Zhang, Daniel Intskirveli

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Simulation of 3-Dimensional

LED Cube Display andVirtual Interactive

Supermarket

Programmed in C++ and JavaScript; Utilizing Qt,

OpenGL, WebGL and Three.js

The City College of New York

May 19, 2014

By Christopher Zhang, Daniel Intskirveli

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Preface

This report discusses the two separate projects we tackled this semester. For our first project, we

were required to program and implement a simulated LED cube. Each cube in the cube matrix

were to function like a single light emitting diode, with the capability of being switched on or off

at a designated time. The combination of these LED cubes would allow for some impressive light

 patterns and animations. Furthermore, we sought to explore the possibility of integrating thisLED cube with the Microsoft Kinect to allow for motion and depth sensing functionality, such

that depth information captured by the Kinect could be projected onto the cube and displayed in

real-time with accurate proportions and depth levels. Below is an example of this being done on

real LED matrix:

For our second project, we were required to design and implement an interactive virtual shopping

 browser application. In designing this application, our philosophy was to try to incorporate all the

aspects of physical shopping that we enjoy, while at the same time excluding the disadvantages of

 physical shopping and keeping the benefits of web browser shopping. One feature that we

generally value the most about physical shopping, for example, is the ability to examine a product

hands-on and inspect it thoroughly before making the decision to purchase it. Another aspect of

 physical shopping which we deemed important was the notion of product discovery; somethingthat even many popular online retailers such as Amazon lack. This is the idea that a customer may

not necessarily have the notion of what product(s) they would like to purchase when they enter

the store, but upon browsing the store, discover an item that they would actually like to purchase.

On the other hand, one of the things we generally don’t enjoy too much about physical shopping

is having to walk around the store, navigating the aisles which at times may prove to be

confusing, or just mundane. Another negative aspect is the fact that after we purchase products

from a physical store, we more likely than not will have to carry these products around which can

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often times become quite heavy. Thus, we sought to create a virtual supermarket based around

these ideologies. Our design looks like this:

1.1 Technologies

The technologies used to create the desktop application for the Simulation of 3-

Dimensional (3D) LED Cube Display were Qt 4.0 and OpenGL. In our application, Qt was used

to create the interface or settings for the simulation and OpenGL was used to create the

simulation of 3D cubes.

Qt is a cross-platform application framework that is used for developing application

software with a graphical user interface (GUI). The framework for Qt is written in C++. Qt is

very useful in that it uses the “write once, compile anywhere” approach. This lets us as

 programmers use a single source for applications that will run on Windows, Mac OS X, Linux,

and many other versions of Unix. Qt extends C++ with macros and is all code is plain C++.

QObject is the base class of almost all Qt classes and all widgets. This class contains many of the

mechanism that make up Qt such as, events, signals and slots, and much more. The classsimplifies how you create your user interface because we can use the built in functionality of this

class. User interfaces are built from individual widgets such as sliders, buttons, and spin boxes.

Qt allows developers to create a widget and easily specify actions such as adjust values of a

spinbox.

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OpenGL stands for Open Graphics Library. It is an application-programming interface (API) used

for rendering 2D and 3D vector graphics. Qt provides support with OpenGL giving developers

the opportunity to display 3D graphics alongside orthodox user interface.

1.2 Features

The LED Cube application has several features, such as controlling the number of cubes in XYZdirections; rotation on the XYZ planes, drawing animations and more. In this section, the

interface of the LED Cube application and the settings that control the LED cube widget are

explained.

1.2.1 GUI for settings

The interface of our LED Cube application is shown below:

"#$%&' ()*)( +,- .%/' 0112#345#67 875'&943'

The interface of the application was divided into three layouts, main layout, left layout and right

layout. The main layout is the most outer layout and is a horizontal layout, which means if you

add widgets to this layout they get added horizontally from left to right. It contains the left layout,

a vertical layout, which comprises the LED cube widget and a right layout, also a vertical layout,

which comprises the settings that control the widget. The right layout contains all widgets that

control the LED cube widget. All the widgets are organized into several group boxes. The

features and the implementation of the group box are explained below:

1.  Resolution GroupBox: The Resolution group box controls the resolution settings of the

LED cube widget. The settings are explained here:

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a)  The user can increment or decrement the number of cubes in X, Y or Z-axis’s from

the origin using the spin boxes in the group box.

 b)  The next setting in the group box is the “LED Status” option. LED Status is a combo

 box that enables a user to change from cubes to points or vice-versa.

c)  Draw “off” cubes or points are the next option in the group box. When you draw a3D model in the widget and if this checkbox is enabled, the widget will only draws

cubes that are intersecting the model. It will not draw every cube that you specified in

the spin boxes.

An example of this option is shown below:

d)  Transparency

of the cubes or points of the widget can also be controlled using the “Transparency”

option in the settings.

e)  The last option in the resolution group box is the led “cube spacing” feature. This

feature allows the user to change the spacing between the cubes in widgets, and the

implementation is very similar to transparency option.

2.  Transformation Group Box: This group box allows the user to rotate the widget on the X,

Y or Z-axis and the user can zoom in and out of the widget. The user can either move the

widget by either using the sliders or the mouse. Zooming is also possible with the mouse

scrolling.

3.  3D Animation Group Box: This group box is display the LED cube widget with no

animation, where all the cubes are of higher transparency, or draw a sinusoid animation

wave or draw any 3D model given a files which has the depth values of the 3D model.

1.3 Settings Connections to the Widgets

1.  X-Cubes, Y-Cubes, Z-Cubes connection to the widget

The X-Cubes, Y-Cubes, Z-Cubes spin boxes are connected to the LED cube widget

using signals and slots connection. These signals and slots will change the status of

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the variables that control the widgets setting for incrementing or decrementing the

number of cubes in any direction. The implementation of the signals and slots are

shown below:

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When the user will change the status of the spinbox, a connection will be made with the

widget and the function in the slot of the connection will be called. For example, if the

user changes the “X Size” spin box, the function from the widget class, setXSize(int) will

 be called. The setXSize function will re-calculate the cube size using the function

calcCubeSize(). The implementation of this function is shown below:

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viewport, is called by the slot function.

The way this feature works is every time user changes the size of cubes in any direction,

the affects change the way the LED cube should appears. When a widget has changed

from one state to another Qt automatically decides to call the UpdateGL() function. When

UpdateGL() function is called the widget needs to be redrawn with new updated variables

for the settings, then Qt will call the paintGL() function.

The paintGL() function implementation, which draws the LED cube widget, is shown

 below:

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2.  LED Status combo box is connected to the widget using the signals and slots, which is

very much similar to the connection of the spin boxes.

3.  The transparency is also connected to the widget using signals and slots. The constructor

has default values for this option and they are changed when the user changes the settings

and emits a signal. When user changes the transparency of cubes, it will change the

values of the variables that control this setting of the widget and the widget will be

redrawn using this setting.

4.  The last option in the resolution group box is the led “cube spacing” feature. The widget

has a variable that controls the spacing and when the slider is changed then a signal is

emitted and the widget is redrawn using the new value of the variable.

5.  Rotation and Zoom: The constructor of the LED cube widget class has default rotation

angles and zoom angle for the scene. The user can use the sliders to rotate or rotate with

the mouse. The widget has four slots, three for rotation and one for zoom, that enable the

sliders to change the orientation of the scene. Below is implementation of the slot for

when the user changes rotates on the X-axis:

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In the above slot, the xRot variable is updated only if the new angle is different to the old

one. The xRotationChanged() signal is emitted to allow other components to be updated.

The setYRotation() and setZRotation() slots are similar to this slot.

When the user rotate the widget using the mouse, then the mousePressEvent() function

records the position of the mouse when a button is initially pressed. The implementation

of mousePressEvent() is shown below:

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Then the mouseMoveEvent() function uses the preceding location of the mouse cursor,

which was record by mousePressEvent() and saved in variable lastPos, to determine how

much the object in the scene should be rotated, and in which direction. The

mouseMoveEvent() implementation is shown below:

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<"  $$ /56'(&4'/ '0. 45((.9' [email protected]' B(:% Z0.9 '0. %:5/. ?"  $$ Z&/ 4A)4b.," C"  !"# ,* ] [email protected]'dq*HN d A&/'_:/"*HNQD"  !"# ,= ] [email protected]'dq=HN d A&/'_:/"=HNQG" O"  $$ )B '0. A.B' 65'':9 )/ 8(.//., '0.9 (:'&'. * ,)(.4'):9 R"  $$ &9, = ,)(.4'):9 6= ,.A'& &%:59' 

S"  !$ [email protected]'dq65'':9/HN n p'XX1.B'f5'':9N Y!U"  /.'Pe:'&'):9H*e:' [ ,=NQ!!"  /.'Te:'&'):9H=e:' [ ,*NQ!<"  a!?"  $$ /&@. '0. 45((.9' [email protected]' )9 '0. A&/'_:/ @&( !C"  A&/'_:/ ] [email protected]'dq8:/HNQ!D" aThe zoom slider in transformation group box allows the user to view the 3D model in the

widget from near and far. The widget has a default zoom value in its constructor. When

the value of the slider is changed, a connection is made with the widget and the slot

function, zoomChanged (), is called. The setZoom() function changes the default value of

zoom in the widget to the current slider value. Then zoom value is scaled from -100 - 100

to 0 - 2. The implementation of resizeGL() is shown below:

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6.  3D Animation: To load a sine wave in the widget, the user can select the radio button and

the sine animation will start. The 3D face works the same face but the user has to provide

a file with depth values that can be loaded in the widget. When the user selects the radio

 button, a connection with the widget is made and the slot function is called. An

explanation of how the sine wave is implemented is explained later in the chapter. To

stop the animation the user can select the no animation button.

1.4 Sinusoid Animation

An image of the sine wave animation is shown below:

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When the user selects the sine wave radio button, a connection with the widget is made

and the setWaveAnimation() slot function is called. The setWaveAnimation is booleanfunction which sets the waveAnimation variable of the widget to true, so the next time Qt

 paints the widget it will draw the wave. But to draw the wave the paintGL() function hasto verify every cube that it will draw. The cubes or points that intersect will have higher

opacity than those that are not. Those that do not intersect can be completely disappearedusing the opacity variable of the widget.

In the constructor of the LED cube widget, a timer was created to create an animation.

The timer is connected to with the widget and it takes the UpdateGL() function as a slotwhich mean that the widget will be updated Frames Per Second times a second. The timer

implementation in the constructor is shown below:

!"  W&'()*+),-.'XXW&'()*+),-.'Hp+),-.' c8&(.9'N X pJ1+),-.'H8&(.9'N<"  Y?"  """"C"  """"D"  $$ /.' 58 ')%.( ': 4&AA 58,&'.J1HN B8/ ')%./ & /.4:9, G"  $$ )B I (.4&AA 4:((.4'A= 58,&'.J1HN /0:5A, 6. & 9:d:8 O"  $$ )B '0. 45((.9' 4&AA ': 8&)9'J1 )/ /')AA (599)9-; /:R"  $$ )9 '0.:(= '0)/ /0:5A, 6. :b&= [email protected] B:( /=/'.%/ '0&'S"  $$ 4&9' 0&9,A. '0. B8/" 7:; B8/ )/ &9 588.( 6:59, !U"  pF)%.( c')%.( ] ")/ pF)%.(H#0!.NQ!!"  4:99.4'H')%.(; 7IJKL1H')%.:5'HNN; #0!.; 71EFH58,&'.J1HNNNQ!<"  ,&*-%) B8/ ] ?U"UQ $$&)% B:( ?U B(&%./ 8.( /.4:9, !?"  ')%.(dq/'&('H!UUU$B8/NQ!C" aThe paintGL() function will the call the isOn(i,j,k,t), whose parameters i,j,k are the coordinate of

the cube being drawn and t is the time in milliseconds. t is calculated using the function below:

!"  $$ :/d8:('&6A. Z&= ': -.' ')%. Z)'0 %)AA)/.4:9, 8(.4)/):9 <"  $$ '&b.9 B(:% 0''8X$$ZZZ"48A5/8A5/"4:%$B:(5%$-.9.(&A$C?<U?$ ?"  $$ K:'.X ')%."0\/ 4A:4bHN B594'):9 )/9\' -::, B:( &9)%&'):9 C"  $$ 6.4&5/. )' )/ 6&/., :9 M_g ')4b/; '0. /8.., :B Z0)40 @&()./ D"  .#'#!1 !"# -.'W)AA)M:59'HN Y

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G"  ')%.6 '6QO"  B')%.Hn'6NQR"  !"# 9M:59' ] '6"%)AA)'% [ H'6"')%. n U*BBBBBN c !UUUQS"  ()#*(" 9M:59'Q!U" aIn the isOn(i,j,k,t) function, which verifies that the cube coordinate intersects with the sine wave

in 3D space, is shown below:

!"  -&&% W&'()*+),-.'XX)/E9H!"# *; !"# =; !"# >; !"# 'N Y<"  """"?"  !$ HZ&@.L9)%&'):9N YC"  !$ H*M56./ ]] ! nn =M56./ ]] ! nn >M56./ ]] !N YD"  ()#*(" #(*)QG"  aO"  !$H= ]] (:59,H/)9H>$< [ '$!UUNc<N[ (:59,H/)9H*$< $cd

 '$!UUc$Nc<N [=M56./$<N YR"  ()#*(" #(*)QS"  a!U"  a!!"  """"!<" aThe animation will continue until the user selects the no animation radio button or the 3D face

animation button.

1.5 The Face

The output for when the user choses the 3D Face in the 3D Animation group box isshown below:

One great feature about our application is that it can draw 3D models. In the application

interface, the user can select to draw 3D models from the 3D Animation group box.When the “Draw Face” radio button is clicked, the following connection is made:

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!"  4:99.4'HB&4.L9)%&'):9; 7IJKL1H4A)4b.,H6::ANN; %&'()*+),-.';71EFH/.'h&4.L9)%&'):9H6::ANNNQ

The setFaceAnimation(bool) function is called and then the user must provide a .xyz file

format. The data in the file contains depth values of the 3D model in the XYZ direction.The format of data is as shown below:

-49.468487 34.609058 92.827766

-51.249557 30.192415 85.521629

-52.016109 35.221783 89.736404

The data in each row of the file is a coordinate in 3D space. The XYZ coordinates areseparated by space. The application reads in the data from the file and then it turns “on”

the cubes in the GLWidget where the coordinate intersects with the cube being drawn.

The technique used to create this feature in the application is that when the user providesthe file with .xyz format, each coordinate in the file is read to an object of type Vector3.

The definition of Vector3 is shown below:

!"  .#(*1# s.4':(? Y<"  $%&'# *; =; >Q $$ ,&'& %.%6.(/ ?" C"  aQ 

The XYX coordinates in the files are read to the objects variables, xyz, and then thatobject is placed in a vector of as a coordinate.

QFileDialog class was used to provide a dialog box for the user that allows the user to

select files. Once the user selects the file then the data in the file is placed in a QString.The complete implementation of reading the file is shown below with comments:

!"  +&!, W&'()*+),-.'XX/.'h&4.L9)%&'):9 H-&&% /.'N Y<"  $c '0./. 6::A.&9 @&()&6A./ &(. BA&-/ B:(?"  ,(&Z)9- &9)%&'):9/ )9 '0. Z),-.'" c$ C"  9:L9)%&'):9 ] $'%.)QD"  Z&@.L9)%&'):9 ] $'%.)QG"  B&4.L9)%&'):9 ] #(*)QO" R"  $$ 4(.&'. & @.4':( :B @.(')4./ S"  $$ :8.9 '0. B)A. Z)9,:Z ': )985' '0. B)A. ': p7'()9- !U"  s.(')4./ ] ")/ /',[email protected]':(ms.4':(?qQ!!"  p7'()9- B)A. ] ph)A.3)&A:-XX-.'E8.9h)A.K&%.H!<"  #0!.;!?"  '(HtE8.9 PTV h)A.tN;

!C"  '(HtPTV B)A. H"*=>NtN!D"  NQ!G" !O"  $$ )B '0. B)A. )/ 9:' .%8'= '0.9 (.&, B(:% '0. B)A. !R"  $$ 4(.&'. &9 :6l.4' :B pB)A. &9, '0.9 :8.9 '0. ph)A. !S"  $$ 4:9@.('/ B)A. ': '.*'/'(.&%; (.&, 59')A .9, :B B)A.; <U"  !$HoB)A.")/2%8'=HNN Y<!"  ph)A. /B)A.HB)A.NQ<<"  !$H/B)A.":8.9Hph)A.XXe.&,E9A=NN Y<?"  pF.*'7'(.&% )9 Hn/B)A.NQ

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  "#

<C"  /0!%) Ho)9"&'29,HNN Y<D"  $$ (.&, '0. (:Z &9, 8A&4./ '0. (:Z )9 p7'()9- A)9. <G"  $$ pf='.L((&= 8(:@),./ &9 &((&= :B 6='./ <O"  $$ /.' /'( 40&( ': '0. ,&'& /':(., )9 '0. 6='. &((&= <R"  p7'()9- A)9. ] )9"(.&,1)9.HNQ<S"  pf='.L((&= 6& ] A)9."':1:4&ARf)'HNQ?U"  1&".# 10'(c /'( ] 6&",&'&HNQ

?!" ?<"  $$ 4(.&'. & :6l.4' :B '=8. s.4':(? ??"  s.4':(? @Q?C" ?D"  $$ (.&,/ '0. B)(/' 40&( )9 '0. A)9. &/ * 4::(,)9&'. ?G"  $$ (.&,/ '0. /.4:9, 40&( )9 '0. A)9. &/ = 4::(,)9&'. ?O"  $$ (.&,/ '0. '0)(, 40&( )9 '0. A)9. &/ > 4::(,)9&'. ?R"  @"* ] /'(':BH/'(; H10'(ccNn/'(NQ?S"  @"= ] /'(':BH/'(; H10'(ccNn/'(NQCU"  @"> ] /'(':BH/'(; H10'(ccNn/'(NQC!" C<"  $$ &,,/ '0. :6l.4' ': '0. @.4':( :B @.(')4./ C?"  s.(')4./dq85/0^6&4bH@NQCC"  aCD"  $$ 4A:/. '0. B)A. CG"  /B)A."4A:/.HNQCO"  aCR"  aCS" """""DU" """"D!" aOnce the file is completely read, all the data is the placed in a vector. The next step is tonormalize the data from its coordinates to fit in with the coordinates of the GLWidget. A

simple technique was used to normalize the data. We first grabbed the maximum andminimum in the X, Y, and Z coordinates and placed them in dummy variables. Then we

grabbed the maximum and minimum in the normalized coordinates, XSize, YSize, and

ZSize, and placed them in dummy variables. Then we used the following equation tocalculate the normalized data:

! ! !! !  !!!! ! !!!!! !  !! 

A is the minimum in the original data, B is the maximum in the original data, a is theminimum in the normalized data, b is the maximum in the normalized data and x is a

value from the original data that we are trying to normalize. The implementation of thenormalization of the data is shown below:

!"  +&!, W&'()*+),-.'XX/.'h&4.L9)%&'):9 H-&&% /.'N Y<"  """""?"  """""C"  $$ %&*)%5% &9, %)9)%5% B(:% '0. ,&'& /.' D"  $%&'# *W&* ] U"UQG"  $%&'# =W&* ] U"UQO"  $%&'# >W&* ] U"UQR"  $%&'# *W)9 ] U"UQS"  $%&'# =W)9 ] U"UQ!U"  $%&'# >W)9 ] U"UQ!!" !<"  $$ )'.(&'. '0. @.(')4./ @.4':( &9, B)9, '0. %&* &9, %)9 '0. ,&'& 

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  "$

!?"  $&( H/',[email protected]':(ms.4':(?qXX)'.(&':( )' ] s.(')4./dq6.-)9HNQ!C"  )' o] s.(')4./dq.9,HNQ [[)'NY!D" !G"  *W&* ] /',XX%&*H*W&*; )'dq*NQ!O"  =W&* ] /',XX%&*H=W&*; )'dq=NQ!R"  >W&* ] /',XX%&*H>W&*; )'dq>NQ!S"  *W)9 ] /',XX%)9H*W)9; )'dq*NQ

<U"  =W)9 ] /',XX%)9H=W)9; )'dq=NQ<!"  >W)9 ] /',XX%)9H>W)9; )'dq>NQ<<"  a<?" <C"  $$ %&*)%5% &9, %)9)%5% B(:% '0. 9:(%&A)>., /.' <D"  $%&'# *9:(%%&* ] *M56./Q<G"  $%&'# *9:(%%)9 ] !Q<O"  $%&'# =9:(%%&* ] =M56./Q<R"  $%&'# =9:(%%)9 ] !Q<S"  $%&'# >9:(%%&* ] >M56./Q?U"  $%&'# >9:(%%)9 ] !Q?!" ?<"  $$ )'.(&'. '0. @.(')4./ @.4':( &9, 9:(%&A)>. '0. ,&'& ??"  $&( H/',[email protected]':(ms.4':(?qXX)'.(&':( )' ] s.(')4./dq6.-)9HNQ?C"  )' o] s.(')4./dq.9,HNQ [[)'N Y?D"  )'dq* ] BA::(H *9:(%%)9 [ HH)'dq* d *W)9N?G"  c H*9:(%%&* d *9:(%%)9NN$H*W&* d *W)9N NQ?O"  )'dq= ] BA::(H =9:(%%)9 [ HH)'dq= d =W)9N?R"  c H=9:(%%&* d =9:(%%)9NN$H=W&* d =W)9N NQ?S"  )'dq> ] BA::(H >9:(%%)9 [ HH)'dq> d >W)9NCU"  c H>9:(%%&* d >9:(%%)9NN$H>W&* d >W)9N NQC!"  aC<" aOnce the data has been normalized, then UpdateGL() is automatically called and the GLWidget

will be redrawn using the paintGL(). Since the variable “faceAnimation” was set to be “true”

when the setfaceAnimation() function was called, paintGL() will draw the cubes accordingly

 because there is a condition inside paintGL() which verifies if “faceAnimation” is true. If this

variable is true, then the isOn(x,y,z) function is called. The isOn(x,y,z) is passed in thecoordinates to be drawn. isOn(x,y,z) also verifies if “faceAnimation” is true.

The implementation of the isOn(x,y,z) is shown below:

!"  -&&% W&'()*+),-.'XX)/E9H!"# *; !"# =; !"# >; !"# 'N Y<"  """?"  a )%.) !$ HB&4.L9)%&'):9N YC"  $$ )'.(&'. '0. @.4':( D"  $&( H/',[email protected]':(ms.4':(?qXX)'.(&':( )' ] s.(')4./d

q6.-)9HN Q )' o] s.(')4./dq.9,HNQ [[)'N YG"  s.4':(? & ] c)'QO"  !$ H&"* ]] * nn &"= ]] = nn &"> ]] >N

R" 

$$ @.()B= )B '0. 4::(,)9&'. )/ )9 '0. @.4':( S"  ()#*(" #(*)Q!U"  a!!"  a!<"  ()#*(" $'%.)Q

a

Once the paintGL() function is done with drawing the 3D model, then the GLWidget will display

the 3D model.

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These were all the functions of the LED cube widget. We plan to make improvements as this

application still lacks many features, which we will discuss in the conclusion.

2. 3D Supermarket Website

The purpose of the second project was to develop a website in which users could have a

more immersive online shopping experience by taking advantage of 3D rendering technology and

the new features in HTML5 that make it possible to bring this 3D content to the web browser. In

short, our goal was to design an interface that transcended the limitations of traditional online

shopping.

While traditional e-commerce websites bring the convenience of shopping quickly and

without leaving the home, they also take away from some of the basic charms of physical

shopping. A brick-and-mortar store has two main advantages: product discovery, and the ability

to closely inspect the various products that are available for purchase, where product discovery

refers to the ease with which a shopper can find new products that are not on the list of products

that the shopper intended to buy when entering the store.

The thought which motivates this project is that, if users were presented with a 3D

interface while shopping online, they could not only examine products to a certain extent (they

could manipulate an object and see all angles of it but, alas, could not actually touch it), but their

walking through virtual aisles of products could facilitate with product discovery—all whileretaining the obvious benefits of shopping online. We believe that the state of web technology as

well as positive market sentiment regarding businesses that connect the traditional, physical

world with the brave new online world (we refer to the success of companies like Uber,

Soap.com, Grubhub, etc.) make this a good time to execute such an idea.

Our design is inspired by the look and feel of a physical supermarket. It has shelves, and

the products are arranged on those shelves. Shelves of products are arranged by department and

the user can “move” between aisles of products. However, instead of attempting to create a one-

to-one representation of a regular supermarket, we attempted to build an interface optimized for

the web. In our interface, the user’s movement is minimal, and every department is a click away.

2.1 Technologies

Because the 3D supermarket is a website, the technologies used are drastically different from the

ones use for the LEDcube project.

2.1.1 HTML, CSS and JavaScript

HTML is the markup language used to create web pages on the Internet. While other markup

languages may exist and may even be maintained and supported by various browsers, HTML is

the dominant standard and is maintained by the World Wide Web Consortium (W3C). W3C also

maintains Cascading Style Sheets (CSS), a styling language used to change how an HTML

formatted document looks and behaves when rendered. JavaScript is likewise the dominant

 programming language of the web and the only standard one—standardized by Ecma

International. JavaScript allows for dynamic web pages, where the content of the document is

changed on the client side at any time after the page is loaded as a side effect of the script.

2.1.2 WebGL

As of the time of writing, no standard exists for rendering 3D objects within the web browser.

However, WebGL is developed by non-profit group Khronos and is implemented by all of the

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most popular web browsers, such as Chrome, Firefox, Internet Explorer, and Safari (in Safari

WebGL support can be enabled in developer settings). WebGL is based on OpenGL ES 2.0 and is

maturing rapidly, with WebGL 2 currently in development. As implemented by modern browsers,

WebGL provides hardware accelerated rendering for good performance.

2.1.3 ThreeJS

Because we had a limited amount of time to deliver a working demo, we decided against using

raw WebGL. According to the creator of ThreeJS, “The aim of the project is to create a

lightweight 3D library with a very low level of complexity — in other words, for dummies. The

library provides <canvas>, <svg>, CSS3D and WebGL renderers.” Out of those renderers,

WebGL is the most capable when it comes to displaying arbitrary objects. ThreeJS saved us from

implementing basic functions, such as drawing cubes and cylinders. The library is indeed easy to

use, but it is also just as capable as regular WebGL and is used more and more often by web

developers.

2.1.4 tween.js

To add some polish, we use some animation in our demo. Tween.js makes this easy because itintegrates easily into the render loop of ThreeJS applications. The programmer specifies two

objects with one or more numeric values. These are the “start” object and the “finish” object.

Over the course of a specified period of time, Tween.js will gradually update the values in the

start object to match the values in the finish object. The programmer might also specify an

onUpdate() callback in which she could, for example, set the current value of the start object to,

 perhaps, the position of a mesh in the coordinate axis. Tween.js also allows specifying an easing

function, which governs the type of interpolation that happens. For example, the default easing

function is linear. This means that the rate at which the start object is update remains constant, as

long as the frame rate (and therefore the passing of time according to tween.js) remains constant.

One of the easing functions we use is called “Quartic.InOut”, which updates the values in the start

object at very slowly, then quickly, and then slowly again. This is suitable for the type ofanimation we want, but tween.js has a large selection of easing functions, and even allows the

 programmer to implement her own.

The following is the function in our code that will create an animation (a tween) from the current

 position of the cylinder to the department at “index.” When the animation is complete, the

function specified by the optional parameter “callback” will be executed.

!"  $*"1#!&" &9)%&'.F:I9,.*H)9,.*; 4&AA6&4bN Y<"  Mge^IK32P ] )9,.*Q?" C"  $$4&A45A&'. '0. t/'.86&4bt &9-A. D"  +'( /'.8f&4b ] ^)9'.(@&AL9-A.$?

G" 

$$4&A45A&'. '0. &9-A. ': (:'&'. ': O"  +'( &9-A. ] dW&'0"_I$<d)9,.*c^)9'.(@&AL9-A. [ /'.8f&4bR" S"  +'( /'&(' ] Y * X ^Z:(A,M=A)9,.("(:'&'):9"* aQ!U" !!"  +'( 'Z..9 ] ")/ F+22K"FZ..9H/'&('N"':HY*X&9-A.a; <UUUNQ!<"  'Z..9".&/)9-HF+22K"2&/)9-"p5&(')4"I9E5'N!?"  'Z..9":9g8,&'.H$*"1#!&"HNY!C"  ^Z:(A,M=A)9,.("(:'&'):9"* ] /'&('"*!D"  aNQ!G" 

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!O"  !$H4&AA6&4b o] "*%%N Y!R"  'Z..9":9M:%8A.'.H4&AA6&4bNQ!S"  a<U" <!"  'Z..9"/'&('HNQ<<" a

 Note: the global static update function of tween.js must be called somewhere in an applications

render loop. In the case of Three.js, it follows by convention that there should exist an animate()

function which is called automatically many times a second to re-draw the canvas owned by

WebGL, and to handle other time sensitive tasks such as animation and user input. In our case,

animate() calls update(), and update calls TWEEN.update().

2.2 Design

Our design is not simply an emulation of a supermarket in 3D. We chose to simplify the interface

to keep the advantages of 3D while making the experience easier for the user.

2.2.1 Overview

When viewing our demo, the user initially sees a 3D model of a shelf and objects associated with

the first department (sorted alphabetically). Floating in front of the 3D model are various HTML

elements. Inspired by video games, we collectively call these elements the HUD (heads-up

display) and we use them to relay relevant information and controls to the user. The bottom right,

for example, has the department list HUD. This is a list of all the departments available to the

user, and clicking on a department will reposition the relevant shelf directly in front of the user.

The top right corner of the screen is occupied by the “Add to Cart”, which displays a list of all the

items currently in the user’s cart and total cost of these items. When the user clicks on a product

on a shelf, a new model of that object is displayed closer to the user. The background (the main

world of shelves and products) is dimmed, and a new HUD appears in the top left. We call this

inspection mode, and the HUD is the inspection HUD. This HUD shows the name of the object,

its price, and two buttons: one for going back, and one for adding the object to the cart. Here the

user has the ability to rotate the object and view all angles of it.

The “world” is basically a huge cylinder on its side (the normal vectors of its two circular face

 being parallel to the horizontal plane). The shelves are all on the surface of this cylinder, and they

are equidistant from each other, along the circumference. The camera remains at the apex of the

cylinder, and a single light source is positioned to point at the apex. The department currently in

view is the department that happens to be at the apex of the cylinder, minus an arbitrary distance

that allows the camera to see the entire shelf. When the user wants to move to another

department, the entire cylinder is rotated to move that department to the top of the cylinder.

A visualization of the world cylinder, seen from a different angle:

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2.2.2 Reasoning

In a presentation of the demo, this design received some criticism for its departure from the look

and feel of a “normal” supermarket. After careful deliberation, we chose this design for three

main reasons: performance, simplicity, and scalability. While it is important to try to mimic the

aspects of physical shopping that people love, developers must be careful not to inherit some of

the aspects of physical shopping that users are happy to abandon.

2.2.3 Performance Advantages

The first major concern when designing the supermarket demo was performance. As the

application matures and the virtual shelves are stocked with an increasing number of virtual

objects, will performance suffer? Intuitively, performance must suffer as the number of objects

that need to be rendered increases. Subjective observation of the performance of some tests we

wrote in which a large number of objects were rendered at the same time confirmed this intuition.

In an interface in which a supermarket is emulated, the user is bound to see many shelves of

 products at the same time, which will make performance suffer because more objects must be

rendered. This is led us to begin experimenting with ways to exclude inactive models from the

sight of the user.

The final design of our demo performs well for several reasons. First of all, the rotating cylinder

allows for just one light source to be used (because only one shelf at a time is light and we

therefore do not need more than one). In WebGL and more generally in OpenGL, the calculationsinvolved in rendering light and shadows are expensive, so it is usually best to minimize them

when possible. Secondly, our design allows for a single, stationary camera. Early discussions

about the project included the possibility of developing a mini-map of the store, which is

essentially a viewport onto which the view of a second orthographic “aerial view” camera is

rendered. Because the shelves are arranged in a single row about the circumference of the world

cylinder, there is no need for a map because the department list in the HUD acts as one. As we

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mentioned earlier, the biggest advantage of our design is the fact that most objects remain out of

the view of the user and therefore do not have to be rendered.

In our implementation we also merge all geometries that have the same material into a single

mesh. This reduces the number of objects that ThreeJS has to keep track of. We also add all

objects as children of the world cylinder. This makes the rotation of the cylinder more efficient,

 because the shelves and the objects are rotated with it.

2.2.4 Simplicity

The user experience must be as simple as possible. A direct simulation of a supermarket might

require awkward or frustrating controls to navigate the market space. We initially discussed a

control scheme much like that of a 3D video game—a user uses the mouse to look and the WASD

keyboard keys to move, and that appeared to be a satisfactory solution. However, while people

exposed to video games may find these natural and comfortable, these controls might be difficult

for a user new to games or personal computers in general. In addition, keeping track of the mouse

cursor requires locking the cursor into the browser window—which might be frustrating for users

accustomed to switching between tabs quickly. This control scheme also requires virtually

walking to products, which takes up time and may be one of the undesirable aspects of physicalshopping that we might want to avoid inheriting. In our design, the user still gets to inspect

objects and see the way in which they are arranged on shelves, but walking is no longer

required—clicking on a department name takes the user to the department without additional

keyboard presses or locking the mouse pointer to the browser window.

Our aim was also to make the application as simple as possible for developers working on it. The

arrangement of items on the shelf is done automatically. To add a product, a programmer must

simply add an entry in a JSON configuration file. In the future, the data in the JSON

configuration file could easily be migrated to a database.

Here’s an excerpt of the configuration file:

!"  Y<"  t,.8&('%.9'/t X Y?"  t3()9b/t X uC"  YD"  t9&%.t X te., f5AAt;G"  t,.8&('%.9't X t3()9b/t;O"  t/b5t X !!!!;R"  t'=8.t X t4=A)9,.(t;S"  t%&'.()&A/t X Y!U"  t':8t X t)%&-./$/:58^':8"l8-t;!!"  t6:'':%t X t)%&-./$/:58^6:'':%"l8-t ;!<"  tA&6.At X t)%&-./$(.,^65AA^A&6.A"89-t  !?"  a;

!C"  t,)%.9/):9/t X Y!D"  t(&,)5/t X !"D;!G"  t0.)-0't X G!O"  a;!R"  tk5&9')'=t X C<;!S"  t8()4.t X ?"DS<U"  a;

A class in our application called JSONLoader is passed a URL. For demoing purposes, the URL

simply points to a file, config.json. In the future, a web service could be setup that also hosts a

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database of items. This web service might have an endpoint called, for example, “/getjsonconfig”.

This endpoint will reply to JSONLoader’s Http request with a json object that is formatted in

exactly the same way as our example config.json file, and it will be populated by entries in the

database. From the above config.json excerpt, the application will know to put 42 cylinders on the

“Drinks” shelf, each with radius 1.5 and height 6. It will look like a can of Red Bull because the

textures in the materials sub-object will be mapped to its sides. A mesh of all these cylinders will be created and this data will be saved to the “userData” section of the mesh for easy retrieval

during a click event, which is when we’ll next need this information.

2.2.5 Scalability

Scalability is important to think about even at this stage because it prevents the team of

developers working on the application from having to re-engineer basic components as the user

 base grows and the number of objects in the virtual store increases. This design is scalable for

several reasons. One is that the worst case for rendering performance is reached when one single

shelf is in the view of the user, because all the other shelves remain out of view. The second is

that the arrangement of the objects is configuration driven. This means that, when adding a

 product or even a department, the application does not have to be redeployed. All that isnecessary is a small change in a database, which will be visible the next time a user loads the

 page.

2.3 Product Arrangement Algorithm

The most complex piece of code is the algorithm that positions objects on shelves. The bulk of

the work is done in the function loadBaseObject() in shelf.js, which is reproduced here for

convenience:

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  #+

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G!"  $$(.'5(9 '0. 8:/)'):9 &((&= G<"  ()#*(" 8:/QG?" a Basically, baseLoadObject() will take the dimensions and the quantity of a certain product

type as parameters, and return an array of positions. After that, an object can be loaded at each of

the positions, which correspond to shelf space. baseLoadObject() also takes used as a parameter.

Used is expected to be vector3 object that keeps truck of the shelf space that is used up. Used’s x

value is the depth used in inches. Used’s y value is an integer that represents the number of

shelves used. Used’s z value is the width of the shelf used in inches. The principle of the function

is this: find a place in the shelf that has not been used, and reserve that position for a product with

the given dimensions. Then move the “cursor” in the direction of the depth. If another instance of

the product cannot fit there, reset the depth cursor, and move the cursor in the direction of thewidth. Repeat this until no more products fit in either the direction of the depth or the direction of

the width of the shelf. If this is the case, reset both the depth and the width cursors, and increment

the height cursor. At this time, the algorithm will simply stop adding positions when it runs out of

shelf space. It would be worthwhile to think of a better solution for that case.

3. Future Improvements

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While we certainly have developed creative and fundamental features for both our projects, this

does not at all mean that they are in their completed or final states, as there is still much room for

improvement of existing features, and many potential new features that can be added to both the

LED cube and the virtual supermarket.

For our LED cube, one existing feature which we could definitely improve on is our current

method for loading in xyz-data that is used for displaying a 3D model on the cube. The currently

implemented method is rather naive and expensive because it requires the construction of several

struct objects, which can consume a considerable amount of space in memory. In this particular

case, we utilize vectors, which themselves can prove to be problematic because data that is stored

within them is not done so in sequential order. This results in the elements being scattered across

memory, making it more costly to access them.

As for new potential features of the LED cube, aspects that can grant better convenience or

quality-of-experience to the user would be welcome additions. One particular feature would be

the ability for the user to save an image of the display being generated in the LED cube through

the program GUI itself, so that in the event they may happen upon an image that they like, they

can save what they see in the GLWidget directly to their computer rather than having to resort toout-of-the-way methods such as PrintScreen. Expanding upon this feature, there could also be an

added capability of recording and saving a video of the image or animation being produced by the

widget. Lastly, since the current program only allows for movement of the display using the

mouse, adding keyboard functionality could contribute to the quality-of-experience. This would

let the user move the display using arrow keys, if not, their own designated hotkeys.

There are several things that have to be done to move our code from that status of “demo” to the

status of “usable product.” These work items can be divided into the three categories of

Performance, User Experience, and Core Functionality.

Despite the discussed performance advantages of our implementation, the demo still occasionally

stutters during animation even on a powerful computer, and this “stuttering” will likely get worseas the number of products for sale through our virtual shopping center increases. There are ways

to fix this. First of all, our subjective observations show that, after an initial “warmup” period,

 performance increases. We hypothesize that this is due to the objects still being loaded in the

 background as the user begins to interact with the application. The first fix for this is to block the

user from using the application while different assets are being loaded into memory via a loading

screen. The second fix is to lazy-load objects that are far away from the user and not immediately

in view. For example, the configuration of our demo has several departments, of which “Cereal”

is the first and “Soup” is the last. We can avoid loading the objects the Soup department in the

 beginning. Then, if the user comes closer to the “Soup” department by click next several times, or

if the user clicks on the Soup department in the HUD, we can load the objects. Another thing

worth trying is to switch to ambient lighting during animations. Ambient light is not as

 performance intensive as light that is capable of producing shadows. Using these suggestions, it

should be possible to remove the stuttering.

The second batch of work items can be categorized as User Experience. These work items include

redesigning the HUD as well as altering the animations to be more pleasant and less confusing. In

inspection mode, the user should be able to zoom into the object, and hitting the escape key

should take the user out of inspection mode. Outside of inspection mode, the user should have the

ability to browse the active shelf before them. It should be possible to zoom into the shelf, as well

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  ##

as browse my moving left, right, up, or down. As the number of products in the store increases, it

will become important to come up with a way to fit all the items in a single department that

would simply overflow the statically sized shelves in the demo. The obvious solution is to allow

for dynamically sized shelves, but other solutions are not out of the question. These

improvements will make the demo more pleasant to use and will make it look more like a

 polished product.

As far as core functionality is concerned, there is an obvious gap of features that prevent us from

launching the website. The application should obviously allow the user to actually buy things.

The ambitious way to do this is to actually create an e-commerce infrastructure and connect with

various suppliers to sell goods using the interface. The second possible solution is to make the

application into a sort of alternative interface for existing e-commerce web sites. Imagine, for

example, if you could combine the convenience and reliability of an online grocer that delivers to

your door with the innovation of a 3D shopping interface that allows you to find and explore

 products. A third possible solution is to make it easy for third parties to integrate their existing e-

commerce businesses with our application and license it to them. This is, of course, similar to the

second solution, except that the integration of our software into a third-party system is done by

another company that then maintains our application as a part of their system.

3.1 Conclusion

While working on these two projects, we were required to utilize and in turn discover many new

tools that overall helped shape us in becoming better programmers and developers. Qt, which was

a fundamental framework in the designing and development of our LED Cube, aided greatly in

our understanding of the creation of a graphic user interface along with the integration of

OpenGL. WebGL and Three.js proved to be indispensable tools in the creation and design of our

virtual supermarket, as they created a framework that was both convenient to learn from and

utilize when developing and adding new features to our project. Lastly, GitHub was essential to

the proper maintenance of the group's code, as it allowed each member to contribute their new

additions, all while keeping the entirety of the code organized and revised.

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  #$

Appendix: code

LEDcube

main.cpp

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