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Integrating Realistic Human Group Behaviors into a Networked 3D Virtual Environment

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... conversant With ONLY TWO So the Citizens of that Celestial Region May aspire yet ... interoperable, light-weight components for 3D Web and broadcast applications. ... – PowerPoint PPT presentation

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Title: Integrating Realistic Human Group Behaviors into a Networked 3D Virtual Environment


1
Integrating Realistic Human Group Behaviors
into a Networked 3D Virtual Environment
MAJ Thomas E. Miller US Army September 2000
2
FLATLAND
  • 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)

3
Outline
  • Motivation Goals
  • Problem Statement
  • Background
  • Development Issues
  • Results
  • Recommendations for Future Work
  • Questions

4
Motivation
  • 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

5
Goals
  • 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

6
Problem
  • 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

7
Problem 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

8
Background
  • 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

9
The 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
10
DIS-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

11
DIS-Java-VRML
12
DIS-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

13
Capture 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

14
Capture The Flag
15
Nancy.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

16
Nancy
17
Nancy Walking in Fort Irwin
18
X3D 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

19
X3D Specification
  • Generates VRML on the fly
  • Behaviors react to user input
  • Viewpoint animation and navigation assistance
  • Supports DIS and behavior protocols

20
Development Issues
  • Define and Implement Mounting
  • Define Behaviors
  • Interfaces for Single and Aggregated Entities
  • Animation / Motion Library
  • Rapid Content Generation
  • Demonstration Scenarios

21
Mounting
  • 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

22
Mounting
  • 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.

23
Define Behaviors
  • Movement Formations
  • Wedge
  • Line
  • Column / File
  • Primitives for Air Assault Operations
  • Load
  • Unload Helicopter

24
Behaviors
  • 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

25
Single Entity Interface
26
Aggregated Entities Interface
UNDER ACTIVE DEVELOPMENT!
27
Animations/Motions
  • A KNEEL motion was added to the motion library
    as a proof of concept for behavior interchange

28
Rapid 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

29
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30
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31
Demonstration Scenarios
  • Tactical Movement Formations
  • Transitions between movement formations
  • Near Term Future Work Air Assault Operations
  • Far Term Future Work - Battle Drills

32
Wedge
33
Results
  • 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

34
Recommendations 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

36
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37
  • Questions
  • ?
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