Simulators and the demand for high end graphics




When computing technology was first used in the development of simulators, the requirement for realistic simulation pushed the envelope of computing for the period. In the 1990’s when simulators emerged as important training tools, displaying geographic detail in real time demanded high-end graphics mainframes. In part, SGI’s early success resulted from the creation of the ONYX Infinite Reality engine, capable of rendering multiple views in high detail. Built for high-end rendering, an Onyx could contain up to 20, four 150 mhs processors. The Reality Engine2 Graphics system in 1998 (George, 2000; SGI) was capable of rendering up to 2 million mesh polygons and 320 M textured pixels per second, descriptions of these computers, which are still impressive by today’s standards (NVIDIA, 2012), were critical to rendering the multiple views needed for each of the cockpit windows in a flight simulator. Pilots could view in details of cities on their flight path, and the landing and taxing to gates of any major international airport. When these virtual reality simulators were placed on a six degrees of freedom motion platform pilots had the experience of flying without ever leaving the ground. Today’s consumers can have a taste of this experience by purchasing PC game programs like Flight Simulator (Microsoft, 2012) that put you in the cockpit of a Boeing 747 or WWII fighter. With multiple screen display, a PC with a gamer’s video card and a dedicated yoke lets the average consumer achieve what the creators of the Link simulator could only have dreamed of half a century ago. Though inexpensive hardware has had a critical role in the history of VR, the demands for specific applications for work and play may be the force in promoting the diffusion of VR in the future.

 

Building the market for VR

Every technology benefits from an application that creates a growing demand. Without growth in markets, products remain in a niche supported by a few high-end users, e.g. the flight simulator. To drive down unit costs, products must appeal to a growing audience.

 

Like the first computers built after the war, the demand for these costly goliaths served only a very small number of corporate and military users. For VR to grow beyond the use in the military and commercial aviation, a new group of potential users would have to be found.

 

This would require the development of hardware and software solutions for medicine, architecture, urban planning and entertainment. Unlike flight simulators designed for a single task, the approach was to accommodate a range of applications in a multipurpose VR facility. Ultimately, this strategy could expand the number of potential users. CAVE’s with multiple screens displaying content in 3D would seem to have offered a technological solution that would satisfy a range of users. With government research support, many universities and national labs established virtual reality centers, which were to offer engineers, design professionals, urban planners and medical researchers with a much needed facility for advanced visualization.

 

 

Applications of VR

The design of cities

In the 1990’s, universities had sufficient funding to acquire sophisticated computing power. For example, UCLA obtained an SGI ONYX. In this facility Los Angeles city planners were given a first opportunity to visualize urban form in an immersive environment. Rather than crowding around a computer monitor to view data, specialized projection screens enabled planners and government officials to experience and evaluate development proposals within a life size 3D virtual world. The work of Jepson and Liggett at UCLA offered a glimpse into a future that promised public participation into the urban design process (Hamit, 1998; Jepson & Friedman, 1998; Liggett and Jepson, 1993). In their simulator, it was possible to see the impact of "what if questions" while driving down the city streets of Los Angeles.

 

VR had promising beginnings with several cities taking up the challenge of using VR as a tool in urban planning. Several universities would be in the vangard of this movement, following in the footpaths of Liggett and Jepson, including the University of Toronto and the New School for Social Science Research in New York. Creating VR environments with detailed virtual cities required the time and resources of CAD modelers and programmers (Drettakis, G., Roussou, M., Reche, A. & Tsingos, N., 2007; Batty, M., Dodge, D., Simon. D. & Smith, A., 1998; Hamit, 1998). Since the 1990’s many North American, European and Asian governments have created CAD models of their cities, but they are often used to produce animations, rather than used to enhance the planning process (Mahoney 1994; Mahoney 1997; Littelhales 1991). Animations are important as part of marketing campaigns to promote, for example, a new train line, landmark commercial development or public space.

 

Without a driving interest by the professional planner to use VR in urban design and planning, its application over the last two decades has been limited to the exceptional case.

 

Even today with GIS to easily show a city’s buildings in 3D, models of a city are largely inaccessible to planners who often lack training and access to their corporate GIS.

 

Though planning has embraced the charette, open house and web-based survey, the discipline has yet to grab hold of design in real time. In part, this is a problem of logistics and cost. Finding facilities adequate to hold even half a dozen individuals is difficult. For those wishing to display 3D worlds in stereo, the price of glasses, special projectors or displays makes the technology out of reach for most city governments (Howard & Gaborit, 2007). Finally, there is a cultural dimension of planning practice which limits the adoption of VR. Planning is still largely done in a 2D world. Zoning maps and plot plans are easily stored, visualized and analyzed in 2D. Even for planners who have received their education during the last decade, an introductory course in CAD or GIS may not have been required.

 

The older generations of planners, now in more senior positions, are even less likely to be knowledgeable GIS and CAD users (Mobach, 2008; Wahlstrom, M, Aittala, M. Kotilainen, H. Yli-Karhu, T. Porkka, J. & Nyka¨nen, E. 2010; Zuh, 2009).

 

Potentially, the impact of land use change on future development could be better understood using simulation tools of the kind used by transportation planners in designing and maintaining a road system for a city. Yet, most planning departments rarely use such modeling approaches. In contrast, the game world since 1985 has had a simulation tool, SIM City, which allows anyone with a PC to manage a city’s budget and understand the impact of land use planning on the future development of the city (Simcity, 2012). Interestingly, a land use planning tool designed for professional city planners has yet to be become the norm in urban planning practice. Without the vision for what simulation can do for planning, serious tools have yet to appear in practice. Without the commitment to a vision of what potentially could be accomplished through the application of computer technology, these tools will await future development. Furthermore, land use policy can be implemented and enforced without the benefit of an advanced information system. In fact, VR and other advanced visualization technology may be counter productive to the planning process. Visualization of proposed development, if not carefully introduced to the political electorate, may incite adverse reactions from the public and create more work for the planners and their staff (Al-Douri 2010, Forester 1989; Mobach, 2008). Advanced modeling and simulation for this reason may not always be seen as a beneficial by practicing planners.

 



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