Virtual Reality and
Advanced Graphics Lab
What happens here:
- COMP 465
Introduction to Computer Graphics .
A fall semester class using OpenGL in which student learn fundamental
concepts and gain experience developing interactive 3D scenes.
- COMP 565
Advanced Computer Graphics.
A spring semester class using C# DirectX in which students will design
and develop non-immersive (or fully immersive) virtual environments
with an emphasis on games.
- Interactive 3D Computer Worlds / Games.
Design and develop worlds (virtual spaces, possibly distributed) where
one or more participants explore and interact.
- Scientific Visualizations. Design and develop freely
explorable simulations / animations.
- HCI Experiments. Design, develop, and conduct experiments
evaluating human-computer interactions.
What is used here:
- Devices:
stereoscopic LCD shutter and head mounted displays,
data Gloves, infared trackers, joysticks and mice.
- Modelers:
AC3D, Blender, Internet Space Builder 3.
- 3D Graphics APIs:
DirectX, XNA Game Studio, and
OpenGL, X3D / VRML.
What you could be doing here:
- COMP 465, introduction to computer graphics course.
- COMP 565, advanced computer graphics course.
- Undergraduate Independent Study projects (CS 499C).
- Graduate Projects (CS696C and CS698C).
- 3 dimensional game design, development, and analysis.
- Scientific Visualization design, development, and analysis.
- VR world building: design, development, and analysis.
- VR interface devices; we need new drivers written in C# for use
with Direct X.
Contact
The lab is in Jacaranda Hall     JD 2212 ( second floor).
If you want to participate, contribute, have questions, or want a tour
contact G. Michael Barnes by email
renzo@csun.edu .
Projects
The VR lab supports several concurrent projects and will try to
support all contributing individuals and their projects. The lab
can be used for faculty and directed graduate and undergraduate projects.
Completed Projects
-
Atsuya Takagi
MultiTouchJ: A Wii Remote and Video Projector User Interface.
,
May. 2009,
abstract (pdf).
-
Neha Limaye,
A C# Managed DirectX Client Server Library for Shared
Environments , Dec. 2007,
abstract (pdf).
-
Kristina Shroyer,
A Study of 3D Facial Modeling and Aging
with Project Applications in MAYA ,
May 2007,
abstract (pdf).
-
Khaleel Ali,
Shading Language for 3D Graphics ,
May 2006,
abstract (pdf).
-
Francisco Vassallo,
Starship Combat Game: Anchors Aweigh,
Dec. 2003,
abstract (pdf).
-
Qi Fang,
A Small Architecture Oriented Volumen Modeler,
May 2003,
abstract (pdf).
-
Joeseph Parham,
Facial Animation Using Dynamic Subdivision Surfaces ,
May 2003,
abstract (pdf).
-
Henry Demirchian,
Stereo 3D Presentation of the Human Digestive System,
Dec. 2002,
abstract (pdf).
-
Michael Stark,
A Glove Gesture and 3D Position Tracking Interface,
Dec. 2002,
abstract (pdf).
-
Irina Goldman,
Visualizing Java Class Libraries,
May 2002.
abstract (pdf).
-
Peeti Jittiphalangsri,
Space Battle : a networked multi user game,
December 2001,
abstract (pdf).
-
Ying Qian,
Developing a Multi-user, Shared, Java 3D API Behavior Class,
December 2000 Master thesis,
abstract (pdf).
-
Qi Wang,
3D Graphical Representation of Object Oriented Programs,
December 2000 Master thesis
abstract (pdf).
-
Inga Leu,
Troubled Bubbles: A Java 3D Game,
May 2000 Master thesis
abstract (pdf).
-
Ervin Bakhshian,
Pepi: a study of Facial Animation with Maya,
December 1999 Master thesis
abstract (pdf).
-
Hanna Issa,
A Three Dimensional File Visualization Tool using Java 3D,
December 1999 Master thesis
abstract ( pdf).
-
Mark McCluskey,
Visual Fatique Assoicated with Stereoscopic Head
Mounted Displays, December 1999 Psychology Master thesis
abstract.
-
Vartan Nazarian,
Video Telepresence: A Remote Control Camera,
December 1999 Master thesis
abstract and screen pictures (pdf).
-
Lynne Winner, Virtual World Command and Output
Experiment , December 1997 Master thesis
abstract .
-
Saad Mastoub, An Adventure Virtual Reality Game,
May 1997 Master project
abstract and
game snapshots.
Active Projects
- Mike Barnes, research and development in procedural modeling and
porting device drivers for C# DirectX.
- Javier Reyes, Data Glove Interface for a Virtual Environment.
- Kris Shinn, Evaluation of GPU Architecture for General Purpose
Parallel Computing.
- Luis Vasconez, Threat analysis using Fuzzy Logic applied to the
Evading and Chasing Algorithm.
- Dennis Walsh, Collision Detection in Parallel on the GPU
Utilizing the CUDA Architecture in an XNA Framework.
Equipment
Software
Hardware
- 5DT Data Glove by Fifth
Dimension Technologies.
-
CrystalEyes by
Stereographics
stereoscopic LCD head mounted displays..
- Head mounted display by
i-O Display Systems.
Stereoscopic 3D head mounted display. We need to attach older
iglasses tracker to display and update driver re-written for DOS in C
for use with DirectX in C# (or openGL in C or C++).
- TrackIR by Natural
Point, infrared head trackers.
- 2 computers with an Intel quad core 3.0 ghz processor, 4 gb memory,
250 gb disk, 24"e; wide screen monitor, NVidia GTX 88000
graphics card with 512 mb memory and 128 stream processors
running Windows Vista business. Note: the 128 stream processors can be programmed for any parallel application with Nvidia's Cuda.
- 2 computers with 64 bit dual core Intel Pentiums 3.4 ghz
processor, 2 gbyte memory, 250 gb disk, dual 19" LCD and CRT
monitors, and NVidia Quadro FX 4500 graphics card with 512 mb running
Windows XP Pro.
- 2 computers with an Intel Pentium 4 2.2 ghz processor, 512 mb, 80
gb disk, 19" monitor, NVidia GForce 4 Ti 4600graphics card w/ 128
mb. One is running Windows XP Pro and is used for image scanning,
music server, and generic computer tasks. The other is running Ubuntu 6
(linux). Both of these systems can be used for student and
graduate projects that require cgi-bin, java servers, .NET, and other
services not available for projects on the College's production
instruction machines.
Our history
The CSUN Virtual Reality Lab grew out of a meeting of students and
faculty interested in developing a virtual reality capability at CSUN.
This group met several times before the earthQUAKE (Fall 1993) and
wrote proposals for equipment and funding. While the proposals were
not successful in their initial attempt some "seed" money
and equipment were allocated. However, the quake sets things back a
little... In the spring of 1995 we were reestablished in the current
lab (JD 2212). In the fall of 1995 the Dean of the School of
Engineering and the school's research and resources committee
supported our efforts with a small grant. Over the years Mike Barnes
has donated his Honors COOP and other "extra pay" funds from the
univesity to the VR lab's research account. With the advent of the
CS595VR experimental course in the Fall of 1997 (now COMP 565) the CS
Department has provided most of the money to support the lab. In 2005
the Japanese Patent office supported Takao Tsubata's sabattical and
research in the lab. Would you care to provide some support to this
lab?
Last updated 9 / 28 / 2009