|

Developing Real-time Interactive Computer Graphics
for the Theatrical Stage
| Documenting the development of interactive sound and graphics
for a live dance production (with optical motion capture)proved
to be a more valuable and practical VE project than developing a
simple mixed reality boundary.
PROJECT GOALS

- Create an environment where a user (in this case a live
dance performer) in motion capture (or with any two points
tracked in space with the hands) can put their hands together,
create a bubble, scale it accordingly and freely, and release
the bubble when the distance between the hands are wide enough
apart
- Layout the basic concept of my dynamic forced perspective
in the theatre using real-time computer graphics.
Project Origins

A collaborative effort between the Dance Division, Theatre Division,
and Computer Graphics Technology began in 2003 to experiment with
mixing real time computer graphics (using motion capture) and live
performance. The third performance of this group was premiered on
April 30th and May 1st of 2004.
Part of my contribution to this third performance centered on the
interactive elements between dancer and graphics. The most complex
interactive component of the piece was the "bubble creation"
scene. The goal was to have a dancer in motion caputure that could
create, play with, and release, bubbles by putting her hands together
and moving them apart.
Keeping in line with the definition of Virtual Environements, the
performers in the dance project were not visually viewer-centered,
but they were, however, spatially "viewer-centered"--
i.e. the virtual world was mapped the to motion capture performance
space and movements/actions between the real/virtual space were
directly related. The dancers navigated a virtual space that had
a number of triggerable events and releationships with virtual objects
and sounds.
In a typical performance environment, the point of view is usually
given to the audience members.
A view from the audience: The stage consisted of a full, front-projected,
downstage scrim (semi-transparent projection material). Behind the
scrim a motion capture area was set up using a rectangular grey
carpet that served a dual purpose--first and foremost, the carpet
absorbed the infared glare that was generated on the stage marley.
The carpet also served as a useful "grid" to mark off
the extent of the motion capture area including other useful marks
for the dancer. Above the motion capture area there were six infared
cameras laid out in a hexagonal pattern. These cameras were hung
and flown in and out from 3 battons. Behind the motion capture area
was a large, 10K, rear-projection screen.
- Foot Markers were tracked to trigger sound and video events
based on the rise and step of each foot. This allowed for a very
fun and playful opening of the dance piece
- The second scene consisted of tracking each hand marker so that
when the hands were put together a bubble would be created between
the hands (centered on the midpoint between the hands. This bubble
was made scalable so that increasing or decreasing the distance
between the hands made the bubble expand and contract. When the
hands were at a very large distance from each other, the bubble
was released and floated off stage towards a pre-defined target.
Five bubbles were created and released, all with different trajectories
and designs.
- The first bubble floated
up above the stage, "popped", and a particle system
of bubbles was released on the upstage and downstage screens.
- The second bubble floated
in a circular pattern around the motion capture data while
staying in view of the audience for the entire scene
- The third bubble, when
released, floated towards the audience nearly running into
the virtual camera that was "positioned" in an optimal
viewing spot in the theatre, or "the king's seat".
- The fourth bubble floated
off in a general direction
- The fifth bubble, when
released, expanded quickly in scale from it's pivot point
between the hands--giving an effect of an "atomic bubble"
- The third scene consisted of a bridge with guy wires divided
across the stage. One side of the bridge is on the downstage scrim
and the other side is on the upstage projection screen. When the
dancer reaches downstage towards the guy wires, she can trigger
spatial cues that "play" the wire like a harp.
- The fourth scene consisted of leaves and a leaf character that
emitted particles (leaves) from the feet as it "danced"
with the dancer..
- The final scene did not use any motion capture data.
|
Interaction Algorithm Development

All of the interaction for the bubbles and bridge algorithms were developed
in Kaydara's
Mocap/Motion Builder. Below (Figure 1)gives an early "bird's
eye view" of the relationships panel designed to create the bubble
functionality. Each color coded area is shown in detail later in the paper.

FIGURE 1
The Bubble Algorithm consisted of several key components
- Importing Geometry into Kaydara Software
- Texturing Geometry
- Positioning Bubbles
- Animating Visibility of Bubbles
- Scaling Bubbles
- Releasing Bubbles
- Controlling Bubbles After Release
_________________________
Importing Geometry into Kaydara Software:
A geosphere was created and imported from 3DSMax because Kaydara Software
does not support modelling (except for planes and cubes).
Texturing Geometry:
Once geosphere was imported it needed to be textured and shaded. Textures
were designed in Adobe Photoshop with alpha chanels and exported as tifs.
A shader was added to the bubble to give realistic lighting effects as
well as some aditional control over the transparency. (See Figure 2 below)

FIGURE 2
The texture was animated in Motion Builder to give a more "floaty"
and light movement to the bubble. (See Figure 3 below)

FIGURE 3
Positioning Bubbles:
After many design iterations it was decided that the best approach to
this problem would be to keep all bubbles positioned at a "MagicSpot"
between the hands throughout the piece until they were released. The position
markers for the hands of the motion capture data were used as source points
and a relationship between these two markers were made by attaching a
null object at the midpoint between the hands. This way the dancer had
complete control over the bubbles and always knew where to find them--a
virtual point between the hands no matter where the hands were in space.
This null object was named "MagicSpot" because it became the
central node for most activities associated with the bubbles. All of the
bubbles were parented to this spot, as well as all of the bubble targets
off in space to which the bubbles would travel towards as they were released.
The MagicSpot's rotational data was also manipulated by some subtle sine
waves to make the movements more natural and dynamic. The MagicSpot became
like a sun in a solar system where targets orbited/floated around it and
bubbles were centered upon it.
Animating Visibility of Bubbles:
Of course there is the problem of having all five bubbles on at all times,
so the visibility was animated for all bubbles and an algorithm was developed
to fade in the visibility of all bubbles when needed. (See Figure 4 below)

FIGURE 4
Scaling Bubbles:
A major interactive component of the bubble scene was the ability of
the dancer to scale the size of the bubble by opening and closing her
hands. This was done based on the distance between the hands, but became
complicated once the dancer released the bubble. This problem was solved
by an "IF Cond Then A" object (see Figure 6 below)
Releasing Bubbles:
Once bubbles were release a complicated set of operations had to be made.
The scaling had to be disabled, the size of the bubble upon release had
to be maintained throughout the rest of the scene, the parenting relationship
between the bubble and the MagicSpot has to be decreased to zero, and
the positional relationship between the bubble and the bubble target had
to be incresed to 100percent. This was done using the relationships algorithms
below (Figure 5, 6).

FIGURE 5

FIGURE 6
Controlling Bubbles After Release:
Once bubbles were released, and all of the requirements of the algorithm
were met (see above) the bubbles had to "look like bubbles"
which was quite a challenge. Getting a proper weighting between the simultaneous
decrease of the parenting constraint and the increase of the bubble target
constraint was difficult in general and to get the passoff of weighting
to be elegant and "bubble like" was no small task.

A Renaissance in Forced Perspective Theatre
Design
Using Real-Time Computer Graphics

The most important development to come out of this project was my realization
that early Renassance designs that used perspective scenery in theaatre
productions could be revisited in ways unheard of before. See "Italian
Renaissance" section of the following link: http://www.northern.edu/wild/th241/sdhist.htm
With real-time computer graphics elaborate sets can be designed and interacted
with. Whereas the center of projection for the perspective scenery was
positioned in the King's Seat (and the further away one sat from the king,
the more distorted the perspective became), with computer graphics, the
center of projection can be moved dynamically which opens up many new
possibilities for interactive theatre. Especially if one was able to bring
laptop computers into the theatre.


|