A Report on VRAI 2002 -
Virtual Reality and its Application in Industry
Reported by Zhigeng Pan, Steve Cunningham
and Judy Brown
One hundred and
sixty delegates from twelve countries attended the VRAI 2002(Virtual Reality
and its Application in Industry) conference, April 9-12 in Hangzhou, Zhejiang
Province, P.R. China.
Background of the conference:
This conference,
organized by the China Society of Image and Graphics, provides an international
forum for presentation and discussion of the latest developments in fundamental
research and practical applications in virtual reality and its applications.
The conference was co-organized by the VR Committee of the China Society of
Image and Graphics; the State Key Lab of CAD&CG at Zhejiang University, China;
and the Hangzhou Institute of Electronics Engineering, China. It was
co-sponsored by EUROGRAHICS, the VR Society in Japan (VRSJ), Korean Association
of VR (KAVR), IEEE-CS Beijing, Natural Science Foundation of China (NSFC), VR
and Visualization Committee of China Computer Federation (CCF), and Machine
Perception and VR Committee of China Association of Artificial Intelligence
(CAAI).
VRAI 2002 is the third international conference on
VR held in China. The first one (International Workshop on VR and Visualization
in Scientific Computing).was held in 1995 in Hangzhou, China. Selected papers
from this workshop were published as a Special Issue of Computers &
Graphics Vol. 20, No.2,1996 (Guest Editor: Dr. Martin Goebel and Prof. Jiaoying
Shi). The second workshop (International Workshop on VR and Application)was
held in 1999. The plenary talks from this workshop were published by The
International Journal of Virtual Reality, Vol. 4, No3, 2000 (CD-ROM edition,
Content Editor: Prof. Zhigeng Pan). In 2002, the conference focuses on the
theme "VR and its Industrial Application," and selected papers will
be published in a set of international journals, such as Computers &
Graphics (Guest Editors: Prof. Jiaoying Shi, Prof. Zhigeng Pan), and
International Journal of Image and Graphics.
About Hangzhou
Hangzhou is
extremely rich in natural and cultural resources. There are two State-level
scenic areas within the city area: West Lake scenery area and Fuchun
river-Xin'an river - A-Thousand-Islet Lake scenery area. There is one
State-level nature preservation area: Tianmu natural preservation area, two
State-level forest parks: A-Thousand-Islet forest park and Daqishan forest
park. West Lake, which is described as "Oriental Pearl ", is located
on the east of the city proper, with one side facing the city and hills on the
other three sides.. Hangzhou, with its surrounding hills and the famous West
Lake, ranks as one of the ten most scenic places in China. The conference
organizers arranged a half-day tour of West
Lake for oversea guests.
Opening session
The conference opened with eight invited talks and closed with four invited
talks. Between these plenary sessions, there were three parallel tracks that
included papers on VR algorithms, VR systems, VR Applications, User interaction
in VR, and distributed VR. Conference program co-chair Jiaoying Shi chaired the
opening session, beginning with brief greetings from the Presidents of Zhejiang
University and Hangzhou Institute of Electronic Engineering, the conference
hosts. Martin Goebel, the other program co-chair, also welcomed attendees and
said a few words about the conference. There were 165 paper submissions, with
66 acceptances, giving an acceptance rate of 40%. In addition, there were
twelve invited plenary speakers and three tutorials. At the end of the opening
session, there was a formal signing of the Cooperation Agreement between ACM
SIGGRAPH and China Society of Image and Graphics (CSIG.) Figure xx shows Judy
Brown, President of ACM SIGGRAPH, Yunhe Pan, Chair of CSIG, and Jiaoying Shi,
Vice Chair of CSIG signing the agreement. Alan Chalmers, ACM SIGGRAPH Vice
President, was unable to attend and had signed it in advance.
Plenary speakers - first day
The first plenary speaker was Katsushi Ikeuchi, University of Tokyo, speaking
on Modeling from Reality.There are many kinds of information that need to be
captured from reality in order to simulate it. This includes shape information,
photometric information (surface, texture, and specularity), and environmental
information. These must then be merged into a consistent model for VR use,
whether that use is geometric or image-based modeling. Techniques were
presented for separating color information into specular and lambertian color,
as well as polarization techniques for separating the specular and lambertian
components of an image. This is being applied to a number of cultural heritage
projects, including several large Buddhas in Japan, Thailand, and China, as
well as their historical environments.
Judith R. Brown, ACM SIGGRAPH,
spoke on Advanced Simulation and Tele-Immersive Collaborations. As computing
and network technologies have advanced dramatically, the effectiveness of
simulations has increased, enabling innovations in science, engineering,
cultural heritage, distance education, media communications, medicine, and art
and architecture. Brown focussed on applications, beginning with previous work
done by the Advanced Research Computing Services (ARCS) group she had managed
at The University of Iowa. She then presented a variety of international
tele-immersive collaborations from the International Grid (iGRID) special event
at the INET2000 conference. See http://www.startap.net/igrid2000/.
These examples were furnished courtesy of Maxine Brown, Electronic
Visualization Laboratory, University of Illinois, Chicago. The talk featured
the capabilities and applications of the new U. S. National Advanced Driving
Simulator, located at The University of Iowa. See http://www.nads-sc.uiowa.edu/
Harry Shum, Microsoft Research Asia,
spoke on IBR: The Intersection of Computer Vision and Computer Graphics. The
presentation was based on the author's SIGGRAPH 1999 paper on concentric mosaics.
The goal of this work is to reduce the dimension of the image-based rendering
problem, and concentric mosaics can reduce this to four dimensions instead of
the much larger number of dimensions in an unstructured problem.
Martin Goebel, GMD, discussed Trends in
VR Display and Interaction Technology for Industrial Applications. The
holobench, or responsive workbench, and several other examples of display
technology were described, including the iCONE, a cylindrical system with
sloping sides. Display technologies included examples with olfactory display or
sonification effects. The results of olfactory display seem disappointing, but
may have important use for special applications such as hazardous material
training. There is little industry support for sonification but it seems
important to tell stories or do science work. Different technologies have
different values for different kinds of work. Workbenches are seen to be better
than caves for science work, and two workbenches are a good platform for collaborative
work. However, caves seem to be better for storytelling and education because
they are more immersive and provide more of an emotional experience. A summary
of projection systems with their fit for different tasks was given.
Mark Green, City University of Hong
Kong, presented VR Authoring Tools for Non-Programmers: A Case Study. There are
great tools for creative people to work in traditional media, but VR has very
few authoring tools for creative people. Green also pointed out that, while these
tools are very powerful, they limit the creative capabilities of their users.
For example, students around the world are now learning packages like Maya, and
there are some aspects of traditional Asian design that are being lost because
these packages do not support them. Effective VR tools need to support many
features, including object behavior; nonstandard devices; interaction with a
user, between users, and between objects; visual richness; support for
narrative and for scenes and transitions; and multiple media. Green described
current work at the City University of Hong Kong on a scripting system in which
authors specify behaviors programmers define actions, and any new action is
available to all the objects in the system.
Yi Tan, Princeton Video Image Corp.,
spoke about Virtual Imaging and its Commercial Application in TV Broadcasting.
Some techniques were described that are now used to insert images into
television broadcasts (usually sports broadcasts) in real time. These
techniques involve feature extraction, camera instrumentation, perspective
correction, tracking, and other processes. Similar processes could
be used to support augmented reality
systems.
Kunwoo Lee, Seoul National University,
presented Multi-Resolution Modeling Operators for Components and Assemblies. In
developing a practical environment for collaborative design, it is desirable to
use level-of-detail techniques to adjust representations of components or
models. Two operators were presented to simplify boundary representation
models: pruning the feature tree, to reduce the number of features presented in
the model, and wrapping an object, or replacing the object by covering its
concave regions.
Marcelo Zuffo, University of São Paolo,
presented Cluster Computing for Multiprojection Immersive Spaces. He described
the current state-of-the-art of commodity cluster computing for multiprojection
immersive spaces. Multiprojection immersive spaces, such as CAVEs, have
traditionally been built using high-performance graphics systems. However,
clusters of commodity personal computers can provide the graphics performance
needed for these applications, and experiences and examples were presented to
show how this is done. Advantages of such commodity clusters include low cost,
scalability, and flexibility.
Parallel paper
sessions
On the second day, parallel paper sessions were held, three parallel paper
sessions in the morning and two in the afternoon. There were a number of papers
throughout the parallel tracks that dealt with VR applications: " Virtual
Reality Enhanced Training for Minimally -Invasive Vascular Intervention "
by Yiyu Cai et al from Nanyang Technological University (NTU), Singapore was an
example of applying virtual reality and visualization techniques to medical
treatments. This gives an alternative to using a cadaver, animals, or patients.
Using haptic devices, the virtual vascular patient can be modeled for any
vascular disease and can include intervention devices (catheters, guidewire,
balloons), motion tracking, and pressure tracking. " EasyBowling: A
Virtual Bowling System for Small Space " by Weiwei Xu et al from Zhejiang
University discussed the implementation techniques EasyBowling system, which
has a real, physical bowling alley about six feet long and uses
a real bowling ball, the speed and
direction of which are tracked by a camera on the computer above the bowling
lane. The computer then determines which of the virtual pins have been knocked
down. Future work include 3D realistic audio rendering and internet-based game
play. "The Design and Implementation of Kyongju VR Theatre" by
Hyoung-Gon Kim et al.( Korea Institute of Science and Technology, KOREA)
provided another example of applying VR to entertainment.
In the distributed VR track, Lifeng Sun, Tsinghua University, Beijing, China,
discussed "Building Collaborative Workshop of Metasynthetic Engineering
Based on Virtual Conferencing Space." This included limitations of desktop
conferencing systems, defining the conference space as the environment hared by
all participants, and a space model of awareness and interaction. Asame
Alhalabi, Japan Advanced Technology of Science and Technology, spoke on
"Network Latency Issue in a Cooperative Shared Haptic Virtual
Environment." He differentiated between a collaborative haptic virtual
environment, where sharing users take turns manipulating and feeling a virtual
object, and a cooperative haptic virtual environment, where interacting users
simultaneously manipulate and act on the same object at the same time. This kind
of bi-directional interaction is beneficial in medical tele-training,
telerobotics, tele-rehabilitation, and entertainment
Visit to Zhejiang University
Some of the
participants visited the State Key Lab for Computer Aided Design and Computer
Graphics at Zhejiang University. Students presented their research on morphing,
free form deformation, and non-photorealistic rendering. This included
hand-drawn animations and image-based synthesis of Chinese landscape painting.
Plenary speakers - third day
The third day included four plenary talks, an afternoon sight seeing tour of
west Lake, and the conference banquet.
Nadia Magnenat-Thalmann, University of
Geneva, discussed Physics Based Simulation of Hair and Clothes. Modeling of the
human body can be time-consuming, but an approach was presented for
"cloning" an individual based on three photographs and a small set of
measurements. This creates bodies to H-ANIM standards from a small set of
general template bodies.
A number of problems in simulating hair and clothing are seen to be
approachable as physics problems. These include interaction of hair with itself
and self-collision for clothing. Cloth and garment simulations may be done with
mechanical parametric approaches, and defining the parameters of cloth can
provide clothing that moves realistically.
Ruth Aylett, University of Salford,
presented Intelligent Virtual Environments. Intelligent virtual environments
are virtual environments that incorporate areas of artificial intelligence in
their creation and/or operation. Adding this intelligence adds context to help
users understand what they are seeing so they can interact in natural language,
adds higher-level representations of objects to add meaning to the scene, makes
the environment more dynamic and inhabited, and provides higher-level
interfaces with the users. Among the other capabilities added by intelligence
is their ability to add agents with emotions and individual narrative to an
environment. However, artificial intelligence and computer graphics have very
different viewpoints, and there are a number of research questions about the
role of intelligence in virtual environments.
Application area
driving this technology include the computer games industry, e-commerce (desire
for talking heads type presenters), virtual environment researchers seeking
dynamics, and artificial intelligence researchers seeking good testbeds. An
agent must have emotion to be believable because humans have emotions.
Soonhung Han, KAIST, Korea, discussed
the Application of VR for Driving Simulation: Virtual Bicycle Racing Simulator.
In the VR Institute at KAIST, researchers are developing simulators for bicycle
racing. These simulators are small, inexpensive, and have relatively simple
mechanisms - and they are sports-oriented and fun to use. One bicycle is
mounted on a 6DF platform, but a newer example is mounted on a 4DF platform
with yaw, pitch, roll, and heave controls that gives a much better
approximation to the measured behavior of a real bicycle. Both integrate four
PCs to control the visual, sound, motion, and dynamics aspects of the
simulator. Han suggested that simulation sickness cannot be eliminated, but it
can be reduced by controlling parameters.
Dirk Reiners, FhG-IGD, Germany, closed the sessions with
a presentation on OpenSG: A Modern Open Source Scenegraph for Virtual Reality
Applications. Scene graphs are graphics systems designed to permit much
higher-level hierarchical design than is supported by APIs such as OpenGL.
OpenSG is a scene graph that is designed to support design and development for
VR applications. It includes a number of features such as multithreading,
multiple pipe support, extensibility, cross-platform operation, and handling
free-form surfaces. It is intended to fit into the same niche as Java3D and
Open Performer but to be open source and to have features that fit better into
the VR development world. It is intended to be rolled out at the SIGGRAPH 2002
conference and to be released in late 2002.
Advanced seminar
The conference organizers also organized a one and a half day advanced seminar
after the paper presentation sessions. In the morning, it was a
domestic-oriented event, given in Chinese. The afternoon courses were given in
English. The seminar included five courses:
●"Recovering Geometry from Images"
(Prof. Hongbin Zha, Peking University,
China),
● "Audio Rendering
in Virtual Environment" (Prof. Aiguo Song,
South-East University, China),
●" Animation
Technique and its Application" (Prof. Nadia
Magnenat-Thalmann, University of Geneva, Switzerland; Prof. Daniel Thalmann EPFL, Switzerland),
● "Human animation" (Prof. Hyeong-Seok Ko, Seoul National University,
Korea),
●"Virtual Reality: Immersion,
Decisions, Empathy"(Prof. D. Zeltzer,
Fraunhofer CRCG, USA ).
The seminar was
very successful. In addition, the ACM SIGGRAPH video "The Story of
Computer Graphics" was shown to the audience at the end of the conference.
A tour of the Yangtze River and the Three Gorges was taken by some of the
conference participants, immediately following the conference. Much of this
beautiful scenery along the Yangtze will disappear after the largest dam in the
world is built across the Yangtze River. Completion date for the dam is 2009.
Future
To further
internationalize this conference, the sponsor is planning to hold the VRAI
conference outside China, Singapore may be a good choice, since attendees from
Nanyang Technology University are very interested in hosting it. For additional
information, see http://www.cad.zju.edu.cn/VRAI2002.