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	<title>VR and Skeletal Animation</title>
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	<description>Bringing open source Skeletal Animation to LTH</description>
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		<title>VR and Skeletal Animation</title>
		<link>http://oskarferm.wordpress.com</link>
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		<title>InterSense head tracking breakdown</title>
		<link>http://oskarferm.wordpress.com/2010/01/21/intersense-head-tracking-breakdown/</link>
		<comments>http://oskarferm.wordpress.com/2010/01/21/intersense-head-tracking-breakdown/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 12:52:55 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[cave]]></category>
		<category><![CDATA[dt-cluster]]></category>
		<category><![CDATA[Head Tracking]]></category>
		<category><![CDATA[intersense]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=127</guid>
		<description><![CDATA[Drawing this picture to illustrate the orientation axis in the cave environment was not easy. I was forced to use Gimp portable, which in itself is not a bad thing. However, it has been many years since I used Gimp and what seemed to be a trivial task ended up taking a bit over an [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=127&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Drawing this picture to illustrate the orientation axis in the cave environment was not easy. I was forced to use <a href="http://portableapps.com/apps/graphics_pictures/gimp_portable">Gimp portable</a>, which in itself is not a bad thing. However, it has been many years since I used Gimp and what seemed to be a trivial task ended up taking a bit over an hour.<span id="more-127"></span></p>
<h3>Preface</h3>
<p>All units of measurement are in meters.
<a href='http://oskarferm.wordpress.com/2010/01/21/intersense-head-tracking-breakdown/cave-axis/' title='Cave axis'><img width="150" height="112" src="http://oskarferm.files.wordpress.com/2010/01/cave-axis.jpg?w=150&#038;h=112" class="attachment-thumbnail" alt="The axis&#039; orientation in the Cave environment" title="Cave axis" /></a>
</p>
<h3>X axis (black)</h3>
<p>The X axis is colored black in the picture. The range is from -2 to +2, where +2 is as close to the front screen as you can get. -2 is as far away from the front screen as you can get.</p>
<h3>Y axis (blue)</h3>
<p>The Y axis is colored blue in the picture. The range is from -2 to +2 where +2 is at the utter right side and -2 is to the left.</p>
<h3>Z axis (red)</h3>
<p>The Z axis is colored red in the picture. The range is from 0 to +3. 0 is as close to the ground as you can get.</p>
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		<title>Identifying enhancements</title>
		<link>http://oskarferm.wordpress.com/2010/01/20/identifying-enhancements/</link>
		<comments>http://oskarferm.wordpress.com/2010/01/20/identifying-enhancements/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 19:11:42 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[cave]]></category>
		<category><![CDATA[dt-cluster]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=123</guid>
		<description><![CDATA[When you&#8217;ve completed a troublesome task, it&#8217;s often hard to identify new goals and challenges. Because of this, I took the liberty of listing new project tasks.On a slightly related matter, I really like Google Code&#8217;s issue tracking system. It makes me wish that I could use that on my commercial, closed source projects aswell. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=123&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When you&#8217;ve completed a troublesome task, it&#8217;s often hard to identify new goals and challenges. Because of this, I took the liberty of listing new project tasks.<span id="more-123"></span>On a slightly related matter, I really like Google Code&#8217;s <a href="http://code.google.com/p/dt-cluster/issues/list">issue tracking system</a>. It makes me wish that I could use that on my commercial, closed source projects aswell.</p>
<h3>Frames per second in Delta3D</h3>
<p>I really wonder why this isn&#8217;t implemented in either Delta3D or OpenSceneGraph. Surely, I&#8217;m not the first guy who wishes to see how well my applications run on a particular system.</p>
<p>I eventually found a good <a href="http://forum.openscenegraph.org/viewtopic.php?t=4494">forum post over at OpenSceneGraph</a> describing what you need to do.</p>
<h3>Frustum</h3>
<p>I don&#8217;t think they like me. Or maybe I don&#8217;t like them. Possibly both. I see this as the <a href="http://code.google.com/p/dt-cluster/issues/detail?id=3">last step</a> in integrating the dt-cluster application with the existing CAVE-environment.</p>
<p>Maybe a brief explanation is needed. The head tracking system keeps track of your head&#8217;s position (!), and the trick is to then re-calculate the <a href="http://en.wikipedia.org/wiki/Viewing_frustum">view frustum</a> and update it.</p>
<p>So, with a huge amount of help from my professor and a bit of stubbornness, maybe I will manage.</p>
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			<media:title type="html">sentriel</media:title>
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		<title>At last: progress on dt-cluster</title>
		<link>http://oskarferm.wordpress.com/2010/01/11/at-last-progress-on-dt-cluster/</link>
		<comments>http://oskarferm.wordpress.com/2010/01/11/at-last-progress-on-dt-cluster/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 16:04:41 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[Delta3D]]></category>
		<category><![CDATA[dtCluster]]></category>
		<category><![CDATA[progress]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=120</guid>
		<description><![CDATA[After a long-ish break for exams and then christmas and then new year&#8217;s, it was finally time to get working on the dt-cluster project once again. Bugs, our best friends I was able to squash one nasty bug that had bothered me for ages. Whenever joystick support was turned on, the result was a Blue [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=120&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After a long-ish break for exams and then christmas and then new year&#8217;s, it was finally time to get working on the dt-cluster project once again.<span id="more-120"></span></p>
<h3>Bugs, our best friends</h3>
<p>I was able to squash <a href="http://code.google.com/p/dt-cluster/issues/detail?id=4">one nasty bug </a>that had bothered me for ages. Whenever joystick support was turned on, the result was a <a href="http://en.wikipedia.org/wiki/Blue_Screen_of_Death">Blue Screen of Death</a>. It was particularly hard to debug as all the information was lost due to an almost immediate restart.</p>
<p>After what felt like forever, I was able to narrow it down to one particular area (joystick support) and then the exact line of code. I still don&#8217;t know exactly what was wrong or why, but at least I found a work-around.</p>
<h3>Added functionality</h3>
<p>After not having to reboot the system every five minutes, implementing new features were suddenly much easier. I was able to add both initial support for the head tracking system and the 3D stereo separation. Of course, there are offsets in both cases that I have to identify to get it to work properly, but I am optimistic.</p>
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			<media:title type="html">sentriel</media:title>
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		<title>Delta3D and Head Tracking</title>
		<link>http://oskarferm.wordpress.com/2009/11/30/delta3d-and-head-tracking/</link>
		<comments>http://oskarferm.wordpress.com/2009/11/30/delta3d-and-head-tracking/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 10:43:08 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[Delta3D]]></category>
		<category><![CDATA[Head Tracking]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=113</guid>
		<description><![CDATA[In the project I am working on, it is essential to incorporate head tracking into the Virtual Reality project. Today, I discovered that Delta3D has built-in support for InterSense&#8217;s Head Tracking system. Unfortunately, it is the wrong kind of support that is offered per default. dtInputISense.dll versus ISense.dll InterSense provides two different .dll&#8217;s. The first [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=113&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>In the project I am working on, it is essential to incorporate head tracking into the Virtual Reality project. Today, I discovered that Delta3D has built-in support for <a href="http://www.intersense.com/">InterSense&#8217;</a>s Head Tracking system.<span id="more-113"></span></p>
<p>Unfortunately, it is the wrong kind of support that is offered per default.</p>
<h3>dtInputISense.dll versus ISense.dll</h3>
<p>InterSense provides two different .dll&#8217;s. The first one, dtInputISense.dll, provides joystick emulation for the head tracking system. When installed, it acts as a joystick; when you move your (in this case) head forward, the game will move forward.</p>
<p>This is probably quite adequate in most circumstances, but not in ours. We need the isense.dll, which is not provided in the Delta3D package, so we are forced to add it as a dependency.</p>
<p>The one used in the <a href="http://code.google.com/p/dt-cluster/">dt-cluster project</a> is: <a href="http://www.intersense.com/downloads/isense_dll_4.08_32.zip">InterSense DLL Version 4.08 (32-bit/x86 Windows)</a>.</p>
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		<title>Unreal Engine 3 (UDK) is now free</title>
		<link>http://oskarferm.wordpress.com/2009/11/06/unreal-engine-is-now-free/</link>
		<comments>http://oskarferm.wordpress.com/2009/11/06/unreal-engine-is-now-free/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 08:51:54 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[Game engine]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[What to choose]]></category>

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		<description><![CDATA[Slashdot posted an article that the Unreal Engine 3 is now free to use. Could this be interesting for our project? &#8220;Just a week after Unity announced its engine is now available for free to indie users, Epic Games has revealed a free version of its popular Unreal Engine technology. Called the Unreal Development Kit [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=106&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img style="display:inline;border:0;" title="logo-udk" src="http://oskarferm.files.wordpress.com/2009/11/logoudk_thumb.gif?w=193&#038;h=73" border="0" alt="logo-udk" width="193" height="73" /></p>
<p><a href="http://games.slashdot.org/story/09/11/05/1451256/Epic-Releases-Free-Version-of-Unreal-Engine?from=rss">Slashdot posted an article</a> that the <a href="http://www.udk.com/">Unreal Engine 3</a> is now free to use. Could this be interesting for our project?</p>
<p><span id="more-106"></span></p>
<blockquote><p><em>&#8220;Just a week after Unity announced its engine is <a href="http://unity3d.com/company/news/unity2.6-press.html">now available for free</a> to indie users, Epic Games has <a href="http://www.shacknews.com/onearticle.x/61138">revealed a free version of its popular Unreal Engine technology</a>. Called the <a href="http://www.udk.com/">Unreal Development Kit</a> (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine&#8217;s features and is available for all. Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use. The UDK site also offers detailed product features, <a href="http://udn.epicgames.com/">technical documentation</a>, commercial licensing terms and support resources.&#8221;</em></p></blockquote>
<p>Quoted from <a href="http://games.slashdot.org/story/09/11/05/1451256/Epic-Releases-Free-Version-of-Unreal-Engine?from=rss">Slashdot</a>.</p>
<h2>Differences</h2>
<p>With the free license, you do not get access to the C++ source code. Epic Games also state that UDK ships with “most of the same code and tool integrations as the commercial version”.</p>
<p>Another thing that is worth pointing out is that if you intend to use the UDK for any commercial purpose, it is no longer free of charge.</p>
<h2>Benefits</h2>
<p>Unreal Engine 3 is considered to be a current generation game engine (Q4 2009). It has also been used in a variety of high profile games:</p>
<ul>
<li><a href="http://www.unrealtournament.com/uk/index.html">Unreal Tournament 3</a></li>
<li><a href="http://en.wikipedia.org/wiki/Gears_of_War">Gears of War</a></li>
<li><a href="http://en.wikipedia.org/wiki/Gears_of_War_2">Gears of War 2</a></li>
<li><a href="http://www.worldscollide.com/uk/main.html">Mortal Kombat vs. DC Universe</a></li>
</ul>
<h3>Skeletal Animation</h3>
<p>UDK supports <a href="http://www.udk.com/features-animation.html">Skeletal Animation</a>.</p>
<h3>Parallel rendering</h3>
<p>UDK has <a href="http://www.udk.com/features-networking.html">extensive networking support</a>, which probably would allow you to implement a distributed rendering cluster.</p>
<h3>3D Studio Max</h3>
<p>The UDK kit includes <a href="http://udn.epicgames.com/Three/ActorX.html">ActorX</a>, which is Unreal Engine 3’s mesh and animation exporter ActorX for 3D Studio Max, Maya, and XSI.</p>
<p>It supports the following versions of 3D Studio Max</p>
<p>3ds Max 2010 (32-bit)<br />
3ds Max 2010 (64-bit)<br />
3ds Max 2009 (32-bit)<br />
3ds Max 2009 (64-bit)<br />
3ds Max 2008 (32-bit)<br />
3ds Max 2008 (64-bit)<br />
3ds Max 9 (32-bit)<br />
3ds Max 9 (64-bit)<br />
3ds Max 8<br />
3ds Max 7<br />
3ds Max 6, CStudio 4.2<br />
3ds Max 5.0,5.1, CStudio 3.4 &amp; 4.0<br />
3ds Max 4.2, CStudio 3.2<br />
3ds Max 4, CStudio 3.x<br />
3ds Max 3.1, CStudio 2.2<br />
3ds Max 3.1, CStudio 3.0 ( update 1.99h )<br />
3ds Max 3.1, CStudio 3.0</p>
<h2>Documentation</h2>
<p>There seems to be extensive documentation which is maintained by Epic Games and it is <a href="http://udn.epicgames.com/Three/DevelopmentKitHome.html">located here</a>.</p>
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			<media:title type="html">sentriel</media:title>
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		<title>Trying out Delta3D&#8217;s clustering</title>
		<link>http://oskarferm.wordpress.com/2009/10/26/trying-out-delta3ds-clustering/</link>
		<comments>http://oskarferm.wordpress.com/2009/10/26/trying-out-delta3ds-clustering/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 12:47:58 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[Delta3D]]></category>
		<category><![CDATA[dtCluster]]></category>
		<category><![CDATA[Parallel rendering]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=91</guid>
		<description><![CDATA[In order to evaluate Delta3D’s clustering capabilities, I had to get a simple clustering application up and running. Background My tutor had previously written a clustering client-server application that utilizes GNE to talk to the nodes. It works well under version 2.2.0. After some frustrating hours, it now works under 2.4.0-RC2 aswell. The underlying reason [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=91&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>In order to evaluate Delta3D’s clustering capabilities, I had to get a simple clustering application up and running.</p>
<p><span id="more-91"></span><br />
<h3>Background</h3>
<p>My tutor had previously written a clustering client-server application that utilizes <a href="http://www.gillius.org/gne/">GNE</a> to talk to the nodes. It works well under version 2.2.0. After some frustrating hours, it now works under 2.4.0-RC2 aswell.</p>
<p>The underlying reason was that Delta3D’s scene graph, <a href="http://openscenegraph.org">OpenSceneGraph</a>, had changed. More specifically, the OSGViewer::View class.</p>
<ul>
<li>Delta3D 2.2.0 uses OpenSceneGraph 2.6.1 (<a href="http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.6/documentaion/">documentation</a>)</li>
<li>Delta3D 2.3.0 uses OpenSceneGraph 2.8.0 (<a href="http://www.openscenegraph.org/projects/osg/wiki/Support/ReferenceGuides">documentation</a>)</li>
<li>Delta3D 2.4.0 uses OpenSceneGraph 2.8.2 (<a href="http://www.openscenegraph.org/projects/osg/wiki/Support/ReferenceGuides">documentation</a>)</li>
</ul>
<h3>What has been tested</h3>
<p>The test consists of one server application and four client applications. The test was conducted on one PC, and the server-client communication was via the static loopback address of 127.0.0.1.</p>
<p>A test has also been conducted where a server runs one application and one client runs another. The two computers are connected together via an Ethernet LAN. The test turned out successfully.</p>
<h3>What needs further testing</h3>
<p>Setting it up in a CAVE-like environment and evaluating its performance.</p>
<p><span style="font-size:14px;font-weight:bold;">Source code</span></p>
<p>The source code is <a href="http://code.google.com/p/dt-cluster/">hosted by Google Code</a> and made available under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT License</a>.</p>
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		<title>Game engine or 3D rendering engine</title>
		<link>http://oskarferm.wordpress.com/2009/10/26/game-engine-or-3d-rendering-engine/</link>
		<comments>http://oskarferm.wordpress.com/2009/10/26/game-engine-or-3d-rendering-engine/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 12:47:26 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[3D engine]]></category>
		<category><![CDATA[Game engine]]></category>
		<category><![CDATA[What to choose]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=90</guid>
		<description><![CDATA[In my list of possible candidates, I have included both full-fledged game engines aswell as 3D rendering engines. In this article, I will outline the differences and decide which of the two that suits this project the best. What do I need? Before I start, I think it makes sense to state what needs I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=90&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>In my <a href="http://oskarferm.wordpress.com/2009/09/29/list-of-simulation-engines/">list of possible candidates</a>, I have included both full-fledged <a href="http://en.wikipedia.org/wiki/Game_engine">game engines</a> aswell as 3D rendering engines. In this article, I will outline the differences and decide which of the two that suits this project the best.</p>
<p> <span id="more-90"></span>
</p>
<h3>What do I need?</h3>
<p>Before I start, I think it makes sense to state what needs I have.</p>
<p>The primary goal is to bring an open source visualization solution to a CAVE-like environment located in Lund, Sweden. This is because our current system doesn&#8217;t allow us to visualize human beings, which we want to accomplish with Skeletal animation.</p>
<p>The visualization solution must be able to provide support for</p>
<ul>
<li>A variety of input controllers </li>
<li>Head tracking </li>
<li>Stereoscopic rendering </li>
<li>Windows XP </li>
<li>Clustering / Parallel rendering via Ethernet </li>
<li>Skeletal animation </li>
<li>Audio </li>
<li>Physics &amp; collision detection </li>
</ul>
<h3>3D rendering engine</h3>
<h4>Definition</h4>
<p>A 3D rendering engine&#8217;s main purpose is to provide a general solution for graphics rendering by giving the programmer an abstraction layer to the underlying system libraries, e.g. OpenGL, Direct3D.</p>
<h4>Pros</h4>
<p>Freedom. You can choose whatever other libraries you want, and you can restrict them to contain only the ones that you need.</p>
<h4>Cons</h4>
<p>You yourself have to make every different part of your ad-hoc game engine work. That could mean that you spend a lot of time just making the different subsystems talk to each other.</p>
<h3>Game engine</h3>
<h4>Definition</h4>
<p>A game engine consists of all the things you need to build a game. That is, most notably, a 3D rendering engine, sound, networking, AI, collision, physics etc.</p>
<h4>Pros</h4>
<p>When everything is bundled together like they are in a game engine, it makes the job easier for me, the developer. I can therefore spend my time with coding the actual application.</p>
<h4>Cons</h4>
<p>By design, you are more restricted using a game engine. If you want to make your own life easy, you more or less have to stick with the various tools that are in that particular game engine.</p>
<h3>Discussion</h3>
<p>There seems to be less trouble involved with picking a game engine over a 3D rendering engine. You get all the libraries you will need and in the best of worlds: it just works.</p>
<p>However, I have been eyeing a 3D rendering engine that seems to be quite capable. That said, it might be interesting to try and see how long it takes to get various subsystems integrated.</p>
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		<title>Ogre3D</title>
		<link>http://oskarferm.wordpress.com/2009/10/23/ogre3d/</link>
		<comments>http://oskarferm.wordpress.com/2009/10/23/ogre3d/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 21:01:35 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[Chromium]]></category>
		<category><![CDATA[Ogre3D]]></category>
		<category><![CDATA[Parallel rendering]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[What to choose]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/?p=86</guid>
		<description><![CDATA[Ogre3D is an open source scene graph which prides itself as being in the forefront when it comes to new trends and features. Ogre seems to grow more and more on me the more I look into it. Parallel rendering Parallel rendering in Ogre3D has been known to work in a cluster of PC:s. There [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=86&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ogre3d.org">Ogre3D</a> is an open source scene graph which prides itself as being in the forefront when it comes to new trends and features. <span id="more-86"></span></p>
<p>Ogre seems to grow more and more on me the more I look into it.</p>
<h3>Parallel rendering</h3>
<p>Parallel rendering in Ogre3D has been known to work in a cluster of PC:s. There is even an <a href="http://www.ogre3d.org/wiki/index.php/Ogre_on_a_Cluster">extensive guide</a> on the wiki on how to set up a cluster using Ogre3D, <a href="http://oskarferm.wordpress.com/2009/10/21/chromium/">Chromium</a> and <a href="http://dmx.sourceforge.net/">DMX</a>.</p>
<h3>Head tracking</h3>
<p>Ogre3D has a<a href="http://www.ogre3d.org/wiki/index.php/Head_Tracking_using_the_WiiMote"> howto</a> on how to set up head tracking with a wWii remote, just as Johnny Lee did.</p>
<h3>Interoperability</h3>
<p>This could be a potential problem. The virtual reality software that we run right now, E-ON Studio, runs om Windows XP. It would therefore be practical if the open source solution that is to be implemented would co-exist on that particular operating system. However, most documentation seem to be aimed at the Linux environment. This applies to the Parallel rendering example in particular, as it uses DMX X servers, which are not available in a Windows environment.</p>
<p>Granted, there are <a href="http://www.ogre3d.org/download/sdk">builds</a> for Windows XP. However, doubt remain as to whether I in Windows can do e.g. parallel rendering.</p>
<h3>Downside</h3>
<p>Ogre3D is not a game engine. It is only a scene graph so if you want audio, physics etc (like we do) you would have to include those libraries yourself. This could lead to that you put way too much effort in just getting all the different pieces of the &#8220;game engine&#8221; to work with each other. Time that you could have spent developing.</p>
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		<title>CaveUT</title>
		<link>http://oskarferm.wordpress.com/2009/10/23/caveut/</link>
		<comments>http://oskarferm.wordpress.com/2009/10/23/caveut/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 13:25:45 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[CaveUT]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[What to choose]]></category>

		<guid isPermaLink="false">http://oskarferm.wordpress.com/2009/10/23/caveut/</guid>
		<description><![CDATA[CaveUT is a project aimed at bringing Unreal Tournament 2004 into a CAVE-like environment. How it was done The CaveUT project solved the problem of rendering different screens by utilizing UT2004’s spectator mode. The game allows a maximum of 32 players, and as such your maximum number of view nodes are limited to 32. More [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=76&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>CaveUT is a project aimed at bringing <a href="http://en.wikipedia.org/wiki/Unreal_Tournament_2004">Unreal Tournament 2004</a> into a CAVE-like environment.</p>
<p> <span id="more-76"></span><br />
<h3>How it was done</h3>
<p>The CaveUT project solved the problem of rendering different screens by utilizing UT2004’s spectator mode. The game allows a maximum of 32 players, and as such your maximum number of view nodes are limited to 32.</p>
<p>More information can be found <a href="http://planetjeff.net/ut/CaveUT.html">here</a>.</p>
<h3>Licensing</h3>
<p>UT2004’s game engine, Unreal Engine, is not licensed under open source. However, there seems to be a free, educational license called <a href="http://www.unrealtechnology.com/development-kit.php?ref=ue2r">Unreal Engine 2 Runtime: Demo Version</a>. If that is enough for our needs is unclear. Further research is needed.</p>
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		<title>ioquak3</title>
		<link>http://oskarferm.wordpress.com/2009/10/23/ioquak3/</link>
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		<pubDate>Fri, 23 Oct 2009 12:59:08 +0000</pubDate>
		<dc:creator>sentriel</dc:creator>
				<category><![CDATA[Master's Thesis]]></category>
		<category><![CDATA[ioquake3]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[What to choose]]></category>

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		<description><![CDATA[ioquake3 is built upon id Software’s tech 3 game engine. It is an open source project that aims to clean up the code, fix bugs and to add new features. Usage ioquake3 is released under the GPLv2 license, and a number of games have been released using this engine. A more detailed list which also [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=oskarferm.wordpress.com&amp;blog=9706890&amp;post=75&amp;subd=oskarferm&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://ioquake3.org/">ioquake3</a> is built upon <a href="http://www.idsoftware.com/">id Software</a>’s <a href="http://www.idsoftware.com/business/idtech3/">tech 3 game engine</a>. It is an open source project that aims to clean up the code, fix bugs and to add new features.</p>
<p><span id="more-75"></span><br />
<h3>Usage</h3>
<p>ioquake3 is released under the GPLv2 license, and a <a href="http://ioquake3.org/extras/derivative-games/">number of games</a> have been released using this engine. A more detailed list which also includes products using the proprietary license is located <a href="http://en.wikipedia.org/wiki/Id_Tech_3#Uses_of_the_engine">here</a>.</p>
<h3>Additional comments</h3>
<p>id’s next iteration of their game engine, <a href="http://www.idsoftware.com/business/idtech4/">tech 4</a>, is expected to be released under the GPL license in 2010.</p>
<h3>Skeletal animation</h3>
<p>ioquake3 doesn’t have skeletal animation in its true sense. Instead, it relies on <a href="http://en.wikipedia.org/wiki/MD3_%28file_format%29">MD3</a> meshes. The animations contained in an MD3-file are <a href="http://en.wikipedia.org/wiki/Per-vertex_animation">vertex</a> based.</p>
<p>This can be seen as a draw-back compared to skeletal animation, and is worth pointing out.</p>
<h3>Benefits</h3>
<p>ioquake3 along with id’s tech 3 have proven to be a reliable, high-performance game engine.</p>
<h3>Bottom line</h3>
<p>ioquake3 lacks support for Skeletal Animation. Therefore, it is not suitable for our work, although it has some very nice benefits.</p>
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