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Advanced Building Simulation

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quality CRT screens, wide field of view optics, superior tracking and reduced intrusiveness<br />

makes this device suitable for many applications where precision is needed.<br />

The CAVE on the other hand, is a projection-based totally immersed environment that<br />

surrounds the viewer with four screens. The screens are arranged in a cube made up of<br />

three projection screens for walls and a projection screen for the floor (Figure 9.16). The<br />

projectors and the mirrors for the sidewalls are located behind each wall. The projector<br />

for the floor is suspended from the ceiling of the CAVE, which points to a mirror that<br />

reflects the images onto the floor. A viewer wears Stereographics’ CrystalEyes liquid<br />

crystal stereo shutter glasses and a 6-DOF head-tracking device (the CAVE supports several<br />

types of tracking systems). As the viewer moves inside the CAVE, the correct stereoscopic<br />

perspective projections are calculated for each wall. The stereo emitters are placed<br />

around the edges of the CAVE. They are the devices that synchronize the stereo glasses<br />

to the screen update rate of 120 or 96Hz. A wand (a 3D mouse) with buttons is the<br />

interactive input device. The primary wand has three buttons and a pressure-sensitive<br />

joystick. It is connected to the CAVE through a PC, which is attached to the supercomputer<br />

serial ports. A server program on the PC reads data from the buttons and joystick<br />

and passes them to the supercomputer.<br />

The standard CAVE is a ten-foot cube. The origin of the coordinate system (0, 0, 0)<br />

for the CAVE is normally located at the center of the floor, that is five feet away from<br />

any wall. This means that the programmer has from �5 to �5 feet horizontally and<br />

from 0 to 10 feet vertically to define objects inside the CAVE. All the walls of the<br />

CAVE share the same reference coordinate system.<br />

VIEW AND THE VIEWER<br />

<strong>Simulation</strong><br />

& graphics<br />

Figure 9.16 A diagram of the CAVE environment.<br />

Immersive building simulation 231<br />

CAVE environment<br />

Due to eye anatomy, each user in the immersive environment can perceive the view<br />

slightly differently. The viewing parameters contribute an important component to<br />

the registration problem (Figures 9.17 and 9.18). These parameters include: the center<br />

of projection and viewport dimensions, offset between the location of the head<br />

tracker and the viewer’s eyes and field of view (FOV).<br />

Transformation matrices are used to represent the view registration. These matrices<br />

need to be aligned with the tracker system employed. For example, a magnetic

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