If you would like to see an overview of the demonstrative applications for the WiiR3D product, please take a look at our home page.
Friday, September 19, 2008
Today we have a demo of WiiR3D's smoothing option. As you can see, the view is quite jittery when packet smoothing is turned off. This is a problem inherent in head tracking. It is for this reason that we developed our smoothing algorithm. Smoothing can be switched on by checking the 'Packet smoothing' checkbox in the server. The packet smoothing function takes the head position coordinates from the calculator and applies a weighted moving average to a list of previous raw head positions. The algorithm takes into account each of the previous head positions according to a ratio that defines how important the previous positions are, and then averages them. As you can see, the result is a considerably smoother view.
This video is just a quick demonstration of a pitch and yaw tech demo. The LED model we are using here is simply a box with the infrared LEDs positioned in it - we've been using this for testing. You can see an old glasses-style model sitting on top of the monitor next to the WiiMote. We have decided now that we are going to use a hat for our headset, and Adam will be constructing the hat models shortly. On screen you can see an animated young girl, courtesy of Panda3D. We've modified it so that when we rotate our model she mimics, or reflects, the users actions. This demo uses just pitch and yaw data. Taking a closer look at the monitor, you can see what's going on. The window in the middle of the right side of the screen - the one with the moving green bar - is the WiiR3D server. Below that you can see the Panda console with scrolling numbers as we move back and forth. And at the top right of the screen you can see the server console, which shows you the connections, any points that drop out, and so on - it basically traces the statements of the server.
This video shows you a short sample of the WiiR3D Menu room XNA prototype, on which James has worked very hard. This basic cube grid room utilises the same perspective projection manipulation performed in Johnny Lee's target room. As you can see, we've encountered some issues regarding correctness of the perspective projection. Spiking XNA with this prototype proved interesting learning - XNA does provide a suitable abstraction over the graphics device and 3D rendering, but it may be more appropriate to use an engine which would allow us to quickly develop, test and modify some sort of 3D environment.
This video is just a quick sample of Johnny Lee's target room with our own headset, which was built by James. As you can see, the 3D image adjusts according to the position of the user's head. From an outside perspective this doesn't seem too impressive. However, if we look at this from the user's perspective, we see the full effect. Head tracking allows the user to gain a more realistic impression of the environment set before them.