Title: Integrating Realistic Human Group Behaviors into a Networked 3D Virtual Environment
1Integrating Realistic Human Group Behaviors
into a Networked 3D Virtual Environment
MAJ Thomas E. Miller US Army September 2000
2FLATLAND
- To
The Inhabitants of SPACE IN GENERAL
This Work is Dedicated
By a Humble Native of Flatland
In the Hope that
Even as he was Initiated into the
Mysteries
Of THREE Dimensions
Having been previously conversant
With
ONLY TWO
So
the Citizens of that Celestial Region
May
aspire yet higher and higher
Thereby contributing
To The Enlargement of THE IMAGINATION .
Dedication from
Flatland A Romance of Many Dimensions
by A. Square (Edwin A. Abbott, 1884) -
3Outline
- Motivation Goals
- Problem Statement
- Background
- Development Issues
- Results
- Recommendations for Future Work
- Questions
4Motivation
- 3D Visualization - Virtual sand tables,
Situational awareness visualization, Virtual
rehearsal systems and Networked After Action
Review Tool - Realistic small unit behavior modeling can
provide insights into Tactics, Techniques
Procedures (TTPs) - Provide the ability to model dangerous, complex
small unit actions - Professionally relevant
-
5Goals
- Virtual human avatars with articulated joint
structure and a motion library to model realistic
human movement - Set of rule-based physical and logical behaviors
implemented to execute limited tactical
formations and activities - Human entities aggregate into a group or mount
other non-human entities and then separate back
to individual entity control - Source code platform independent, open source and
worldwide deployable - Visually compelling for acceptance
-
6Problem
- Define and implement a means to include
articulated virtual humans with an extensible
motion library in an existing large-scale virtual
environment (LSVE) - Define and implement a means to aggregate and/or
mount and disaggregate human entities - Define and implement a set of realistic
behaviors to model tactical formations and
activities
7Problem continued
- Make it networked
- Define a means to rapidly generate content
- Allow new entities to share geometry and
behaviors interchangeably - Make it platform independent, open source and
visually compelling
8Background
- The Legacy of NPSNET
- DIS-Java-VRML Capture the Flag
- Model Nancy.wrl An H-Anim 1.1 exemplar
created by Cindy Ballreich - Extensible 3D Specification and the Extensible
Markup Language (XML) family of technologies
9The Legacy
FOG-M, VEH and Moving Platform Simulator 1986 -
1990
NPSNET I III, NPSNETSTEALTH and NPSNET IV (DIS -
C - Performer) 1990 - 1997
NPSNET HUMAN PROJECT
Human Animation 1.1 Specification
Web3D Consortium
DIS Java - VRML 1996 - Present
Extensible 3D Specification
?
NPSNET V (? Java - ?) Present
DIS Java X3D Present
GeoVRML
10DIS-Java-VRML
- A way to implement networked, shared virtual
worlds using widely available technology and
tools - Web-based delivery of content
- PC-based platforms
- Standard networking technologies
- Standard 3D engines
- The objective is all Web browsers everywhere,
not high-end workstations
11DIS-Java-VRML
12DIS-Java-VRML
- Entity State Protocol Data Unit (ESPDU) and
Articulated parameters are adequate for basic
humanoid use - Group
- children
- DEF Nancy_EspduTransform EspduTransform
- marking "Nancy 40"
- readInterval 0.25
- address "224.2.181.145" multicast
- port 62040
- siteID 0
- applicationID 1
- entityID 40
- translation -4950 -200 2125
traceOffset 0.0 3 0.0 - traceSize 1 1 1
- traceColor 0 0 1 Blue Team
- traceJava FALSE
-
13Capture The Flag
- Networked 3D virtual environment using
DIS-Java-VRML - Geolocated at Fort Irwin, CA
- Consists of a Red and Blue team, each trying to
capture the opponents flag and return safely
with it to their base - Significant student contribution to code base
14Capture The Flag
15Nancy.wrl
- Nancy.wrl is a canonical Human Animation 1.1
specification exemplar - Created by Cindy Ballreich
- Approved for non-commercial usage with
appropriate credit and maintenance of name and
logo
16Nancy
17Nancy Walking in Fort Irwin
18X3D Specification
- From the Web3D Consortium Press Release
- The X3D standard will define interoperable,
light-weight components for 3D Web and broadcast
applications. It combines a run-time delivery
engine and VRML97-inspired file format with XML
bindings, with strong industry support for a
proven standardization process
19X3D Specification
- Generates VRML on the fly
- Behaviors react to user input
- Viewpoint animation and navigation assistance
- Supports DIS and behavior protocols
20Development Issues
- Define and Implement Mounting
- Define Behaviors
- Interfaces for Single and Aggregated Entities
- Animation / Motion Library
- Rapid Content Generation
- Demonstration Scenarios
21Mounting
- Basic Mounting Algorithm
- Move the entity as if it were independent
- Determine new vector from aggregation element to
entity - Move the aggregation element
- Add the entitys relative vector to the
aggregation elements new position to determine
new entity position
22Mounting
- Use DIS to send the mounted entities entity
state updates - Maintain true position in a non-networked ESPDU
data structure to ease transition between
independent and aggregated control - Uses sophisticated, run-time VRML scene graph
switching to control the display of aggregated
entities in order to dispense with possibly
complicated network handshaking - Mounting algorithm works either way.
23Define Behaviors
- Movement Formations
- Wedge
- Line
- Column / File
- Primitives for Air Assault Operations
- Load
- Unload Helicopter
24Behaviors
- Behaviors are defined through a series of rules
and goal positions - For example, the goal position for the first
entity in a line is 90 degrees from the current
heading of the aggregation element and faced to
the same heading - Each entity has a specific rule to determine the
correct goal position in each behavior - Once the entity determines its goal position, the
entity will incrementally move to the goal
position and then correctly maintain that
position by matching the velocity vector of the
aggregation entity
25Single Entity Interface
26Aggregated Entities Interface
UNDER ACTIVE DEVELOPMENT!
27Animations/Motions
- A KNEEL motion was added to the motion library
as a proof of concept for behavior interchange
28Rapid Content Creation
- Using X3D Edit tool, capable of redefining VRML
Humanoid using Protos (works in all browsers) - Native tag set to support H-anim 1.1
specification created (currently does not work in
CosmoPlayer 2.1) - Both examples were made DIS compliant through
the creation of an DISJavaVRML tag set
(essentially DIS-Java-X3D) - With the creation of new XSL translators, can
now create DIS-Java-Java3D or other file formats
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31Demonstration Scenarios
- Tactical Movement Formations
- Transitions between movement formations
- Near Term Future Work Air Assault Operations
-
- Far Term Future Work - Battle Drills
32Wedge
33Results
- Human entities can be aggregated and
disaggregated in an existing LSVE - Content can be rapidly generated through X3D
- Behaviors, motions and geometries can be
developed, included and interchanged
34Recommendations for Future Work
- Design adaptive agent humans for analytics and
emergent behavior TTP discovery - Possible use of RELATE architecture discussed by
LCDR Roddy, USN, and LT Dickson, USN - Increase behavior and motion libraries
- Scale aggregation through higher tactical levels
- Adapt mounting aggregation for deployment load
planning for ships and airplanes - 3D load planning tool accounting for weight and
cube support by weight and balance logic for
loaded vehicle - Provide 3D manifest visualization with
loading/unloading plan
35 Thesis Organization
- Chapter l Introduction
- Chapter ll Related Work
- Chapter III Problem Statement
- Chapter IV Initial Development Efforts
- Chapter V Human Animation 1.1 Specification in
X3D - Chapter VI Single User Interface (Team Control
Panel) - Chapter VII Mounting of Human Entities
- Chapter VIII Conclusions and Recommendations
- Thesis Advisor Don Brutzman
- Second Reader LT Patrick Mack, USN
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