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10Virtual Reality Comes of AgeVirtual reality (VR) is a highly multidisciplinary field of computing that emerged from research on three-dimensional interactive graphics and vehicle simulation in the late 1960s and early 1970s.1 For much of its early development, VR often seemed more like science fiction than science, but it is now transforming fields such as military training, entertainment, and medicine. Applications range from navigation systems that enable pilots and air traffic controllers to operate in dense fog2 to fully digital design environments for creating new car models3 (see Box 10.1). This chapter focuses on research and development (R&D) in computer graphics and related technologies that contributed to the emergence of VR as a practical technology. In particular, it examines the diversity of funding agencies, missions, and environments, as well as the strong interactions between public and private research and personnel, that have promoted advances in the field. The analysis is not intended to be comprehensive but rather concentrates on selected topics that illuminate the R&D process. It highlights medical and entertainment applications of VR because they demonstrate interesting aspects of the innovation process. The emphasis on head-mounted displays is not meant to downplay the significance of other VR technologies that are not addressed, such as the large projection environments at the National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign.4 The research on head-mounted displays is but one illustration of the many ways in which federally sponsored research programs have influenced the VR field. This case history demonstrates that federal support has been the single most important source of sustained funding for innovative research in both computer graphics and VR. Beginning in the 1960s with its investments in computer modeling, flight simulators, and visualization techniques, and continuing through current developments in virtual worlds, the federal government has made significant investments in military, civilian, and university research that laid the groundwork for one of today's most dynamic technologies. The commercial payoffs have included numerous companies formed around federally funded research in graphics and VR. The first section of the chapter briefly outlines the origins of VR. The next seven sections, which are organized in roughly chronological order, discuss early development of the academic talent pool, the private sector's cautious initial approach, the role of synergy in launching visionary VR research, a breakthrough that provided initial building blocks for a commercial VR infrastructure, the mixture of research projects that led to biomedical applications, the role of entertainment applications in expanding use of VR, and the growing role of military R&D in producing commercial spin-offs. The last section of the chapter summarizes the lessons learned from history. LAUNCHING THE GRAPHICS AND VIRTUAL REALITY REVOLUTIONThe earliest use of a computer-generated graphical display on a cathode ray tube (CRT) was in Project Whirlwind, a project sponsored by the U.S. Navy to develop a general-purpose flight simulator (see Chapter 4). By the late 1940s, Robert Everett at the Massachusetts Institute of Technology (MIT) had developed a light gun that could cause the CRT to react. Researchers on SAGE, the successor to Whirlwind, made extensive use of interactive graphics consoles with displays equipped with a light gun capable of sending signals coordinated with the display. By 1955, U.S. Air Force personnel working on SAGE were using light guns for data manipulation. These and other early projects convinced a number of researchers that the capability to interact with a computer in real time through a graphical representation was a powerful tool for making complex information understandable. In the late 1950s and early 1960s, several government agencies, including the National Science Foundation (NSF), National Institutes of Health (NIH), National Aeronautics and Space Administration (NASA), and various divisions within the Department of Defense (DOD), began funding research to address an array of computer graphics problems, including the development of input/output devices and programming. The total funding for these early programs was comparatively small. For example, the NSF allocated about 8 percent of its annual computing research budget to computer graphics between 1966 and 1985. Its graphics-related expenditures rose from $93,000 to $1.8 million annually during this period.5 Another source of funding for computer graphics research during these years was the Information Processing Techniques Office (IPTO) of the DOD's Defense Advanced Research Projects Agency (DARPA, known at times as ARPA). The IPTO support for the development of interactive graphics was concentrated at MIT, Carnegie Mellon University, and especially the University of Utah, which received $10 million in IPTO support for interactive graphics research between 1968 and 1975 (Stockham and Newell, 1975; Van Atta et al., 1991a,b). University programs were only loosely coupled to deliverable systems but supported visionary ideas and the training of students to pursue them. The eventual payoffs from these small initial investments were enormous. The government support established an infrastructure for the computer graphics field through university-based research and training in fundamental science. These centers identified key research and technical problems, developed sample solutions, created tools and methods, and, above all, produced cadres of students, researchers, and teachers who became the leading practitioners in the field. The graduates of the federally supported academic programs have made substantial contributions not only to many areas of science, technology, and medicine, but also to the intellectual and artistic culture of the late 20th century. They have also launched companies that laid the foundations for a worldwide market for computer graphics worth $40 billion in 1997. SEEDING THE ACADEMIC TALENT POOLAmong the greatest contributions of the federal government has been support for the development of human resources. (Associations also played a role in building the graphics community, as illustrated in Box 10.2). An early pioneer, Steven Coons, benefited from federal support of research at MIT that helped realize his vision of interactive computer graphics as a powerful design tool. During World War II, Coons worked on the design of aircraft surfaces, developing the mathematics to describe generalized surface patches. An early advocate of the use of computers in mechanical engineering, Coons taught in the Mechanical Engineering Department at MIT during the 1950s and 1960s, where he inspired his students with the vision of creating interactive computer graphics to assist design (Coons, 1967). Among the students he inspired were Ivan Sutherland and Lawrence Roberts, both of whom went on to make numerous contributions to computer graphics and (in Roberts' case) to computer networks. Both men also served as directors of IPTO. Working in the early 1960s on the TX-2 at MIT's Lincoln Laboratory, which was equipped with an interactive display tube, Sutherland developed a graphics system called Sketchpad as his dissertation in 1963. Sketchpad was an interactive design tool for the creation, manipulation, and display of geometric objects in two-dimensional (2D) or three-dimensional (3D) space. The system could sketch with a light pen on the face of the CRT, position objects, change their size, square up corners, create multiple copies of objects, and paste them into an evolving design. Sketchpad was the first system to explore the data management techniques required for interactive graphics. Roberts, meanwhile, wrote the first algorithm to eliminate hidden or obscured surfaces from a perspective picture (Roberts, 1963). In 1965, Roberts implemented a homogeneous coordinate scheme for transformations and perspective. His solutions to these problems prompted attempts over the next decade to find faster algorithms for generating hidden surfaces (Roberts, 1965). Sutherland expanded the talent pool everywhere he went. First MIT, then Harvard University (especially after Sutherland's return from his stint as IPTO director in 1966), and, following Sutherland's move there in 1968, the University of Utah became the major academic centers of early work in interactive graphics. In particular, the period from the late 1960s through the late 1970s was a golden era of computer graphics at Utah. Students and faculty in Utah's ARPA-funded program contributed to the growth of a number of exploratory systems in computer graphics and the identification of key problems for future work (Table 10.1). Among their notable activities were efforts to develop fast algorithms for removing hidden surfaces from 3D graphics images, a problem identified as a key computational bottleneck (Sutherland et al., 1974). Students of the Utah program made two important contributions in this field, including an area search method by Warnock (1969) and a scan-line algorithm that was developed by Watkins (1970) and constructed into a hardware system. Perhaps the most important breakthrough was Henri Gouraud's development of a simple scheme for continuous shading (Gouraud, 1971). Unlike polygonal shading, in which an entire polygon (a standard surface representation) was a single level of gray, Gouraud's scheme involved interpolation between points on a surface to describe continuous shading across a single polygon, thus achieving a closer approximation of reality. The effect made a surface composed of discrete polygons appear to be continuous. The work of these individuals alone reflects the high level of fundamental research performed under federal sponsorship in a variety of graphics fields, including surface rendering, simulations, computer animation, graphical user interface design, and early steps toward VR. No less than 11 commercial firms, several of which ship more than $100 million in products annually, trace their origins to the Utah program.6 VIRTUAL REALITY IN THE PRIVATE SECTOR: APPROACH WITH CAUTIONIndustry and private research centers played an important role in the early development of interactive graphics. But an examination of several key players--Bell Laboratories, the Mathematical Applications Group Incorporated (MAGI), and General Electric Company (GE)--illustrates that the private sector, even when it has federal funding for isolated projects, cannot support development of nascent technologies requiring high-risk research with uncertain payoffs. Indeed, even when a company contributes lucrative new technologies to the field, the government is often the key to sustaining progress over time (see Box 10.3). Bell Laboratories had one group of researchers, including Michael Noll, Bela Julesz, and C. Bosche, working on computer-animated stereo movies, and another group, including Ken Knowlton, Leon Harmon, and Manfred Schroeder, working on pixel graphics methods for digitizing still images, gray-scale techniques, and rule-directed animation. Knowlton also produced an important animation language, called BEFLIX, which permitted the creation and modification of gray-scale pixel images. MAGI, headed by Phillip Mittleman, was supported by military contracts for projects simulating equipment behavior. MAGI developed a hidden-surface algorithm along with a user language, Synthavision, which sent output to a specially built monitor for microfilming through color filters. The system provided a user-oriented syntax for making computer animation, and it was important for creating film footage for advertising. The GE group built the first real-time, full-color, interactive flight simulator, a project funded by a NASA contract for the manned space program (Rouselot and Schumacker, 1967).7 The simulator, completed in 1967, permitted up to 40 solid objects to be displayed in full color, with hidden surfaces removed and visible surfaces shaded to approximate reflected illumination. The entire display was updated in real time, depending on a trainee's actions on the controls. This GE system was the prototype for a new generation of training simulators that integrated computer-driven synthetic visual environments with interactive tactile feedback. Although GE had a well-endowed in-house research infrastructure of venerable standing, the company took a cautious approach to this new area of research. GE Aerospace did not market its early image-generating systems to customers other than the federal government, nor did it initiate its own program to develop VR. GE did spin off a commercially successful system called Genigraphics, a full-color, interactive, 2D slide-generating system aimed at the commercial audiovisual market. And of course, GE did continue contract work on image generators for flight simulators, including its highly rated Compu-Scene IV system, which "practically stole the market in high-end military flight simulation and training in 1984 when [it] introduced photographic-quality texturing to real-time graphics."8 GE also pursued medical imaging. Its Medical Systems Laboratory has been a major manufacturer of medical imaging systems, from x-ray machines to ultrasound, computerized tomography (CT), magnetic resonance imaging (MRI), and positron emission tomography (PET) systems. In addition, GE scientists have made distinguished contributions to the published literature on scientific and medical visualization. For example, the "marching cubes" algorithm developed by William E. Lorensen and Harvey E. Cline of the Electronic Systems Laboratory at the GE Research and Development Center is one of the most fundamental algorithms for high-resolution, 3D surface reconstruction from CT, MRI, or SPECT data (Lorensen and Cline, 1987).9 Graphics work of this sort has been regarded by GE as central to the development of new imaging systems. Significantly, GE's achievements in this area have benefited from university collaborations and federal support. An example is the recent arrangement between GE Medical Systems and the University of Chicago involving the GE digital detector system, a 10-year, $100 million R&D effort that has been the basis of a portfolio of medical imaging and computer-aided detection systems involving more than 100 scientists and resulting in 80 patents (General Electric, 1997). The GE technology will be used by the University of Chicago Medical Center in a long-term project supported by the National Cancer Institute, American Cancer Society, U.S. Army, and Whitaker Foundation to develop a platform for computer-aided diagnosis, which provides the radiologist with guidance for reading a mammographic image.10 The GE experience demonstrates the difficulty faced by private firms in funding long-term research that is not directly related to ongoing product development efforts. Industry seldom funds research that is expected to take more than 5 to 7 years to produce tangible results, although firms can misjudge how long it will take to develop a marketable product from new technology. And, some firms do support limited research with longer time horizons (see Chapter 5 for a discussion of long-term research). In its press releases on the Digital Detector System, GE emphasizes that this 10-year project is the largest development project in company history. Commercial VR, by comparison, has taken 30 years to mature. None of the companies discussed in this section (Bell Laboratories, MAGI, or GE) pursued commercial applications of VR. MAGI left the graphics field completely, failing to sustain a research capability in computer animation and simulation even though it helped launch the field.11 Both Bell Laboratories and GE abandoned work on commercial simulation systems in spite of commanding early positions in the field. It is not difficult to see why. VR is one of those fields that Ivan Sutherland would christen "holy grails"--fields involving the synthesis of many separate, expensive, and risky lines of innovation in a future too far distant and with returns too unpredictable to justify the long-term investment. SYNERGY LAUNCHES THE QUEST FOR THE "HOLY GRAIL"Work on head-mounted displays illustrates the synergy between the applications-focused environments of industry and government-funded (both military and civilian) projects and the fundamental research focus of university work that spills across disciplinary boundaries. Work on head-mounted displays benefited from extensive interaction and cross-fertilization of ideas among federally funded, mission-oriented military projects and contracts as well as private-sector initiatives. The players included NASA Ames, Armstrong Aerospace Medical Research Laboratory of the Air Force, Wright-Patterson Air Force Base, and, more recently, DOD programs on modeling and simulation, such as the Synthetic Theater of War program. Each of these projects generated a stream of published papers, technical reports, software (some of which became commercially available), computer-animated films, and even hardware that was accessible to other graphics researchers. Other important ideas for the head-mounted display came from Knowlton and Schroeder's work at Bell Laboratories, the approach to real-time hidden-line solutions by the MAGI group, and the GE simulator project (Sutherland, 1968). Early work on head-mounted displays took place at Bell Helicopter Company. Designed to be worn by pilots, the Bell display received input from a servo-controlled infrared camera, which was mounted on the bottom of a helicopter. The camera moved as the pilot's head moved, and the pilot's field of view was the same as the camera's. This system was intended to give military helicopter pilots the capability to land at night in rough terrain. The helicopter experiments demonstrated that a human could become totally immersed in a remote environment through the eyes of a camera. The power of this immersive technology was demonstrated in an example cited by Sutherland (1968). A camera was mounted on the roof of a building, with its field of view focused on two persons playing catch. The head-mounted display was worn by a viewer inside the building, who followed the motion of the ball, moving the camera by using head movements. Suddenly, the ball was thrown at the camera (on the roof), and the viewer (inside the building) ducked. When the camera panned the horizon, the viewer reported seeing a panoramic skyline. When the camera looked down to reveal that it was "standing" on a plank extended off the roof of the building, the viewer panicked! In 1966, Ivan Sutherland moved from ARPA to Harvard University as an associate professor in applied mathematics. At ARPA, Sutherland had helped implement J.C.R. Licklider's vision of human-computer interaction, and he returned to academe to pursue his own efforts to extend human capabilities. Sutherland and a student, Robert Sproull, turned the "remote reality" vision systems of the Bell Helicopter project into VR by replacing the camera with computer-generated images.12 The first such computer environment was no more than a wire-frame room with the cardinal directions--north, south, east, and west--initialed on the walls. The viewer could "enter" the room by way of the "west" door and turn to look out windows in the other three directions. What was then called the head-mounted display later became known as VR. Sutherland's experiments built on the network of personal and professional contacts he had developed at MIT and ARPA. Funding for Sutherland's project came from a variety of military, academic, and industry sources. The Central Intelligence Agency provided $80,000, and additional funding was provided by ARPA, the Office of Naval Research, and Bell Laboratories. Equipment was provided by Bell Helicopter. A PDP-1 computer was provided by the Air Force and an ultrasonic head-position acoustic sensor was provided by MIT Lincoln Laboratory, also under an ARPA contract. Sutherland outlined a number of forms of interactive graphics that later became popular, including augmented reality, in which synthetic, computer-generated images are superimposed on a realistic image of a scene. He used this form of VR in attempting a practical medical application of the head-mounted display. The first published research project deploying the 3D display addressed problems of representing hemodynamic flow in models of prosthetic heart valves. The idea was to generate the results of calculations involving physical laws of fluid mechanics and a variety of numerical analysis techniques to generate a synthetic object that one could walk toward and move into or around (Greenfield et al., 1971). As Sutherland later recalled, there was clearly no chance of immediately realizing his initial vision for the head-mounted display. Still, he viewed the project as an important "attention focuser" that "defined a set of problems that motivated people for a number of years." Even though VR was impossible at the time, it provided "a reason to go forward and push the technology as hard as you could. Spin-offs from that kind of pursuit are its greatest value."13 In Sutherland's view, the most important spin-offs were the students and the personal and professional connections. Sociologists of science talk about the importance of "core sets" of individuals who define the intellectual and technological direction of a domain. Certainly the students trained by Sutherland and Dale Evans, who founded Utah's Computer Science Department, constitute one of the best examples of a core set in the history of computer science. Sutherland knew Evans from his ARPA days, and in 1968 they co-founded Evans & Sutherland Computer Corporation, which manufactured graphical display systems and built military flight and tank simulators under government contract. Many commercial and military pilots were trained on Evans & Sutherland flight simulators. A number of their students worked on an ARPA-supported project on 3D graphics, and several worked at Evans & Sutherland on simulations. Several of the original Harvard group also helped form the corporation, including Charles Seitz, who joined the Utah faculty in 1970 and remained until 1973, when he moved to California Institute of Technology and founded Myricom with Dan Cohen, another Harvard alumnus who contributed to the head-mounted display. The interaction between research on basic problems and development of hardware and software for military projects at Evans & Sutherland was an important feature of work at Utah. GRAPHICS HARDWARE: RISC TECHNOLOGYCentral to advances in computer graphics and VR technology have been improvements in the underlying computer hardware that enhanced capabilities and reduced costs. A significant advance, derived from both industrial and academic research, was the development of reduced instruction set computing (RISC), starting in the mid-1980s. By eliminating certain instructions based on careful quantitative analysis and emulating those instructions in software, RISC processors can increase the performance of some computers. With RISC processors, the performance of graphics hardware grew at about 55 percent per year--resulting in a doubling of performance every 18 months.14 The roots of RISC lie in three research projects: the IBM Corporation's 801, the University of California at Berkeley's RISC processor, and Stanford University's million-instructions-per-second (MIPS) processor. These architectures promised two to five times the performance of traditional machines. The Berkeley and Stanford projects were funded by DARPA's highly ambitious Very Large Scale Integrated Circuits (VLSI) program, which envisioned that integrated circuit (or chip) technology could be made available to system designers, who had an overall view of the objectives and constraints of an entire hardware/software system. The VLSI program also developed the concept of the multichip wafer, which dramatically reduced costs. It expanded the availability of the metal oxide silicon implementation service, which created a multichip wafer from designs submitted electronically from multiple sites, allowing university system designers to access state-of-the-art silicon fabrication (see Chapter 4). Begun in the late 1970s, the IBM machine was designed as a minicomputer made from hundreds of chips, whereas the university projects were both microprocessors. John Cocke, the father of the 801 design, received both the A.M. Turing Award, the highest award in computer science and engineering, and the Presidential Medal of Technology. The Berkeley project, headed by David A. Patterson, began in 1980. The Berkeley group built two machines, RISC-I and RISC-II. Because the IBM project was not widely known, the Berkeley group's role in promoting the RISC approach was critical to the acceptance of the technology. The Stanford MIPS project, begun in 1981, was led by John L. Hennessy. MIPS is a high-performance RISC, built in VLSI.15 Both the Stanford and the Berkeley groups were interested in designing a simple machine that could be built as a microchip within the university environment. Hennessy played a key role in transferring this technology to industry. During a sabbatical from Stanford in 1984-1985, he co-founded MIPS Computer Systems (acquired by Silicon Graphics Incorporated, in 1992), which specialized in the production of computers and chips based on these concepts. In 1986 the computer industry began to announce commercial processors based on RISC technology. Hewlett-Packard Company (HP) converted its existing minicomputer line to RISC architectures. IBM never turned the 801 into a product but adapted the ideas for a new low-end architecture that was incorporated into the IBM RT-PC. This machine was a commercial failure, but subsequent RISC processors with which IBM has been involved (e.g., the Apple/IBM/Motorola PowerPC) have been highly successful. In 1987 Sun Microsystems, Inc. began delivering machines based on the SPARC architecture, a derivative of the Berkeley RISC-II machine. In the view of many, it was Sun's success with RISC-based workstations that convinced the remaining skeptics that RISC was significant commercially. Sun's success sparked renewed interest at IBM, which announced a new RISC architecture in 1990, as did Digital Equipment Corporation in 1993. By 1995, RISC had become the foundation of a $15 billion industry in computer workstations. RISC computers advanced the field of interactive graphics and promoted the development of VR. Silicon Graphics Incorporated (SGI), co-founded by James Clark in 1982, was an early adopter of RISC processors and has been a leader in the recent development of high-end graphics, including VR. Clark joined the Stanford engineering faculty in 1979 after completing his doctorate with Ivan Sutherland on problems related to the head-mounted display. Clark worked with Hennessy and Forest Baskett in the Stanford VLSI program and was supported by DARPA in the Geometry Engine project, which attempted to harness the custom chip technology of MIPS to create cost-effective, high-performance graphics systems. In 1981, Clark received a patent for his Geometry Engine--the 3D algorithms built into the "firmware" that enable the unit to serve up real-time, interactive 3D graphics. The patent formed the basis of SGI. Clark also invented the GraphicsLibrary, the graphics interface language used to program SGI's computers. Silicon Graphics is part of the commercial infrastructure for interactive graphics and VR that finally took root in the fertile ground laid by early federal funding initiatives. Companies such as SGI, Evans & Sutherland, HP, Sun Microsystems, and others have generated products that have enabled simulations of all sorts, scientific visualizations, and computer-aided design programs for engineering. They also helped create the film and video game industries, which have stimulated advances in graphics by providing jobs, markets, and substantial research advances.16 In 1997, SGI reported revenues of $3.66 billion (McCracken, 1997).17 BIOMEDICAL APPLICATIONSThe basic technologies developed through VR research have been applied in a variety of ways over the last several decades. One line of work led to applications of VR in biochemistry and medicine. This work began in the 1960s at the University of North Carolina (UNC) at Chapel Hill. The effort was launched by Frederick Brooks, who was inspired by Sutherland's vision of the ultimate display as enabling a user to see, hear, and feel in the virtual world. Flight simulators had incorporated sound and haptic feedback for some time. Brooks selected molecular graphics as the principal driving problem of his program. The goal of Project GROPE, started by Brooks in 1967, was to develop a haptic interface for molecular forces (Brooks, 1990). The idea was that, if the force constraints on particular molecular combinations could be "felt," then the designer of molecules could more quickly identify combinations of structures that could dock with one another. GROPE-I was a 2D system for continuous force fields. GROPE II was expanded to a full six-dimensional (6D) system with three forces and three torques. The computer available for GROPE II in 1976 could produce forces in real time only for very simple world models--a table top; seven child's blocks; and the tongs of the Argonne Remote Manipulator (ARM), a large mechanical device. For real-time evaluation of molecular forces, Brooks and his team estimated that 100 times more computing power would be necessary. After building and testing the GROPE II system, the ARM was mothballed and the project was put on hold for about a decade until 1986, when VAX computers became available. GROPE III, completed in 1988, was a full 6D system. Brooks and his students then went on to build a full-molecular-force-field evaluator and, with 12 experienced biochemists, tested it in GROPE IIIB experiments in 1990. In these experiments, the users changed the structure of a drug molecule to get the best fit to an active site by manipulating up to 12 twistable bonds. The test results on haptic visualization were extremely promising (Ouh-Young et al., 1988, 1989; Minsky et al., 1990). The subjects saw the haptic display as a fast way to test many hypotheses in a short time and set up and guide batch computations. The greatest promise of the technique, however, was not in saving time but in improving situational awareness. Chemists using the method reported better comprehension of the force fields in the active site and of exactly why each particular candidate drug docked well or poorly. Based on this improved grasp of the problem, users could form new hypotheses and ideas for new candidate drugs. The docking station is only one of the projects pursued by Brooks's group at the UNC Graphics Laboratory. The virtual world envisioned by Sutherland would enable scientists or engineers to become immersed in the world rather than simply view a mathematical abstraction through a window from outside. The UNC group has pursued this idea through the development of what Brooks calls "intelligence-amplifying systems." Virtual worlds are a subclass of intelligence-amplifying systems, which are expert systems that tie the mind in with the computer, rather than simply substitute a computer for a human. In 1970, Brooks's laboratory was designated as an NIH Research Resource in Molecular Graphics, with the goal of developing virtual worlds of technology to help biochemists and molecular biologists visualize and understand their data and models. However, because of budget cutbacks and a reorientation of the program, support from the NIH National Center for Research Resources has declined by more than 50 percent since 1979. Fortunately, a variety of other federal agencies have continued to support the virtual worlds project since the early 1980s. These agencies include NIH's National Cancer Institute, DARPA, and the NSF. Collaboration with the Air Force Institute of Technology on image-delivery systems has also been an important part of the work at UNC since 1983 (U.S. Congress, 1991). During the 1990s, UNC has collaborated with industry sponsors such as HP to develop new architectures incorporating 3D graphics and volume-rendering capabilities into desktop computers (HP later decided not to commercialize the technology).18 Since 1985, NSF funding has enabled UNC to pursue the Pixel-Planes project, with the goal of constructing an image-generation system capable of rendering 1.8 million polygons per second and a head-mounted display system with a lagtime under 50 milliseconds. This project is connected with GROPE and a large software project for mathematical modeling of molecules, human anatomy, and architecture. It is also linked to VISTANET, in which UNC and several collaborators are testing high-speed network technology for joining a radiologist who is planning cancer therapy with a virtual world system in his clinic, a Cray supercomputer at the North Carolina Supercomputer Center, and the Pixel-Planes graphics engine in Brooks's laboratory. With Pixel-Planes and the new generation of head-mounted displays, the UNC group has constructed a prototype system that enables the notions explored in GROPE to be transformed into a wearable virtual-world workstation. For example, instead of viewing a drug molecule through a window on a large screen, the chemist wearing a head-mounted display sits at a computer workstation with the molecule suspended in front of him in space. The chemist can pick it up, examine it from all sides, even zoom into remote interior dimensions of the molecule. Instead of an ARM gripper, the chemist wears a force-feedback exoskeleton that enables the right hand to "feel" the spring forces of the molecule being warped and shaped by the left hand. In a similar use of this technology, a surgeon can work on a simulation of a delicate procedure to be performed remotely. A variation on and modification of the approach taken in the GROPE project is being pursued by UNC medical researcher James Chung, who is designing virtual-world interfaces for radiology. One approach is data fusion, in which a physician wearing a head-mounted display in an examination room could, for example, view a fetus by ultrasound imaging superimposed and projected in 3D by a workstation. The physician would see these data fused with the body of the patient. In related experiments with MRI and CT scan data fusion, a surgeon has been able to plan localized radiation treatment of a tumor. In the UNC case, funding of VR research by several different agencies has sustained the laboratory through changing federal priorities and enabled it to pursue a complementary mix of alternative approaches, basic and applied research, and prototype development. Although federal agencies have different mission objectives, a synergy evolved between the various projects, and a common base of knowledge and personnel was established. Over the years, the government's investment has greatly expanded the range of tools available to both the research community and industry.
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