VRG3D Requirements
High-level goals
- Let new users get started in a few minutes through online documentation
- Create rich immersive virtual worlds with high update rates and low-latency
- Easily let applications run on a spectrum of displays ranging from a single conventional monitor to a Cave consisting of 40-60 tiles.
- Desktop debugging and development environment (so you can run it without a Cave)
- Provide input and output devices (e.g., tracked glasses, wands, audio, tracked paintbrushes, joysticks, spaceball, Wiimote, etc.)
- Interoperate (to some degree) with geometry and color calibration system
- Easy to make applications run on other universities systems (dhl: maybe implies small dependencies)
- A simulator (probably inside VRG3D)
- [MAYBE] Reduce/minimize “code rot” so apps continue to run and can easily be turned into “demos”
- Need a scripting interface (e.g., for testing without all hardware available, sharing, "slowing down time", etc.)
- Capture and disseminate experience (outside of software, e.g., as "HD video tapes", Q: what to capture? how?)
VRG3D Requirements
- documentation
- "make doc" makes doxygen style documentation
- it's possible to make introduction page...
- examples
- lowest-level events
- have short-term milestones & then get guinea pigs to test it (is it actually easy to use?)
- synching
- interaction
- 3D graphics
- multiple displays
- multiple OS's
- testability
- "ease-of-use"
- code repository & code access