VR Entertainment – 1992

While not directly related to any of the work I was associated with in the 1990’s, this is a fascinating look back at the state of the art in 1992…and the industry’s predictions for the future.

I do believe Bob Stone (featured in the video) would later be involved in using WorldToolKit to build a Stonehenge simulation for English Heritage.

Posted in Uncategorized | Leave a comment

In Search of…

I remember these demos/applications but have yet to find examples.

Gemini Technologies (GVS, OpenGVS) demos

  • Speedscape (VR rollercoaster)
  • Flight (generic demo with F16)
  • El Toro commercial airport noise visualization
    • Similar to this
    • Penn Station (walk through of classic MultGen model)
    • Oritron VR Roulette wheel
Oritron
Penn Station

OpenGVS Flight

Sense8 (WTK, WorldUp)

  • Ben Disco’s water simulation
  • Virtual Real Estate
Posted in Uncategorized | 1 Comment

SpaceRocks

SpaceRocks was my personal project. It was a way for me to learn WorldToolKit and morphed into a useful demo that showcased many WTK features. As new features were added, like DirectX support or specialized sound, I would incorporate them into SpaceRocks.

Much like Rover and Sailing, it was ported to virtually every platform supported by WTK, from SGI Reality Engines, to Sun workstations to the latest PC board from 3DLabs.

SpaceRock was an homage to the classic game Asteriods taken to the next level with textures from real asteroids and deep space objects from the Hubble Space Telescope.

SpaceRocks with overlay

As time went on, I added additional features. In the image above, I used the ability to layer on a 2D image representing a cockpit viewport.

Years ago, I built a website for SpaceRocks on my personal website:

https://paynecentral.com/tompayne_old/rocks.htm

The original README file includes a bunch of notes on the features I added over time as some background on the app. This little application showcased a long list of technologies:

  • Real-time 3D graphics
  • Utilizes hardware acceleration
  • Hierarchical Scene Graph
  • Transparency
  • Animated textures
  • Dynamic material definition
  • Switch Nodes
  • Collision detection
  • Selectable texture filtering
  • Multiple rendering modes
  • Spatialized 3D sound
  • Cross Platform (WinNT/Win95/SGI/Sun/DEC)
  • Performance independant motion
  • Cascading Menus
  • Dialog Boxes (cross platform)
  • Performance monitor
  • Object Oriented design
  • Per Object Data
  • 2D/3D text
  • 3D points
  • 2D/3D lines
  • User (re)defined sensor model (ie myMouse)
  • Stereo viewing options
  • Support for multiple sound devices
  • Support for popular VR peripherals
  • Models modifiable at runtime
  • Reads VRML files across the internet
  • Sensors modifiable at runtime
  • Sound modifiable at runtime
  • Special Effects
  • Network enabled (coming soon)
  • Multiple simultaneous viewpoints
  • Dynamic window creation
  • Polygon-level manipulation

SpaceRockVR 2020

With the release of the Oculus Quest 2 headset in 2020 and the availability of Unity, I decided to re-envision SpaceRocks. While it doesn’t really look anything like the original, it captures many of the same ideas.

And yes, this version includes a handheld llama that fires asteroid killing energy balls.

SpaceRocksVR also has its own blog post on my personal site:

https://paynecentral.com/tompayne/2021/12/04/spacerocks-lives/

Posted in Demos, Sense8 | Leave a comment

Mars Pathfinder

At Siggraph97 (August 3-8, 1997 in LA), along with the Cave of Lascaux exhibit, Sense8 also debuted an experience base on data from NASA’s Mars Pathfinder mission. In the CAVE, visitors were able to step foot on the red planet and explore the area in vivid 3D.

I was excited to find this article in a 1999 issue of Journal of Geophysical Research.

Here is another paper from the NASA website. And one from the Fifth International Conference on Mars

I honestly don’t remember ever interacting with the researchers, but I have reached out to the people I could find on LinkedIn. I hope to hear from them and would love to share their memories/thoughts on the project. Here are their names and LinkedIn profiles:

Clearly, this demo was “hot off the presses” and I recall how excited we were to be able to showcase this application/date . Prior to the landing on July 4, 1997, Sense8 released this press release (thanks to HPCWire). Siggraph was only 2 months later in August.

June 27, 1997

Mill Valley, CA -- As part of the objective of the Mars Pathfinder Mission, NASA will use simulation application software built with WorldToolKit from SENSE8 Corporation to create an interactive photo-realistic environment of Mars. When the Mars Pathfinder spacecraft lands on July 4, it will release a single vehicle microrover -- Sojourner -- equipped with a pair of stereoscopic cameras and other sensors onto the Mars surface. These instruments will allow the Sojourner to investigate the geology, surface morphology, rotational, and orbital dynamics of Mars.

  The dual cameras will take stereoscopic images of Mars and send them back to the Mission Control at NASA, where these images will be converted into 3D-Martian terrain geometry using a WorldToolKit-based application. The application will then texture-map these images onto the 3D terrain and create a virtual Martian environment. This WorldToolKit application will allow NASA scientists to interactively explore the terrain in real-time and send the Sojourner to specific areas for further investigation.

  "NASA has developed applications using WorldToolKit for several scientifc research projects in the past, including the Viking 1 mission, which is being displayed at the Smithsonian Institution's National Air & Space Museum," said Daryl Rasmussen, telepresence researcher who heads the Mars Virtual Control Center at NASA Ames Research Center. "WorldToolKit enables Mission Control scientists to become 'virtual astronauts'. The NASA developed application not only allows us to view 3D images taken from Mars, it also enables us to fully immerse ourselves into a virtual Martian environment."

  "SENSE8 is very excited to once again contribute our technology to the field of scientific research," said Tom Coull, president of SENSE8. "WorldToolKit offers developers a rich set of 3D graphics and sound capabilities, which has enabled NASA to quickly prototype and develop this mission-critical application."
Posted in Sense8 | 1 Comment

Caterpillar Success Story

Caterpillar, Inc.
Wheel Loader Design Assessment was developed through an industry/university/government partnership to help American industry advance in the use of computational science and engineering methods. This application helps Caterpillar engineers to evaluate new design parameters for wheel loaders in a safe and controlled environment. The Cave Automatic Virtual Environment (CAVE) and an operator platform with realistic machinery controls is used to simulate the actual wheel loader operation experience.
Platform(s): SGI (Onyx RE2) workstation
Peripheral Device(s): CAVE, head tracking system, operator platform with controls
Data Source(s): CAD Modeler, Pro/Engineer, vehicle simulation program

http://www.aaronjamesrogers.com/misc/hotmix16/vendors/sense8/success.html

Posted in Sense8 | Leave a comment

NTT CyberCampus Success Story

NTT Software Corp.
Yokohama City, Japan
CyberCampus joins people by providing a common virtual space in which multiple users can meet together. Each user can move freely in the virtual space, interacting with other participants and the environment. Video and audio capabilities project the actual face and voice of each user into the 3D, virtual world. Users can participate in a “shopping mall” of retail, educational, and entertainment environments, including a virtual music store from Tower Records, and a virtual Ring Mountain from College of Marin.
Platform(s): Pentium Windows-based PCs
Peripheral Device(s): Video camera
Data Source(s): Live video, audio feeds

Posted in Sense8 | Leave a comment

Airbus Success Story

Airbus Industrie
Virtools
Senlis, France
The virtual interior of a future generation of Airbus aircraft was created by Virtools for Airbus Industrie, Europe’s largest aircraft manufacturer. After walking through the departure hall of a virtual airport, the participant can board and visit the concept plane (a double-deck 500-seat aircraft), including the entrance, the crew area, and two seating areas. Interior design models created by Airbus Design Studio and Advanced Computer Art in Munich were “virtualized” by Virtools using WorldToolKit and Genesis from Virtual Presence (UK). This tool helps Airbus designers evaluate alternative interior layouts and decorations without physical mock-ups, and, as a sales and marketing tool, facilitates relations with prospective clients.
Platform(s): Silicon Graphics Onyx (8 processors, 3 Reality Engine pipes)
Peripheral Device(s): Fakespace BOOM 3c
Data Source(s): AutoCAD and 3D Studio, Cubicomp PictureMaker, Volumn 4D, Genesis WorldBuilder, Corel Draw

http://www.aaronjamesrogers.com/misc/hotmix16/vendors/


UPDATE:

Just found a reference to Sense8 at the Paris Airshow 1995 on Glenn Johnson‘s LinkedIn with this picture. Honestly not sure if it is real or a WTK screenshot:

Airbus FC Bar.jpg

More from LinkedIn thank to Glenn Johnson:

“1995 Silicon Graphics Reality Engine 2 & 50,000 polys. The stand was busy for President Mitterand’s arrival. A new wheelchair user shared ‘I don’t need to be pushed anymore!’ that opened my eyes to virtual reality.”

Glenn Johnson – LinkedIn post

The Players

Posted in Demos, Sense8 | 2 Comments

Pangea interview

While researching the internet for Sense8 and WTK references, I came a cross some 1997 press coverage of our Pangea product, a networking/multi user extension to WorldToolKit. I have to say, I totally forgot that branding (I remember it as “World2World”). That is even more embarrassing when one of the articles I found is one of my few published interviews as Director of Product Marketing!

Interview:

Los Angeles, CA -- At SIGGRAPH '97, Sense8 Corporation, a provider of commercially viable 3D/Virtual Reality (3D/VR) tools and solutions, announced the upcoming fourth quarter release of a networking product named Pangea. The product, which supports Windows NT, SGI and Sun platforms will reportedly allow developers to quickly and efficiently create multi-user 3D/VR simulation applications for intranet and Internet deployment. To explore the enterprise-wide capabilities of this new product, HPCwire interviewed Tom Payne, Sense8's director of product marketing.

---

  HPCwire: Please explain the Pangea 3D multi-user server product and how it came about.

  PAYNE: "What Sense8 sells is software for doing virtual reality applications. Primarily the applications people have done with our products in that past are solitary, single user kind of things. You're immersed in a world, but you are alone. What we've had a number of customers ask for is a way to make building multi-user applications easier. We've always had a network capability in our software, but it's been low level. It's kind of intimidating to start out with, and we felt it was something that would stop customers from using it. So what we decided to do is develop a new product, a second generation product, that's a lot easier to use, a lot more aware of what the end user was going to try to do with the software and then hide as much of the networking stuff as we could from them. We also added the capability of working over the Internet. Right now our networking capability is designed primarily for doing things in the intranet world, like in the lab. It has a very high efficiency for lab uses, but if you want to go out on the Internet, the same techniques are not applicable, so we had to change the way we were working. Now we've got both, we've got Internet capability as well as the high speed local area network things you can do.

 "Basically what Pangea does is take all the information about your WorldToolKit application and literally share it with another version of that software. So you just say, I want the color and position of this object to be shared; so that all the other WorldToolKit applications in your simulation now know about the color and position of that object. If I change the color of it, all the other participants will see the color change. So it's just much easier now at the object level, where a lot of our users deal with things. For example, say I want to load in a model of that boat and I want to load in a model of that car. Many customers don't know anything about polygons, or textures or things like that. They just want to know about the boat and the car. If they want to share the boat's position, that's all they have to do instead of having to write low level packets and talk about TCBIV and routers and all those things. It's a much easier way to deal with the whole multi-user aspect of things.

  "When you're going out over the Internet you're concerned about bandwidth, so Pangea will only send information over the network when it changes. We aggregate data together so if the color and the position don't fit into the same packet, we'll tailor them so we only have to send out one packet rather than two separate ones. That way there's not excess data going over the net."

  HPCwire: Could you expand on Pangea's corporate features.

  PAYNE: "We have a lot of corporate customers and they require having firewalls set up. We're one of the only products that lets you go through those corporate firewalls in a secure way. The product is ideal for collaborative engineering activities, collaborative type experiences, Mutual Reality as people are calling it. For instance, NASA wants to use our products to do astronaut training. They'll have a guy in Houston suit up in a VR spacesuit and a guy in Florida suit up in the same thing, and they will be able to work on the space shuttle together in the same environment. We have a network manager test Computer Associates uses for their UniCenter product. They use WorldToolKit for the front end of that. We're envisioning in the future that while a systems administrator is flying around inside the 3D world, he can see other systems administrators working on other projects. It's effective in keeping them working only on the problem they need to be working on.

  "Primarily the corporate stuff is the bandwidth issue, the aggregate issue, so that it works over a number of different kinds of infrastructures like dial-in networks, a number of ATP's, the ATM network run over T1s, T3s etc. We made sure we tested at all those different configurations. We work over a standard infrastructure. Game people out there require that you dial in to their server and you have to use their technology. Our products are designed to work on any kind of infrastructure that's available, current legacy kind of systems. So it makes it a lot easier for you to integrate it into your world."

  HPCwire: Can you explain the interaction of the server with application such as WorlldToolKit or WorldUp?

  PAYNE: "Basically what you'll do is start up the application, it will log into the server and the server will track how long you've been on. That's another one of the features...in the external world, people that want to do virtual reality stuff want to be able to do things like billing, see how long people have been on, make sure only authorized users are on... the server has that kind of stuff built into it. It's able to do the acknowledgement back and forth between the applications.

  "The way that the server is set up is, it's a query/response kind of system so that if new features are added to the server, it all depends on what questions the server asks you and what your responses are. It's very easy to grow functionality to the server and maintain backwards compatibility with older clients. All of our platforms will run on the Sun, DEC, SGI and NT. I think at this point the servers will only be NT machines and then the next one will probably be Sun, because there's a lot of people out there using Sun now.

  "Once your application is up and running, you log into a server manager which will then hand off your application to a particularly suited server that will then do most of the communications. The server manager will know you are doing the engineering management application and this server over here is the one assigned to do that, it's configured properly for your application. The servers are configured by a text file that will have all the information about how many users can log in effectively, what kind of bandwidth you're going to provide, what kind of data groups you're going to provide/set up for different people. You can have your servers tuned for different applications. Once you establish communication with the server, your application will register entrance data...it'll say I want to share the color and location of this car, but I'm also interested in the color and location of all the other cars in the network. So then the server will send you color and location, and if you're also sharing orientation, but I'm not interested in that, the server will know that and it won't bother sending the orientation information. It filters that kind of stuff out.

  "Once you've established all that stuff you just start moving your objects around like it was a local application and everything else is basically handled for you. The server will transparently start changing the data, sending it back and forth between the client and the server. All the data is maintained on the server so if one of the clients goes down, it doesn't really matter because it's like a repository, it keeps all the simulations in sync. It's got a heart beat so if one of the simulations falls out, the server will know about it and notify the other participants if they've registered interest in knowing about it."

  HPCwire: Is there anything else out there comparable to this system?

  PAYNE: "The things that are out there that people are working with are primarily in the game space there's like r-time, the defense industry has their DIS (distributed interactive simulation), but that's specifically designed for military applications. Right in the protocol it talks about missile hits and explosions, so it's very focused on that application space. We're the only ones working in the business space offering general purpose simulations where custormers can do engineering etc. A lot of our customers are really excited about it, they can't wait to get there hands on it."

  HPCwire: Can you provide an example of how a large corporation might employ a multi-user 3D application?

  PAYNE: "A good example is here at a tradeshow. We have offices in Europe, the east coast and in San Francisco. We were trying to describe to people what the booth would look like, what orientation it would have, where the competitors would be etc. So what you can do very easily is build a 3D mockup of the booth, bring it up during meetings, have the people participate from Europe and the east coast, see the object, make comments interactively, they can say Let's move this thing over here. It's a lot more efficient than sending faxes.

  "If you were Webber bar-b-que and you wanted to put your latest bar-b-que up on your website, you can have a salesperson interactively show it off and have thousands of other people logged into the server watching, asking questions and interacting with the salesperson. It can increase the way you do sales on the internet as well.

-------
Steve Fisher is associate editor of HPCwire.

https://www.hpcwire.com/1997/08/15/sense8s-pangea-supports-multiplatform-3dvr-dvpmnt/

https://techmonitor.ai/technology/sense8_has_3dvr_multi_user_development_tool_for_businesses_1

Pangea was clearly another Sense8 technology that was ahead of its time (1997) with use cases only now (2022). I am sure a lot of people worked on it, but in my mind it will always be Arvind Suthar’s baby.

Posted in Sense8 | Leave a comment

George Rickey Kinetic Sculpture

WorldUp Simulation

When I was at university (Rensselaer Polytechnic Institute), there was a controversial sculpture on campus. Some people hated it, but many engineers found it amazing to watch the huge aluminum slabs sway gently in the breeze.

The sculpture disappeared from campus and year later I conducted a search for the Chrinitoid. Ultimately, I found it (in Switzerland) and documented my quest in the RPI Alumni magazine.

There is also a page on my personal site:

https://paynecentral.com/tompayne_old/chrin

As well as his own mini blog: www.paynecentral.com/chriniblog

The animated GIF above was a quick WorldUp demo that I made while working at Sense8. It probably took 5 minutes to create and animate given it’s basic features…but it may be the only WorldUp artifact I have left.

The Chrinitoid – from RPI Polytechnic
Posted in Demos, Sense8 | Leave a comment

The Caves of Lascaux

The Caves of Lascaux…or simply LASCAUX…was not so much a WTK demo as it was a prominent art exhibit developed, in part, with the Sense8 libraries. It was the brain child of Benjamin Britton, then an associate professor at the University of Cincinnati.

Visual artist Benjamin Britton took a lot of flack from the French culturati when he proposed creating a virtual-reality exhibition based on the prehistoric Lascaux caves of France. “They thought that I would put Mickey Mouse ears on the bison,” recalls Britton.

Wired, Feb 24, 1997

Ben describes the development experience on his own website.

While Ben’s work was already sort of legendary during my time at Sense8, my hands on introduction was during Siggraph ’97 when Sense8 planned to exhibit a CAVE VR system at the show, featuring content from LASCAUX as well are recent data from the Mars rover mission. (Honestly, at the time, I was much more excited about the Mars data, but came to greatly appreciate the Lascaux work.)

Press Release: 

SENSE8 TO HOST 3D/VR WALK-THROUGH OF MARTIAN LANDSCAPE
Mill Valley, CA -- SENSE8 Corporation will host an immersive 3D/Virtual

Reality (3D/VR) walk-through of the Martian landscape and the caves at Lascaux in the SENSE8 booth at SIGGRAPH 97. Participants will take part in a fully immersive stereoscopic experience on the surface of the Red Planet from within a Cave Automatic Virtual Environment (CAVE), engineered by Pyramid Systems. Guests will also have the opportunity to explore a 3D/VR simulation of the world-renowned caves and ancient wall paintings at Lascaux, France.

Pyramid's CAVE is a 10'xlO x10' structure consisting of four
rear-projected screen walls and a front-projected floor displaying a
simulated Martian environment or prehistoric art gallery. The simulation will be controlled by an application built on top of SENSE8 WorldToolKit(WTK) and will run on a Silicon Graphics Onyx supercomputer. With a pair of LCD stereoscopic glasses from Stereographics Corporation, participants will be treated to a truly other worldly experience. The movements of the virtual explorers will be tracked by electronic sensors which allow the CAVE to continuously update its displays.

The CAVE (Cave Automated Virtual Environment) system is itself an impressive setup. It was a 10’x10′ room with rear projected screens on each wall and a top-down projector depicting the floor.

Multiple people could participate in the simulation simultaneously and only needed to wear lightweight LCD shutter glasses to experience the 3D effect.

LCD Shutter glasses

This YouTube video captures Ben’s experience. While somewhat crude by today’s standards (my son notes is has a major Gorilla Tag vibe), the effect was astounding at the time. It helped me start to understand the value of content beyond the technology.

As Siggraph, we would have groups of people enter the darkened CAVE to experience either the Mars landscape or LASCUAX (perhaps we offered both). The participants would stand in place looking around while the tour guide (myself included) would slowly move the world around them. To this day, I distinctively recall the odd sensation of claustrophobia as the wall of LASCAUX became closer and closer although we remained in the same 10’x10′ space.

Ben documented some of his thoughts in the Siggraph proceedings.

It appears Ben clearly taught the culturati a thing or two. Since his LASCAUX experience, it appears there have been at least two more attempts to recrate the cave in VR as well as a “virtual tour” of the cave on its official website.

Lascaux-caves

While I can not find a full Oculus Quest compatible experience, Geoffrey Marchal has shared a model of a portion of the cave on Sketchfab.

Geoffrey Marchal’s model

And it does appear Google has worked to recreate other ancient cave art such as Chauvet.

UPDATE:

I found these picture of Siggraph97 where we set up the CAVE system:

Posted in Demos, Sense8 | Leave a comment