The following
paper was published in the IEEE Proceedings for Information Visualization
1999; presented at IV '99 on July 15, 1999 at the Univeristy
of London
ISBN: 0-7695-0210-5
IEEE Computer Society Order Number PR00210
Collaborative Visualization: New Advances in Documenting Virtual
Reality with IGrams
Ellen Sandor, Janine Fron,
Kristine Greiber, Fernando Orellana and Stephan Meyers, (art)n
Laboratory, and Dana Plepys, Margaret Dolinsky, and Mohammed
Dastagir Ali, Electronic Visualization Laboratory, University
of Illinois at Chicago.
Abstract
(art)n Laboratory
and the Electronic Visualization Laboratory (EVL) at the University
of Illinois at Chicago have collaborated on the development of
the first real-time, stereoscopic hardcopy output of virtual
reality applications - the ImmersaGram (IGram). The results of
this new technology directly address a broad range of information
visualization issues along a wide spectrum of disciplines from
art, architecture, and science, to medicine, engineering and
education.
Keywords: Virtual Reality, Art, Science, lenticular, PHSCologram,
autostereography
1. Introduction
How can virtual reality applications be documented and shared
outside the virtual environment without the use of expensive
computer hardware, access to limited resources, simulators, etc.?
What medium is available for artists/scientists to record their
work in-progress to contemplate, assess and evolve without direct
access to the virtual reality system? Is there a way to extend
one's artistic expression beyond the virtual application itself?
An underlying answer to these and many other questions is the
IGram - a virtual reality snapshot.
Among the more principal and
critical concerns has been the ability to capture a fleeting
moment or state within a virtual reality experience. Video and
photographic documentation of virtual reality participants and
environments has yielded only marginal results; the interactive
nature of the experience can be documented, though image quality
is significantly compromised due to resolution loss, monoscopic
display and difficult lighting circumstances. High-resolution
digital slides or photo-graphs can be created, but do not record
the stereoscopic nature of the event, and cannot be generated
in real-time. IGrams address these problems by providing a low
cost, real-time method for printing three-dimensional virtual
imagery to an 8"x10" or 11"x14" stereo transparency.
Larger format 20"x24", and 20"x40" medium
priced IGrams are viable with a Hewlett Packard Design Jet 2500CP.
Other printing variations are optional and currently being explored.
2. Aesthetic background
IGrams are a direct outgrowth of (art)n Laboratory's
computer interleaving process, known as PHSColograms. The results
of computer interleaving provide an archival three-dimensional
photograph from computer rendered content. PHSCologram is an
acronym for photography, holography, sculpture and computer graphics.
In search of new artistic paradigms, the PHSCologram founding
artists synthesized the arts of sculpture, photography and computer
visualization. PHSColograms are made from a series of 10-65 (or
more) snapshots of a virtual environment that are photographed
inside of the computer. This series of frames is then combined
inside of the computer, output to film and viewed with a barrier
screen or lenticular lens [1]. PHSCologram artistry traverses
frontiers of science and medicine, as well as educational and
historical documentation while remaining true to the fundamentals
of fine aesthetics and new technology.
(art)n's body of
work in PHSColograms created a unique dialogue between photography
and sculpture in computer graphics and virtual reality [2]. The
PHSCologram process draws on earlier advances in photography,
including daguerreotypes, photogravures and gelatin silver prints.
Rodin was among the first sculptors to use photogravures to publish
his "Monument to Balzac" in the famous Camera Work
quarterly [3]. Brancusi and David Smith are also known for using
photography to document their works. Brancusi's photographs show
his vision of the artist in the studio; Smith's photographs reveal
the artist in the landscape [4]. The documentation produced by
these artists are strong works in their own right. It is (art)n's
vision for IGrams to inspire a new aesthetic consciousness in
virtual environments that encourages artists to explore photography
and sculpture in their own work.
3. The IGram system
IGram development has addressed the desire to better document
virtual reality environments created for EVL's CAVE(tm) virtual
reality system [5]. The CAVE is a fully immersive 10'x10'x10'
cubic room, where stereo images are projected onto three walls
and the floor. A participant wears LCD shutter glasses, equipped
with a tracking device to create the stereo effect and define
the user's location within the environment. A three-dimensional
'wand' is used to navigate and interact with virtual objects
within the space. IGrams are created within the CAVE system -
virtually - while exploring and manipulating the three-dimensional
space.
Any 'Performer-based' CAVE application
can be used to capture IGrams. The three-dimensional scene is
ported to the IGram utility and displayed in the CAVE, where
the user manipulates (translates, rotates and scales) the scene
within a virtual three-dimensional frame representative of the
IGram (hardcopy) output area. The 'depth-of-field' is controlled
by changing interleaving values/distances with the 'wand', which
affects the stereo perspective projection. In this process, the
CAVE itself is akin to a virtual camera, the virtual frame in
3-space - the camera's view-finder, and the wand - the lens/aperture
controls.
Interleaving is the digital
simulation of the photographic combing procedure. (art)n's autostereo-graphic
process is a result of interleaved computer graphics based on
the concept of binocular disparity. Following the virtual 'positioning'
of a digital setting, individual images are captured at slightly
different angles across the scene in a straight line from left
to right. Each of the images is broken up into rows and columns
of pixels. (art)n Laboratory's proprietary software combines
these rows and columns of pixels, and arranges them into a single
image. The image is output onto a piece of film or paper. The
result is a blurred image on transparency film. A barrier screen
is placed over this image to complete the 3-D effect. In the
case of IGram production, once virtual "positioning"
of the scene is complete, ten individual images are captured,
interleaved and displayed full scale in the CAVE for technical
and aesthetic evaluation before committing to final hardcopy
output. When cropping and framing results are satisfactory, interleaved
IGram images are sent to the Epson Photo EX color inkjet printer
to transparency material and final processing.
4. Experiences
Early on in the development cycle of the IGram CAVE utility,
virtual 'art' environments were selected as the initial focus
[6]. Capturing the virtual art experience and extending the application
beyond the walls of the CAVE environment was an obvious choice.
A creative and aesthetically pleasing scene was selected for
development, in order to assess whether or not the IGram could
capture the essence of the virtual experience, preserve the sense
of immersion, and act as an extension of the original artwork
into the domain of virtual hardcopy.
Results of early experiments
were somewhat enlightening. Of concern was how to capture a vast
space within a limited frame. Since virtual space can be infinite,
objects within the scene can be located at great distances from
each other. The ability to quickly move from place to place in
virtual reality minimizes this distance, yet in trying to document
the scene in time, does not necessarily yield visually appealing
results. To address the spatial considerations, it became obvious
additional control over the environment position and scale was
required. These features are inherent to the IGram program, and
are used to compose or select the most representative portion
of the virtual scene for archival. A sequence or series of IGram
'snapshots', as in any 'photographic' medium, most readily documents
states in time, as well as vast space not easily captured in
a single image.
An unexpected discovery was
that the artist could use an IGram as a creative development
tool. Having an accessible hardcopy to analyze the interrelationship
of objects and composition within a specific area of the scene
is incredibly beneficial. Access to the virtual display environment
can be limited to application review. Scenes are developed in
a simulator on the workstation, then checked in the virtual display
environment. Going back and forth between writing code to displaying
the results can be somewhat disconcerting and indirect for the
creative process. The artist's ability to 'study' the scene with
some consistency and accessibility can be vastly improved by
using the IGram as a working 'sketch' from which to develop and
enhance the artwork when not at a workstation or in the virtual
system.
5. Conclusion
The primary goal in developing the IGram hardcopy was to archive
the virtual environment, while creating a derivative art form
or document that can stand on its own merit, tell a story or
evoke an emotion. Clearly, it was not developed strictly to document
artistic and creative virtual reality applications, but the wide
range of virtual reality application areas. In the case of scientific,
engineering or medical applications, the IGram can reveal an
important feature or aspect of a data set. For architecture/design
applications, the IGram can be used for design review, client
presentations, as well as recording 'stages' in the production
cycle. As virtual reality applications evolve, the IGram will
continue to play an important role in preserving and enhancing
the exchange of information and recording of technology across
a diverse and expanding audience base.
[1] S. Meyers, E. Sandor and J. Fron,
PHSColograms and Rotated PHSColograms. Computers & Graphics
19.4 (July/August 1995): 513-522
[2] M. Neal, More then Science, More than Art. Computer Graphics
& Applications. 8.6 (November 1988): 3-5
[3] E. Steichen, Camera Work 34/35 (April/July 1922):7-11
[4] Pachner, J. David Smith Photographs 1931-1965. San Francisco:
Fraenkel Gallery, New York: Matthew Marks Gallery & San Francisco:
Fraenkel Gallery, 1998
[5] C. Cruz-Neira, D. J. Sandin, T. A.DeFanti, R. V. Kenyon,
and J. C. Hart, The CAVE: Audio Visual Experience Automatic Virtual
Environment, Communications of the ACM 35. 6 (June 1992): 65-72.
[6] M. Dolinsky, Creating art through virtual environments, Computer
Graphics 31.4 (November 1997): 34-5