hardware
| software
Hardware: General
Architecture | Alignment and Masking
| Rigging lasers | Computer-controlled
lasers
Software: The choice of LithTech
| 2D input ->3D world | Iterations on
interactivity | Implementing a storyline
Iterations
on interactivity
We
started with a concept that remained true throughout the development of
the show: use laser pointers to gradually "reflesh-in" dinosaur
bones back to life. This started with an attempt to accomplish the painting
in 2D, by "scratching off" an image of a dinosaur on top of
a skeleton image. This revealed to have insufficient visual quality, and
the magic just was not there. Moreover, it would have been very tricky
to switch from an application running this 2D painting to LithTech's 3D
environment. Because of these two reasons, we decided to implement the
totality of our show in LithTech. Not only does this make our implementation
more solid, but it also gives a much better look to the process, for example
by allowing camera movements during the painting process. . Figure 1 illustrates
the old 2D painting.
Figure
1: Our old 2D painting results. Click here
to see a video of it in action in the Earth Theater (3.88 Mb).
Our
first vision for the 3D painting was to "flesh in" the dinosaur's
muscles with our lasers (Figure 2). Actual testing in the Earth
Theater revealed that this was not satisfactory because of the size of
each muscle. There was a poor direct feedback per laser pointer, as a
single dot on the screen could make a muscle appear that is as large as
5 feet tall on the screen.
Figure
2: The new 3D painting. This allows us to have a layer for muscles which
will eventually be covered by the dino skin.
Next,
we tried painting each polygon of the dinosaur skin by assigning a piece
of texture to it (not illustrated here). Our dinosaur models
have the possibility to have their polygon count increased or decreased
at will within seconds, until the number of polygons is refined enough
to give a direct feedback to each laser. This texturing approach was given
up because of internal engine restrictions that could not be solved in
a timely manner. However, the per-polygon collision detection was convincing
enough for us to keep iterating on it.
Figure
3: Throwing spheres at the dinosaur.
We
then considered "filling in" the dinosaur bit by bit by throwing
spheres at it (Figure 3). Again, each polygon of the dinosaur
can have a sphere that is attached to it. Making the sphere small enough
guaranties a good individual feedback for each laser. However, the visuals
of this approach were poor. A little modification led to our final solution
(Figure 4).
Figure
4: Our current approach:Bio-Bubbles!
Our
current and final approach consists in shooting bio-bubbles at the dinosaurs.
Each color of Coolneon group paints bubbles of the same color. Once thrown,
the bubbles do not remain static on the skeleton but are animated in circular
motion, which enhances the feeling that they are actively bringing the
dinosaur back to life. Once an appropriate number of bubbles has been
reached, the final transformation animation is triggered. The bubbles
pop and let the live dinosaur appear. The dinosaur roars and moves: he's
alive! That's im-fossil-ble!
Second
Interaction: Raptors
As
the peak interaction of our show, we will have raptors attacking the Bio-Bubbles
on the Trex as it's being painted. The raptors will come and tailwhack
the TRex skeleton to pop out a certain percentage of the painted bubbles.
This distracts the attention of the audience and adds enough thrill to
the show to make the painting of the TRex climatic.
Previously,
we had planned to have the guest point at the incoming raptors to scare
them away from the TRex. The guests would need to divide their attention
between painting the Trex and scaring away the raptors. As the guests
shine their lasers at a raptor, it would slowly change color and brightness
while the lasers remain on the raptor. As more lasers would target the
raptor, the faster the raptor would change color and brightness. When
the raptor would reach a given threshold of brightness, it would run away
from the Trex. If the raptor was not scared away, it would get to the
Trex and destroy some Bio-Bubbles. Time constraints did not allow to implement
this. However, we were not certain to have it in the final version even
if time had permitted because it might have been confusing to the audience
that their laser pointer would now have a different usage from that of
during the first interaction. This is an example of when user testing
would be crucial to determine the appropriate steps to take.
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