VRG3D Requirements

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Revision as of 19:38, 15 January 2010 by Andrew Forsberg (talk | contribs)
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High-level goals

  1. Let new users get started in a few minutes through online documentation
  2. Create rich immersive virtual worlds with high update rates and low-latency
  3. Easily let applications run on a spectrum of displays ranging from a single conventional monitor to a Cave consisting of 40-60 tiles.
  4. Desktop debugging and development environment (so you can run it without a Cave)
  5. Provide input and output devices (e.g., tracked glasses, wands, audio, tracked paintbrushes, joysticks, spaceball, Wiimote, etc.)
  6. Interoperate (to some degree) with geometry and color calibration system
  7. Easy to make applications run on other universities systems (dhl: maybe implies small dependencies), binary and/or source
  8. A simulator (probably inside VRG3D)
  9. [MAYBE] Reduce/minimize “code rot” so apps continue to run and can easily be turned into “demos”
  10. Need a scripting interface (e.g., for testing without all hardware available, sharing, "slowing down time", etc.)
  11. Capture and disseminate experience (outside of software, e.g., stereo pair, stereo video, virtual videography, 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