solution > osos

OpenMASK - OSOs

Thanks to our model tools we should be able to provide a data base where all new OSO classes could be stored and shared by the community.

Our provided OSO class to make a visual render of the 3D scene. This OSO is build over a 3D scene library. We used Performer, OpenSG and Ogre successively.

A 3DVis OSO manages the communications between some application OSOs and 3DVis visual objects. 3DVis OSO main functionnalities are visualisation, navigation and picking. A 3DVis OSO can be adapt with a set of parameters to fullfit a personal display or a cave environnement.

We provide a set a C++ classes to automaticaly transform an OSO into an interactive OSO and to easely built interactors to control theses interactive OSOs.

Most of the VR devices can be used with OpenMASK thanks to an integration of the VRPN service. An abstract OSO encapsulates a generic VRPN Client.

The sound service is a set of OSOs which simulate 3D sounds in a scene with auditors giving spatial rendering to the user. It is done withe MAX/MSP library or with OpenAL libarry.

This set of OSOs implement a new immersion tool which allows to embody with the user his interactive tools and to adapt them to the scale of the scene.

This is a set OSOs concerning the integration and interaction of different physical simulation engines and force feedback devices for cooperative virtual reality applications. We can integrate in a simple and effective way various physical simulators to make them coexist in the same virtual world: CONTACT Toolkit (Inria I3D team), ODE (Open Dynamics Engine) and DYNAMO (Eindhoven University) as well as different haptic devices: Virtuose 6D from the Haption Company, Omni Phantom and the Spidar (Tokyo University).

Since several users can physically interact on local or distant sites inside the same virtual physical world, they can sense the weight of a virtual object in their hands and cooperate in its manipulation even if they are far apart several hundred kilometres.

MKM is a real-time animation engine for synthetic humans. Based on kinematics, it automatically synchronizes, blends and adapts motions. The use of priorities for all the actions allows an intuitive control of the animation.

MKM synthetic humans can easely be integrated to an OpenMASK application thank to a dedicated OSO container. This OSO is able to manage the skinning of the body.

OpenMASK manages the simulation time. For an interactive application, this OSO control the execution time in a way to follow the real time or to speed down or to speed up.

 

3DVis

Interactors