J3Realityisan innovativeVirtual RealityandAugmented Realityenvironmentwhichallows tointegratethe entiredesign cycleofproducts displaying them at avery highlevel of realisminrealtime.Once it has been createdthegeometryof the object/objectsdesired, it is possible to import it/themintoJ3Realityin a verysimple way and to completely editthesceneina fewintuitivesteps: - insert an environment thatfitsthe typeof productand suit parametersandmain objectsofthe scene(such asanti-aliasingandplacementoflights) to oneself liking. All of these changescan be made withafewclicksthanks to highlyintuitive GUI controls (slider,colors window,etc.). - edit parameters of materials,textures,shadersofvarious loaded objects:again, all of these changes can be made in afewclicksthanks to highlyintuitive GUI controls (slider,colors window,etc.). -linkanyobjects/actions/animationsto pre-definedmarkers. -enabledesired functionality/functionalities:shadows,Augmented Reality,RayTracing. -experienceatotallyimmersivesimulation(iftrackingsystems are used) in a high level ofrealism.
NOTE: Software doveloped for research purpose by the R&D area of J3Tech. Contact us for more information.
-onceloadedasceneyou candecideto optimize it,for example by eliminatingredundant/degenerated items, by combiningcompatibleobjectsandunifyingequivalent objects. -ifasceneloadeddoes not containan anvironment you canadd a sample one witha simple click. - at the bottom right of the GUI are continuously displayed the frame-per-second obtained andthe numberoftrianglesandverticesofthe sceneloaded. -you can select any object of the scenegraph whether clicking on the viewport or in the bar that shows thescenegraphitself. Then you can modify maybe all the parameters exposed by SceniX for every object.Citingsomeof theparametersof some objects, youcansetat runtime:hintsfor eachobject;positioning,scaleand orientationfortransforms;color,position,directionand amplitudeof lightconefor"spotlights"; etc.
VIEWSTATE MANAGEMENT
-youcansetaspecific levelofhardware(2x,4x,8x,16x) and software(2x, 3x,4x,5x,6x,8x,9x,12x,16xinvarious exclusive waysJT_READ_PIXELS,JT_ACCUMULATION_BUFFER,JT_PBUFFER,JT_FBO) anti-aliasing. -You canset parametersof the camera associated with the ViewState:position,orientation,upvector,headlightetc.
MATERIALS, TEXTURES, SHADERSMANAGEMENT
- You can set nearly all the parameters exposed by SceniX for materials of the objects,includingcolor(ambient,specular,diffuse,emissive),reflectivity,opacity,blendingfunctions,Specularexponentandindexofrefraction ratio. -You can set nearly all the parameters exposed by SceniX for materials of the objects,includingtexturecoordinates,source image,targettexture,minificationandmagnificationfilters,environmentmode(asblend,replace,decals,etc.),wrapmodesforthewrap axisandtranslation/scale. -You can also load and apply at runtimeto an object anyshaderwritteninHLSLor CgFX:J3Realitywill take caretocompilethisshaderandshow the userall the editable parameters thatshader contains. All of those parameters are alwaysveryintuitive and specific and allow changing shader behaviorinrealtime.
SHADOWS MANAGEMENT
J3Realityallowsto turn on scene shadowsby improvingrealismand addingfunctionalityto the base exampleprovidedwithSCENIX: -First,it allows using offixed lights,notnecessarilylinkedto the Camera. -It also allowsmaintenanceoftexturesof theobjectsreceivingshadows. - It preventsitemswithINVISIBLE_MASKsetto cast shadows(veryusefulif there isan environmentsphere). -It allowsto improvethequalityofthe shadows,reducingsharpness(sharpdistinctionbetween shadowandlight)andjagging(perforation)of theoutline,usingan algorithmofPercentageCloserFiltering(PCF). - It addspossibility to show shadows even on trasparent objects(suchasfloor): for example, this isaveryconvenientartificeto make the eye believe that anobjectappearsleaning on a flat surface of the environment(whichis actuallyaspherical surface with a texture applied).
AUGMENTED REALITY MANAGEMENT
J3Realityallows you to enable Augmented Realitywithallthe rendering qualityachievedby the application with the use of materials,textures,shadersandshadows, makingsubtle the distinctionbetweenreal andvirtualobjects.J3Realityalsousesan algorithmderived fromOpenCVopticalflowtoallowalmostcompletereductionof theflickeringofvirtual objectswhenneitherroomnormarkersaremoved(dueto noisecapture). Thefeaturesarealsoexhibited: -Theabilityto linkanyobjectof the scene to avery specificmarker. -Theability toassociateactions/animationsto beperformed once are shownwell-definedmarker. -Theability to useshadowsand transparent planes to make the eye believe that virtual objectsseem toleanonreal objects.
RAY TRACING MANAGEMENT*
J3Reality allows you to observe thesceneinrealtime**withtheexceptional realismprovidedby raytracing algorithm.Realtimeis reached thanks to AdaptiveAnti-Aliasing algorithm,whichallows high-speedandlowquality for termporary rendering (whenyou surf thescene) andamorerealisticrenderingonce the camera is kept steady. InJ3Realityispossibleto seta raytracingenvironment andmanagingthe behavior/appearanceof theobjectsin the sceneby changingtheir propertiesin theproperties barormaybeaddingaspecialRTFxattribute(writteninCUDA).Currentlyonlytwopossiblespecific RTFx attributes are allowed: -Glass: allows youtocreatehighlyrealisticglass objects(muchmore thanjustusing transparencies,reflectionsand IOR of materials). -Floor:show shadows even on trasparent objects,making shadows notto disappearwith them.This, asmentionedin thecaseof shadows,isaveryconvenientartificetobelievethat anobjectappearsleaning on a flat surface of the environment(whichis actuallyaspherical surface with a texture applied).
*supported only by NVIDIA graphics cards. **depends mainly onhardwareowned and on the complexity of the sceneloaded:the more powerfulyour video card/lesspolygonsthesceneloaded has, the moreyoureachanhigher level ofreal time.
RAY TRACING
OpenGL Capabilities
Minimum: OpenGL 1.4 compliant graphics board
Recommended: OpenGL 2.1 or higher
Ideal: NVIDIA Quadro FX or Fermi-based graphics board
Interactive Ray Tracing Capabilities
NVIDIA GPUs of G80 class or later
CUDA 3.1 compliance
GT200 or Fermi architecture required for using multiple GPUs
Platform Support:
Windows XP, Windows Vista, and Windows 7 in 32-bit/64-bit
Optional:
NVIDIA Quadro HD SDI video i/o
NVIDIA Quadro (FX or Fermi series) for 30-bit color output and quad buffered stereo
NVIDIA Quadro Plex systems for large scale visualization with CompleX (up to 32 GB with 8 GPUs)