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Virtual Sword Fighting

Faeton writes "SIGGRAPH is on, and Extremetech has the scoop on it. From Nvidia's N30 to ATI's monster 4x Radeon 9700 render board, the coolest thing was the virtual sword fighting simulator. With a VR headset and a gyroscopic force-feedback "sword", you could really be the badass knight you've always dreamed of. I want this at a local arcade soon!"

22 of 177 comments (clear)

  1. Midevil Knight? by flewp · · Score: 3, Funny

    I think most of the slashdot community would use this be Jedi Knights.

    --
    WWJD.... for a Klondike bar?
    1. Re:Midevil Knight? by flewp · · Score: 3, Funny

      On second thought, a vast number of /.'ers would probably use this to recreate a certain Monty Python and the Holy Grail scene... as the article says: "None shall pass".

      --
      WWJD.... for a Klondike bar?
  2. Good Concept but too much equipment by ApheX · · Score: 3, Interesting

    It seems like VR stuff has advanced very slowly in the past few years - except the graphics part of it. We are now getting to the point with the new cards from ATi and Nvidia that movies can be rendered real time so the visual experience is great, but physically its still cumbersome. Why isn't the equipment wireless, using bluetooth or something similar for everything to communicate. Its not going to feel very realistic to me if I have a strand of wires attached to me. I think the VR industry needs to step back and worry less about pretty graphics and more about making the hardware more user friendly to help add to the experience.

    --

    -
    aphex
    I Steal Music!
    1. Re:Good Concept but too much equipment by MagPulse · · Score: 3, Informative

      Check out this project, where you can have a light saber fight with a cheap plastic toy and a webcam. It was on Slashdot two years ago.

    2. Re:Good Concept but too much equipment by Christopher+Thomas · · Score: 3, Interesting

      It seems like VR stuff has advanced very slowly in the past few years - except the graphics part of it. We are now getting to the point with the new cards from ATi and Nvidia that movies can be rendered real time so the visual experience is great, but physically its still cumbersome. Why isn't the equipment wireless, using bluetooth or something similar for everything to communicate. Its not going to feel very realistic to me if I have a strand of wires attached to me.

      Graphics have always been the easiest part of building a VR rig; it's the user interface that's the hard part.

      Radio links would indeed work for the control devices, but shoving full-motion video through the link with acceptable resolution and low latency would be trickier (recent wireless kits can likely do it, with difficulty). Also bear in mind that many of these rigs use EM-based position sensors. Nearby radio transmissions could quite possibly screw this up if it's being used.

      Biggest killer of current VR technology for me (besides the price)? The display. I like having a decent field of view with decent resolution. Current head-mounted displays aren't there yet (and a CAVE-type solution is a bit bulky/costly).

      Historically, fast and accurate head-motion tracking has been a problem as well (even a slight lag causes simulator sickness). This may have improved in recent years (haven't kept up with the field).

      VR rigs are really cool toys, but nobody's figured out how to build a really _good_ one yet that I know of.

  3. Re:I watched Highlander a bit too much by flewp · · Score: 4, Insightful

    Eventually, we decided not to, because odds were that eventually, we'd want to play with them, and one of us would end up badly injured or dead. I think we made the right choice. Further evidence Darwin, and his theory of natural selection, is indeed, correct.

    --
    WWJD.... for a Klondike bar?
  4. The Big Guns at SIGGRAPH by green+pizza · · Score: 5, Interesting

    SIGGRAPH exhibits closed on Thursday evening, but here are some of the biggest highlights:

    SGI annouced their Infinite Reality 4 option for the Onyx series... comes standard with 1gbyte of texture ram and 2.5gbyte of buffer, expandable to 10gbyte of buffer for a total of 11gbyte of onboard gfx ram. Up to 16 IR4 subsystems can be installed in a single machine. Each subsystem can drive up to 8 monitors... or all subsystems can run in parallel for greater performance. The Virtual LA Urban Simulation project demoed part of their 3D LA using IR4 and the older IR3. They currently have over 1TB of texture and geometry data from Los Angeles, mostly in downtown areas... though they have 20,000 square miles mapped out, 4,000 of which are quite detailed.

    Sun was showing off their XVR-4000 gfx option, a cardset that uses the IPA slot found in most Ultra-series machines. It has about 8x the geometry performance of IR3 and about 50% of the fill performance of IR4... for a fraction of the cost. 1gbyte of texture and 144mbyte of buffer. Different market targets, but interesting none the less.

    1. Re:The Big Guns at SIGGRAPH by foobar104 · · Score: 5, Interesting

      You got most of your info about IR4 right, but I just wanted to clarify some things in greater detail. IR is confusing at first, and very different from the typical single-board graphics systems that most people are familiar with. All the details can be found here, but here's an executive summary.

      InfiniteReality (be it the original IR on Onyx, or IR2, IR2E, IR3, or now IR4) is comprised of a set of boards. In order to function, the set has to include one geometry engine (or GE), one raster manager (or RM), and one display generator (or DG). The GE board is where the graphics coprocessors live, and it's responsible for most of the 3D math. The DG converts the frame buffer into an analog RGB signal, or a CCIR-601 SD video signal, or, recently, a digital signal.

      The RMs are the interesting part. The RM board holds both the frame buffer (80 MB on IR3, 2.5 GB on IR4) and the texture RAM (256 MB on IR3, 1 GB on IR4). A graphics pipe can include one, two, or four raster managers. When you add RMs, you increase frame buffer size (or the size of the raster you can render), but texture cache.

      So a four RM graphics pipe will have 10 GB of frame buffer and 1 GB of texture cache, but that 1 GB of texture will be on each of the four RMs. So each texture you download will be stored, in parallel, on each of the four RMs. This keeps texture operations nice and peppy even when you're rendering into a 3840 x 2160 buffer. (That's four times more resolution than HDTV, if you're interested.)

      Note, also, that these memories aren't combined. The TRAM and the frame buffer RAM are isolated in hardware. You can't store textures in the frame buffer, and you can't render in texture RAM. So saying that IR4 has a combined 11 GB of graphics RAM is not quite true, and slightly misleading. But only slightly. ;-)

      The whole thing adds up to an incredibly flexible system. You can configure the graphics pipe as a relatively small raster of 2,048-bit-deep pixels, or an 8-million-pixel raster of 256-bit-deep pixels, or almost anything in between. You can render a truly giant image-- about 3K by 2K pixels, progressive scan, or even more than that if you're willing to live with interlacing-- with full antialiasing, multi-buffered. It's pretty.

      (If all you want is pure geometry performance, for viewing giant CAD models and stuff in real time in a VR environment, SGI also has their InfinitePerformance line of graphics hardware for Onyx. But that's another topic.)

      Okay, that's enough "Rah-rah, IR" for one night, with just one more little piece of trivia. InfiniteReality graphics has remained fundamentally unchanged since 1996 or so. The only exception is the change from an Everest bus host to an XIO host system. Every few years, SGI has increased the speed of the GEs, or the texture capacity on the RMs, or the performance of the DACs in the DG, but the system itself hasn't really changed at all in six or seven years. That's pretty amazing.

    2. Re:The Big Guns at SIGGRAPH by foobar104 · · Score: 3, Informative

      Well, as I said before, I'm not a graphics programmer-- I'm a different kind of programmer-- so I may get some of these details wrong.

      When you say "32 bits per pixel," you're talking about output pixel depth and format. A pixel in RGBA8 format stores one byte for each of red, green, blue, and alpha, and no other data. Those 32 bits are used by the DACs on the hardware to generate a component RGB video signal to drive your monitor. (Or, as I said before, a digital signal, but I'm not familiar with digital signal formats, so I get a little fuzzy at that point.)

      IR doesn't support RGB8 or RGBA8; it uses either RGB10 (the default), in which 10 bits are used for each of red, green, and blue (not sure of the packing used), RGBA10 (adds alpha), or RGB12 (12 bpp).

      On top of the color data, you can have a second buffer (used to eliminate image flicker in real-time animations), stereoscopic buffers (rendering two different images into the same buffer and display them through special stereo viewing hardware), auxiliary buffers (used for off-screen rendering in hardware; glCopyPixels() can copy aux buffer pixels into the visible frame buffer), multisample antialiasing, Z-buffering, and so on.

      As I understand it from my vis sim buddies, it's really not that hard to fill up a 256 bit pixel in a real time image generator. They use 1 Kbit and 2 Kbit pixels pretty often.

      Here's an example of a visual available on my Onyx2 at the office:

      Visual ID: 6b depth=24 class=TrueColor
      bufferSize=48 level=0 renderType=rgba doubleBuffer=1 stereo=1
      rgba: redSize=12 greenSize=12 blueSize=12 alphaSize=12
      auxBuffers=1 depthSize=23 stencilSize=8
      accum: redSize=32 greenSize=32 blueSize=32 alphaSize=32
      multiSample=4 multiSampleBuffers=1
      Opaque.

      I wish I could tell you what everything in there means, but most of it is beyond me.

  5. Insert gratuitous by gilroy · · Score: 3, Funny
    ... "Hiro Protanonist" reference here.

    What? What did you expect to follow "insert"? Get your mind out of the gutter. :)

  6. SGI VAN ("Visual Area Networking") by green+pizza · · Score: 3, Informative

    Why isn't the equipment wireless, using bluetooth or something similar for everything to communicate. Its not going to feel very realistic to me if I have a strand of wires attached to me.

    SGI was showing off some examples of what you are describing. Basicly, the big iron (clusters, or large machines such as Onyxes) sit in the machine room, while the users have wireless webpads and such elsewhere. It's the only way we can currently tap the power of thousands of processors and dozens of 3D accelerators in a handheld using current technology.

    http://www.sgi.com/visualization/van/

  7. Re:You can.. by Planesdragon · · Score: 3, Interesting

    I think bruises would be the least of one's concerns in swordfighting...

    Not really. The science of armor advanced to the point where it was quite equal to the sword, and an opponent has to work pretty darn hard to actually hurt someone wearing it.

    I understand the SCA has quite a good safety record, considering they have guys in armor swinging swords at each other as a recreational activity.

    Oh, and then there are *training swords* that don't have the sharp edges. And boffers. (toy "swords" made from some things easily obtainable at a hardware shop, that are far less effective than a fist when it comes to hurting someone.)

  8. Not at a local arcade near you by wackybrit · · Score: 5, Interesting

    I want this at a local arcade soon!

    This might be slightly off-topic, but it has to be remembered that since the 80s, arcades have REALLY had tough times.

    Back in the 70s and 80s, the cost of the best games and technology was prohibitively high, so arcades did good business. Since the mid 90s (pretty much since PlayStation), however, you can buy something just as powerful as an arcade machine for home use and you don't need to go to the arcade at all.

    I am somewhat saddened by the 'fall' of the arcade, and think they add a great social aspect to gaming. Imagine modern day arcades with 16 player Quake 3 style shoot-em-ups.. but it ain't going to happen for most arcades. Most arcades these days still have their crappy early 90s games (Test Drive, Sega Rally, etc) along with a bunch of lame shooting games.

    Arcades are for tourists nowadays, not serious gamers. And that is sad.

    1. Re:Not at a local arcade near you by White+Shadow · · Score: 3, Insightful

      Actually, Namco has a virtual sword fighting game called Mazan : Flash Of The Blade. It's not force feedback, but you get this stub of a sword and you swing it at bad guys on the screen. It's pretty neat to watch.

      As for arcade games having tough times, Namco and Konami are keeping them alive by offering games that aren't quite as good on consoles/PCs as in the arcade. Examples of games like this are Dance Dance Revolution (unless you build your own hard pad, it's not the same as the arcade), Percussion Freaks (play drums, like DDR except with a drum set), and Para Para Dancing (wave your arms around). Yes, arcades aren't as popular as they used to be, but that doesn't mean the arcade is dead yet or that they're crappy.

    2. Re:Not at a local arcade near you by colmore · · Score: 3, Insightful

      actually Arcades are doing wonderfully well.

      to combat the increasing power of home consoles, they've added large site-specific attractions that can't be replicated at home. dance dance revolution, that boxing game, the snowboarding simulater etc.

      arcades are doing fine

      the problem with this, for many slashdotter, i'm sure, is the people at the arcades. these kids never played kid icarus. they weren't into the video games/action figgures/comic books scene as little kids. no, they got together on the weekend and played sports. *sports* for god's sake! and now they're in arcades, our turf. it hurts.

      --
      In Capitalist America, bank robs you!
  9. My one-and-only shot at live action role-playing.. by mccalli · · Score: 5, Funny
    Whilst at University, a few friends decided to have a crack at a live-action role playing session. Not an organised one - just us lot pratting about on the playing fields really.

    Armed with my foam sword, and utterly unable to use it, I cheerfully bumbled about with the rest of 'em, swishing the odd swish and generally having a good time.

    Until I came up against Nick.

    Now Nick is an interesting person. He has reactions like no-one else I've ever played against in anything. To give an idea, I had never been defeated in air-hockey by anyone I played (and I played a lot) until I played Nick. And Nick I never beat even once...

    Back onto the role-playing session, and in my wanderings I ran into Nick, who was holding two rather better constructed foam swords. Turning to me, he did some ridiculously cool flick with both hands - crossing swords whilst swinging them, like you see in the old pirate films - and began his advance.

    Role-playing to the hilt, I briefly considered. "What would my character do in this situation? Would he a) buckle his swash and fight like a man or b) flee like the cringing curr he really is?".

    I ran like hell...

    Cheers,
    Ian

  10. Re:I watched Highlander a bit too much by joshuac · · Score: 4, Funny

    ---snip
    I for one had an ancestor that killed three of his playmates with his first sword, on his 10th b-day no less.
    ---snip

    ok, I'll bite...his _first_ sword? You mean he was given another one after this?

  11. Re:Rotating 360 Degree display by zenyu · · Score: 3, Informative

    It's a parallax barrier system, this is for the 3-D to work. If it didn't spin it would have big black stripes and you wouldn't be able to fuse the images. This doesn't help with the low resolution as someone else suggested, they just used an LED display because it was much cheaper to buy billboard display blocks than lots of custom LCD displays. It is probably easier to drive the low res display. It takes a special display server with four digital video cables to drive IBM's high res display, this would probably be similar with the large 360 degree stereo view.

  12. Re:My one-and-only shot at live action role-playin by Lord_Slepnir · · Score: 4, Interesting

    There are actually groups that do this frequently. There is the origional, Dagorhir, The rescent spin-off called Belegrath MCS, and if you want more role-playing, Amtgard. I've never participated in Amtgard, but I have in Dagorhir and Belegarth, and while the concept of dressing up in medeval clothing and fighting with foam swords and sheilds on central campus seems strange to some people, it it actually a lot of fun, and it's completly safe...doing it several hours a week for a year, the worst injury I ever sustained was a bloody nose.

  13. Serious waivers ahead by dave_mcmillen · · Score: 3, Funny

    The article text is:

    One of the more amusing displays was this sword-fighting simulator that used a VR headset along with a "virtual sword" that had two gyro motors running it that allowed for tactile force feedback. Apparently, one overly exuberant combatant in a moment of pique jumped up to deliver the death-blow, and upon landing smashed the sword into one of the posts you see in this picture, leaving it in pieces, and the device's creators nearly in tears. But, they were able to put Humpty Dumpty back together again, and the virtual combat raged on. This system also used multi-channel audio to help the player localize sounds and better immerse them in the scene, and also used video compositing to put an image of that particular player into the rendered 3D scene.

    If this became a home entertainment unit, can you imagine the sort of waiver the company would want the average geek to sign before using it?

    "The undersigned (hereafter, "they") agrees that Swashing Buckles Incorporated (hereafter, "we") were just sitting around innocently when the undersigned came in and DEMANDED to be given one of these virtual sword units, despite the fact that we warned them OVER and OVER that they hadn't done anything more strenuous than click a mouse in TEN YEARS, and therefore would ALMOST CERTAINLY strain EVERY MUSCLE IN THEIR BODY within minutes of engaging in a virtual battle. The undersigned further agrees that we warned them that they would QUITE LIKELY destroy a valued POSSESSION, PET, or LOVED ONE, while leaping about blindly inside the virtual reality helmet. The undersigned agrees NOT TO COME CRYING TO US when these things happen."

  14. You must be kidding me - SIGGRAPH was MUCH more... by SpaceGhost · · Score: 3, Informative

    This wasnt even close to the coolest thing at SIGGRAPH! Takeo Igarashi's work on predictive interfacing making easier 2d and 3d drawing tools was cooler. Digiplasty , a kind of 3d exquisite corpse as shown by Stewart and Makai was cooler. (For that matter the Studio, manned by Makai, Stewart, Scott and many others, where you could create 2d and 3d art and print 2d and 3d was AWESOME - you could work in there for hours, vs. the few seconds of playing with a silly virtual sword.) Scotts Dodecahedron was a wonderful example of taking something abstract and virtual and making it real and usable. Isa's overview of wearable tech and cyberfashion (she took out the notes, dammit!) was refreshing, if not so new to a frequent slashdotter. (She's a burner too!) Some of the mixed reality work being done at the University of Singapore was really neat. (This is an example of some of the most exciting stuff there. Several researchers showed some great work being done in augmented reality, and combining that with some of the reasonable priced wearable and wirelessable computing, we can see some real headway being made. One researcher even composites a virtual face back onto a fellow participant in the augemented reality environment, masking the HMD, even going so far as to track the eyes and simulate the gaze.) The results of last years meditation chamber research installation was an interesting and possibly VERY useful application of VR technology. W. Bradford Paley's work on applying alternative interfaces to explore other media was fascinating, where you can use this LARGE java tool named TextArc to examine graphically over 400 literary works. The Web3D Consortium's release of the final working draft of X3D (with tools) could end up being much more important than the newest video card from ATI. Dietmar Offenhuber's work on non-isotropic spaces at wegzeit was an interesting approach to mapping and representing real places. Zachary Simpson et al's delightfully simple shadow interactivity was many times more fun than the virtual swordfight. Fabric.ch's knowscape was also exciting, both for the viewers and the presenter, as he would find additions from his European counterparts each morning when he logged on to the shared 3d space. Kenneth Huff's beautiful art using maya was just one example of some wonderful digital work being done. Lastly, Michael J. Lyons soon-to-be-published research on the aesthetics of Tokyo's Kyoto Gardens was both informative and inspiring. And this is just a TINY PART of what happened there!

    Really, SIGGRAPH was NOT just an exhibition floor with cheesey swag (although the little green LED lights were very nice) and some cool new toys. It was presentation after presentation by resesarchers, some barely able to speak engrish, but all excited about their work and open to collaboration. It was hours and hours of animation, some (Like Allain Escalle's "Le Conte du monde flottant") were so stunning as to make you forget where animation ended and life began. Disney's work on replacing one actors face with another, retaining ALL facial expression, was downright scary. And the Spiderman gag footage, his spidey-suit oddly replaced with a fully reflective silver surface, like most of the rest of SIGGRAPH'S less entertaining presentations, were surely an indication of things to come.
    Take the time to go to SIGGRAPH2002 and look around. If you find something interesting, write the author. This is where the new VR and AR comes from - not ATI!

  15. Keep it virtual by Mandelbrute · · Score: 3
    In my third (and last) shot at live action role playing I tangled with someone that had got too far into character and had a real axe, which he pulled out and threatened me with, and wouldn't listen to me when I said "you've won the game I quit". It looked as if there was going to be blood spilled (either mine or his from a few desperate kicks and punches in an attempt to stop him using the axe), until about six people came over and managed to calm him down. People were surprised that I dropped out of that game then and there and complained about real weapons being used as props.

    Foam weapons would have been good in that situation, even though the few rare combats were actually run by dice rolls and cards. I think anytime adults play at fighting and heavy objects are involved there should be either protective gear or a lot of empty space sepating the business end of the blunt object and the target (eg. virtual fighting on opposite sides of the room).

    As a kid I used to thump at other kids with a six foot wooden staff (the nature of monkey was irrepressible), but that usually involved hitting at the other kids staff or lots of slow motion theatrical stuff. If a kid with a blunt object loses it people are less likely to get hurt than if an adult loses it.

    With something like this setup and two people in the same room with virtual headsets I can forsee someone beating the guy in marketing to a bloody pulp with the gyroscopicly stablised VR sword during what would start as a friendly game. Keep it virtual, stay in your corner.