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Development of Immersive VR Applications Using XVR

Marcello Carrozzino

PERCRO Lab, Scuola Superiore S. Anna, Pisa, Italy

The tutorial will explain the basics on how to program a in immersive VR application using the XVR technology, tackling general VR framework considerations and focusing on the most recent development in the field of managing immersive devices such as CAVEs and HMDs. Live examples of CAVE and Oculus Rift-based XVR applications will be provided, together with interesting insights on the uses of such technologies for mixed reality applications.

Marcello Carrozzino is an Assistant Professor of Computer Graphics and Virtual Reality. His activities deal with the integration of Virtual Reality systems and Cultural Heritage applications. Since 2005 he has been teaching the course of Virtual Environments held at the Computer Science Department of the University of Pisa. In 2006 he attained a Ph.D. at Scuola Superiore S. Anna in Pisa with a thesis on Efficient Management of Complex Virtual Environments. From 2006 to 2009 he has been Assistant Professor at IMT Lucca in the area of Technology and Management of Cultural Heritage. He is a founder of VRMedia s.r.l, a spin-off company of Scuola Superiore S. Anna in Pisa. Since 2000 he has been collaborating with Scuola Superiore S. Anna, where he is currently heading the Art, Cultural and Education Group of PERCRO Lab. He is a founder of the Mnemosyne Digital Culture association and has participated to several EU research projects, leaded regional projects, and authored or co-authored more than sixty publications in journals, conference proceedings and book chapters.

Keynote Speakers

Fully Immersive Modification of Native CAD Data During Project Reviews: Recent Results and Remaining Issues

Patrick Bourdot

CNRS/LIMSI, University Paris-Sud, France

This talk focuses on recent results on VR and CAD integration to make possible direct and interactive modifications of CAD objects in immersive Virtual Environments (VE). Using CAD software requires some skills (experience and knowledge), on its functionalities and representations, as well as on objects (principally on their design history). On the other hand, VR brings new interactive paradigms of 3D interaction, and one needs intelligent middleware to manage CAD objects in immersive VE

After an overview of the main approaches in the VR-CAD integration field, we focus on an extension of one of our previous work which proposed a mechanism allowing implicit edition of the Construction History Graphs (CHG) of CAD objects via a direct manipulation of their 3D visual representations. Based on labelling technique of the Boundary Representations (B-Rep) elements, and coupled with an inference engine, this mechanism is providing a backward chaining of B-Rep elements towards the operators of the CHG. However, we had demonstrated that this approach up today only on a dedicated CHG and specific persistent naming developed in the OpenCASCADE framework. Recent results on the generalization of our approach makes possible to apply it to marketed CAD systems, software generally chose by industrials for a number of years.

Firstly, this generalization aims to propose an architecture based on a VR-CAD data model to apply our backward chaining mechanism to any CAD system based on B-Rep and CHG models. Several encapsulations structures are proposed, to manage CHG operators and their parameters, as well as the B-Rep components. Secondly, the B-Rep labelling, now attached to these structures, has been extended to enable multiple backward chaining, as some B-Rep elements may be the result of several CHG operators, so that alternate decisions may be inferred from their manipulation. These improvements make it possible to access direct and interactive modifications of existing CAD objects by parsing their CHG to fill our structures with useful data. Moreover the multiple backward-chaining mechanism grants the manipulation of CAD objects to non-experts through the inference engine. As a proof of concept of our VR-CAD model, we detail the application of our approach on CATIA, then we conclude on the remaining issues and future works.

Patrick Bourdot is Research Director at CNRS and head of VENISE team (, the Virtual & Augmented Reality (V&AR) research group he has created in 2001 at CNRS/LIMSI lab. Architect graduated in 1986, he received his PhD in Computer Sciences at the University of Aix-Marseille in 1992, joined the CNRS/LIMSI lab in 1993. His main research focuses are multi-sensorimotor, multimodal and collaborative V&AR interactions, and the related issues for users' perception and cognition. He coordinated the scientific partnership of his Lab or led a number of research projects that have been or are currently funded by French government (RNTL, ANR), or by national or regional research institutes (CNRS, DIGITEO). He has been the founding secretary of AFRV, the French association of V&AR, and co-chaired its 5th conference ( At the international level, one of his actions has been to manage the CNRS Labs involved in INTUITION, the NoE of the 6th IST framework focused on V&AR, where he was member of the Core Group. He is founding member of EuroVR (, and has been re-elected last year to its Executive Board. He organised the first Special Interest Groups meeting of EuroVR (, during the inauguration of the EVE system, an innovative CAVE-like setup, whose he defined the specification and implemented with the VENISE team. He is presently organizing JVRC 2013, the 5th Joint Virtual Reality Conference of EGVE and EuroVR (, which will take this December in Paris area. Patrick Bourdot has a large number of international publications in most important V&AR conferences such as IEEE VR, ACM VRST, IEEE 3DUI or EGVE, and many others international or national papers in the fields of 3D modelling, 3D reconstruction, and HCI. He has been or is reviewer or expert for several national and international journals, conferences or research agencies.

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