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J3Reality
Wednesday, 18 August 2010 13:47

 

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J3Reality is an innovative Virtual Reality and Augmented Reality environment which allows to integrate the entire design cycle of products displaying them at a very high level of realism in real time. Once it has been created the geometry of the object / objects desired, it is possible to import it/them into J3Reality in a very simple way and to completely edit the scene in a few intuitive steps:
- insert an environment that fits the type of product and suit parameters
and main objects of the scene (such as anti-aliasing and placement of lights) to oneself liking. All of these changes can be made with a few clicks thanks to highly intuitive GUI controls (slider, colors window, etc.).
- edit parameters of materials, textures, shaders of various loaded objects:
again, all of these changes can be made in a few clicks thanks to highly intuitive GUI controls (slider, colors window, etc.).
- link any objects / actions / animations to pre-defined markers.
- enable desired functionality/functionalities: shadows, Augmented Reality, Ray Tracing.
- experience a totally immersive simulation (if tracking systems are used) in a high level of realism.

NOTE: Software doveloped for research purpose by the R&D area of J3Tech.
Contact us for more information.


SCENE MANAGEMENT

- once loaded a scene you can decide to optimize it, for example by eliminating redundant/degenerated
items, by combining compatible objects and unifying equivalent objects.
- if a scene loaded does not contain an anvironment you can add a sample one with a simple click.
- at the bottom right of the GUI are continuously displayed the frame-per-second obtained and the number of triangles and vertices of the scene loaded.
- you can select any object of the scenegraph whether clicking on the viewport or in the bar that shows the scenegraph itself. Then you can modify maybe all the parameters exposed by SceniX for every object. Citing some of the parameters of some objects, you can set at runtime: hints for each object; positioning, scale and orientation for transforms; color, position, direction and amplitude of light cone for "spot lights"; etc.


VIEWSTATE MANAGEMENT

- you can set a specific level of hardware (2x, 4x, 8x, 16x) and software (2x, 3x, 4x, 5x, 6x, 8x, 9x, 12x, 16x in various exclusive ways JT_READ_PIXELS, JT_ACCUMULATION_BUFFER, JT_PBUFFER , JT_FBO)
anti-aliasing.
- You can set
parameters of the camera associated with the ViewState: position, orientation, up vector, headlight etc.

 

MATERIALS, TEXTURES, SHADERS MANAGEMENT

- You can set nearly all the parameters exposed by SceniX for materials of the objects, including color (ambient, specular, diffuse, emissive), reflectivity, opacity, blending functions, Specular exponent and index of refraction ratio.
-
You can set nearly all the parameters exposed by SceniX for materials of the objects, including texture coordinates, source image, target texture, minification and magnification filters, environment mode (as blend, replace, decals, etc.), wrap modes for the wrap axis and translation/scale.
- You can also load and apply
at runtime to an object any shader written in HLSL or CgFX: J3Reality will take care to compile this shader and show the user all the editable parameters that shader contains. All of those parameters are always very intuitive and specific and allow changing shader behavior in real time.

 

SHADOWS MANAGEMENT

J3Reality allows to turn on scene shadows by improving realism and adding functionality to the base example provided with SCENIX:
- First, it allows using of fixed lights, not necessarily linked to the Camera.
- It also allows maintenance of textures of the objects receiving shadows.
- It prevents items with INVISIBLE_MASK set to cast shadows (very useful if there is an
environment sphere).
- It allows to improve the quality of the shadows, reducing sharpness (sharp distinction between shadow and light) and jagging (perforation) of the outline, using an algorithm of Percentage Closer Filtering (PCF).
- It adds possibility to show shadows even on trasparent objects (such as floor): for example, this is a very convenient artifice to make the eye believe that an object appears leaning on a flat surface of the environment (which is actually a spherical surface with a texture applied).

 

AUGMENTED REALITY MANAGEMENT

J3Reality allows you to enable Augmented Reality with all the rendering quality achieved by the application with the use of materials, textures, shaders and shadows, making subtle the distinction between real and virtual objects. J3Reality also uses an algorithm derived from
OpenCV optical flow to allow almost complete reduction of the flickering of virtual objects when neither room nor markers are moved (due to noise capture).
The features are also exhibited:
- The ability to link any object of the scene to a very specific marker.
- The ability to associate actions / animations to be performed once are shown well-defined marker.
- The ability to use shadows and transparent planes to make the eye believe that virtual objects seem to lean on real objects.

 

RAY TRACING MANAGEMENT*

J3Reality allows you to observe the scene in real time** with the exceptional realism provided by ray tracing algorithm. Real time is reached thanks to Adaptive Anti-Aliasing algorithm, which allows high-speed and low quality for termporary rendering (when you surf the scene) and a more realistic rendering once the camera is kept steady.
In J3Reality is possible to set a
ray tracing environment and managing the behavior / appearance of the objects in the scene by changing their properties in the properties bar or maybe adding a special RTFx attribute (written in CUDA). Currently only two possible specific RTFx attributes are allowed:
- Glass: allows you to create highly realistic glass objects (much more than just using
transparencies, reflections and IOR of materials).
- Floor:
show shadows even on trasparent objects, making shadows not to disappear with them. This, as mentioned in the case of shadows, is a very convenient artifice to believe that an object appears leaning on a flat surface of the environment (which is actually a spherical surface with a texture applied).

*
supported only by NVIDIA graphics cards.
** depends mainly on hardware owned and on the complexity of the scene loaded: the more powerful your video card / less polygons the scene loaded has, the more you reach an higher level of real time.

 
 

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