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RV College of
Department of Computer Science and Engineering,
Engineering R V College of Engineering, Bengaluru.

Computer Graphics and Virtual Reality


(18CS72)

“Virtual Art Gallery Experience”

Nisarg 1RV18CS106
Nishith S 1RV18CS108
Pavan K R 1RV18CS112
RV College of
Engineering
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Objectives of the Project


The objective of the project is to create a virtual space the gives the user a virtual experience of an
Art Gallery. The virtual experience must satisfy the 3 I’s (Interaction, Immersion and Imagination).

● Interaction: The user must be able to interact with the virtual space.

● Immersion: The user must be able to immerse himself/herself in the virtual space.

● Imagination: The imagination part of virtual reality refers to the user’s and developer’s ability to
visualize or perceive non-existent objects.
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Scope of the Project


The scope of the project is as follows:

● The user can move around the art gallery and examine various art pieces in the gallery.

● A white board is provided to the user, using which the user can create his/her own piece of artwork
in the gallery.

● A 3D pencil is provided to the user that allows the user to draw on any 3D object in the virtual
space.

● The user can select and un-select the 3D pencil using a ray selector
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Methodology
● The first step in creating a simulation is identifying and modelling the actors in the visual space. In
Unreal Engine, an Actor is any object that can be placed into a level, such as a Camera, static
mesh, or player start location. Actors support 3D transformations such as translation, rotation, and
scaling.

● The second step is to define the communication between the actors of a virtual space. In unreal
engine, blueprint scripting and C++ provide several ways to communicate and share information
between Actors. The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay
scripting system based on the concept of using a node-based interface to create gameplay elements
from within Unreal Editor. As with many common scripting languages, it is used to define object-
oriented (OO) classes or objects in the engine.
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Methodology
● The next step in modelling the virtual space is adding components to the actors in the virtual space.
A Component is a piece of functionality that can be added to an Actor. When a Component is
added to an Actor, the Actor can use the functionality that the Component provides.

● The final step is to define the levels for the actors. Levels contain other Actors and provide the
environment for your game's players.
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Hardware Requirements
● Operating System: Windows 10 64-bit

● Processor: Quad-core Intel or AMD, 2.5 GHz or faster

● Memory: 8 GB RAM

● Video Card/DirectX Version: DirectX 11 or DirectX 12 compatible graphics card

Software Requirements
● Game Engine: Unreal Engine 4.27

● Operating System: Windows 7

● DirectX Runtime: DirectX End-User Runtimes (June 2010)

● Visual Studio Version: Visual Studio 2017 v15.6 or later (recommended) or Visual Studio 2019
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Data Flow Diagrams

DFD Level 0

DFD Level 1
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DFD Level 2
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Modular Description
● Lighting: this module enables ideal lighting to make the artifacts look bright and highlighted. The
type of lights used is Spot Light, which emits light from a single point in a cone shape. It gives two
cones to shape the light - the Inner Cone Angle and Outer Cone Angle. Within the Inner Cone
Angle, the light achieves full brightness. As you go from the extent of the inner radius to the
extents of the Outer Cone Angle, a falloff takes place, creating a penumbra, or softening around the
Spot Light's disc of illumination.

● Physics Handle: For Grabbing objects, the user can focus on the object and press grab on the
designated hand(right). The grab signal is passed to the Physics Handle module. The UE4 provides
PhysicsConstraintComponent, which is a joint that allows us to connect two rigid bodies together.
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Modular Description
● Pencil Drawing: The FP Character when holding the Pencil can Trigger the drawing by using
trigger button on the hand controller. The User has to drag the Pencil with trigger on, to create a
3D Drawing in the virtual space of the Gallery. The as long as the trigger is on, the module
continues drawing in loop. It obtains the reference to the Pencil object from the Physics Handle.

● Spray Painting: Similar to the 3D Drawing, when the User is holding the Spray Can the user can
Trigger to start spraying on the White Board. Here Line Trace for Object is used to continuously
check if the hit point lies within the White Board. When the hit points are detected on the White
Board, they are then captured and texture of the White Board is modified at those positions.
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Modular Description
● Input Mapping:

➔The user input is used to control the First Person Character. The input to the virtual system is
simulated in the absence of HMD and Left and Right Hand Controllers, with the help of
mouse and Keyboard. The FP Character position can be specified using six parameters; x, y, z
coordinates and the yaw, pitch and roll. The input to mouse is use to change the angle of the
FP Character. The mouse-x movement is translated to Turn action in this simulation, i.e., yaw
of the character is changed. Similarly, mouse-y movement is translated to Look Up action,
i.e., Pitch of the character is changed.

➔Keyboard is used to control the locomotion of the Character. With up and down keys, the
Character can be moved forward and backward. And with the left and right keys, the
Character can be moved left and right on the virtual map.
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Snapshots
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Snapshots
RV College of
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Snapshots
RV College of
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Snapshots
RV College of
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Snapshots
RV College of
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Snapshots
RV College of
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Snapshots
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Conclusion
● Virtual reality is one of the technologies with the highest projected potential for growth in the coming years.
The range of applications that virtual reality can embrace and enrich is ever increasing.
● The virtual reality experience developed in this project is a step towards understanding this emerging field and
contributing to the same. In the past few years, especially considering the pandemic situation, there has been an
upsurge in events that have been conducted gracefully over the virtual world. Numerous virtual exhibitions and
tours have been organized across the world.
● The objective of out project to design such a virtual environment that would provide the user an interactive,
imaginative and immersive art gallery experience was successfully achieved. Relevant tools and technologies to
VR development were realized and explored.
● A lot of significance was also given to subtle aspects like lighting, color contrast, shadows and depth perception
to construct an appealing virtual world to the user.
● All in all, an authentic, cheerful and vibrant art gallery experience was developed by embracing the ever-
evolving virtual reality technology.
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References
[1] Xiaowei Chen, Meihong Wang, “Research and Development of Virtual Reality Game based on Unreal Engine 4”, 4th International
Conference on Systems and Informatics (ICSAI), November 2017
[2] Arsita Pinandita, Nofrizaldi Nofrizaldi, “Virtual Exhibition Room in the Pandemic Era”, Budapest International Research and Critics
Institute (BIRCI-Journal) Humanities and Social Sciences, August 2021
[3] T. P. Kersten, F. Tschirschwitz, S. Deggim, “Development of a virtual museum including a 4d presentation of building history in
virtual reality”, ISPRS - International Archives of the Photogrammetry Remote Sensing and Spatial Information Sciences, vol. XLII-
2/W3, pp. 361-367, June 2017
[4] Yi Fu, Gengyu Li, “Research on Virtual Exhibition System Platform of Museum Based on VR Technology”, IEEE 4th International
Conference on Information Systems and Computer Aided Education (ICISCAE), September 2021
[5] P. R. Desai, P. N. Desai, K. D. Ajmera and K. Mehta, “A Review Paper on Oculus Rift - a Virtual Reality Headset”, International
Journal of Engineering Trends and Technology (IJETT), vol. 13, pp. 175-179, January 2014
[6] Rani Aryani Widjono, “Analysis of User Experience in Virtual Art Exhibition During Pandemic”, International Conference of
Innovation in Media and Visual Design (IMDES), November 2020
[7] T. P. Kersten, G. Buyiiksalih, F. Tschirschwitz, T. Kan, S. Deggim, “The Selimiye Mosque of Edirne Turkey - An Immersive and
Interactive Virtual Reality Experience using HTC Vive”, ISPRS-International Archives of the Photogrammetry Remote Sensing and
Spatial Information Sciences, vol. XLII-5/W1, pp. 403-409, May 2017
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References
[8] Jaziar Radiantia, Tim A. Majchrzaka, Jennifer Fromm, “A systematic review of immersive virtual reality applications for higher
education: Design elements, lessons learned, and research agenda”, Elsevier, Computers & Education, Volume 147, April 2020
[9] Till Bergmann, Matthias Balzer, Torsten Hopp, “Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction
for Scientific Visualization”, 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and
Applications, February 2017
[10] Xiao Yu, “Research and Practice on Application of Virtual Reality Technology in Virtual Estate Exhibition”, Elsevier, Procedia
Engineering, Advanced in Control Engineering and Information Science, 2011
[11] Jonatan Hvass, Oliver Larsen, Kasper Vendelbo, “Visual realism and presence in a virtual reality game”, IEEE Xplore, February
2018
[12] Waqqas-ur-Rehman Butt, Sufian Idris, Muhammad Kabir Ahmed, “Study and Analysis of Virtual Reality and its Impact on the
Current Era”, Seventh International Conference on Information Technology Trends (ITT), November 2020
[13] “Art, Fashion, Automotive Galleries and Showcases in Environments - UE Marketplace,” Unreal Engine.
https://www.unrealengine.com/marketplace/en-US/product/gallaries-and-showcase (accessed Feb. 10, 2022).
[14] "Spray Paint Can" (https://skfb.ly/o8rIG) by Isuk is licensed under Creative Commons Attribution
(http://creativecommons.org/licenses/by/4.0/).
RV College of
Engineering
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