CS 497 Project
Paul Rajlich

Description:

To work with navigation in a larger-than-CAVE world using Inventor. The idea here is to have a scene graph with everything in it, including the user. The user will have to be encapsulated as a node and added to the scene graph. Ordinarily, you would navigate using CaveNavTransform:

CAVENavTransform();
...
render->apply(wall);


But this won't work here because you don't want to apply the transform to the user. So, instead, I will do the necessary navigation transforms within the scene-graph. These will then be applied to the subtree which contains the virtual larger-than-CAVE world.

The user will maintain information about where in the world the user is and what direction the user is looking in. This will determine the navigation transform and will also allow the user to perform actions that affect that world.

At this point, your probably wondering what all of this has to
do with the monster at the top of this page. I'm going to try to implement this in the context of a DOOM-like environment. This is because I have an Inventor file for a DOOM level which I got from Vijay's homepage. Minimally, the player will be able to navigate through a doom level. To that I will try to add some interaction, such as a bazooka from which the player can fire projectiles, and perhaps even collision detection so that the user can't go through walls.

This is interesting because the bazooka may be rendered in CAVE coordinates, but when it fires, it has to add a projectile at the correct location in the virtual world coordinates so that the projectile becomes independent from the user.

Timeline:

Evaluation:


Paul Rajlich
Last modified: Tue Dec 10 20:57:47 CST