DocumentCode
2503509
Title
VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler
Author
Pavlik, Ryan A. ; Vance, Judy M.
Author_Institution
Grad. Program, Iowa State Univ., Ames, IA, USA
fYear
2012
fDate
5-5 March 2012
Firstpage
29
Lastpage
35
Abstract
A gap exists between virtual reality (VR) software platforms designed for optimum hardware abstraction and cluster support, and those designed for efficient content authoring and exploration of interaction techniques through prototyping. This paper describes VR JuggLua, a high-level virtual reality application framework based on combining Lua, a dynamic, interpreted language designed for embedding and extension, with VR Juggler and OpenSceneGraph. This work allows fully-featured immersive applications to be written entirely in Lua, and also supports the embedding of the Lua engine in C++ applications. Like native C++ VR Juggler applications, VR JuggLua-based applications run successfully on systems ranging from a single desktop machine to a 49-node cluster. The osgLua introspection-based bindings facilitate scenegraph manipulation from Lua code, while bindings created using the Luabind template meta-programming library connect VR Juggler functionality. A thread-safe run buffer allows new Lua code to be passed to the interpreter during run time, supporting interactive creation of scene-graph structures. It has been successfully used in an immersive application implementing two different navigation techniques entirely in Lua and a physically-based virtual assembly simulation where C++ code handles physics computations and Lua code handles all display and configuration.
Keywords
C++ language; application program interfaces; program assemblers; program interpreters; virtual reality; 49-node cluster; C++ applications; Lua code; Lua engine; Luabind template meta-programming library; OpenSceneGraph; VR JuggLua; VR Juggler; content authorisation; desktop machine; dynamic interpreted language; high-level virtual reality application framework; immersive applications; interaction techniques; interpreter; navigation techniques; optimum hardware abstraction; osgLua introspection-based bindings; physically-based virtual assembly simulation; physics computations; run time; scene-graph manipulation; thread-safe run buffer; Kernel; Libraries; Solid modeling; Syntactics; Transforms; Virtual reality; C++; Lua; Virtual reality; human-computer interaction; interactivity; software tools;
fLanguage
English
Publisher
ieee
Conference_Titel
Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), 2012 5th Workshop on
Conference_Location
Orange County, CA
Print_ISBN
978-1-4673-1249-3
Type
conf
DOI
10.1109/SEARIS.2012.6231166
Filename
6231166
Link To Document