Develop a 3D virtual environment with subjective view

The project aims at developping a 3D virtual environment (OpenGL like) with subjective view.

The following specifications shall be followed.

1.1. This First Person 3D environment shall represent an urban scene compound of:

o A corner with 2 crossing roads,

o Pavements on each side of the roads,

o Some car parked in the border of the road,

o One car going along one of the road and coming back with a slow speed and medium period of go and return,

o Signpost on the pavements:

• 1m heighted Signpost,

• Head-heighted signposts

o An hole in pavement,

o Wall on the exterior side of the pavements.

The virtual environment will be limited to this restricted area corresponding to a 40m x 40m square. Objects and urban furniture will be represented with a 1:1 scale. (Confer the following file for further details and pictures)

1.2. As a First Person 3D environment, this urban scene shall be observed from a pedestrian point of view. This means that we will:

o be able to navigate in the environment as a pedestrian (be able to walk in the street, rise pavements,...)

o consider an observer of 1.70 m height an see through his eyes

1.3. The Inputs of the simulation shall be:

o direction keys for walking on the left side, right side, ahead and backwards,

o The mouse for defining your walk direction and face orientation.

In brief, the navigation and vision abilities shall be as in a standard FPS game.

Once this test environment is ready, the software shall provide a specific output. This is the purpose of these developments. They are described here below.

2. Distance Matrix

Consider the pedestrian is carrying on a video camera in his right hand at the level of his right hip. The objective will be to provide a second point of view of the scene as filmed by this camera.

2.1. The particularity of this camera

The particularity of this camera will be the following. Contrary to a standard video camera, each pixel of the image won’t be the pixel we can visually see. Each pixel will be valued to the distance from the camera’s pixel to the closest obstacle. In brief, the idea is to be able to get the distance of objects filmed by the camera and to express this relief information into a digits matrix representing the distance to objects.

The camera will remain relatively fixed compared to the pedestrian.

o The inclination angle and direction of the camera shall be the same as the pedestrian’s look. So, by navigating in the simulated environment as in a FPS game, the row keys and the mouse will control the moving and vision of the pedestrian and of the camera in a similar way.

o The objective of the camera is to provide the distance of the objects of the scene in a given direction.

o This camera shall provide in output a Square matrix providing for each pixel the distance to an object.

2.2. Configuration parameters of the camera

It shall be possible to configure dynamically the camera. The following parameters could be updated during the running simulation:

o The width and height angles of the camera – This will play on the general width and height of the filmed scene.

o The definition of the distance matrix – more or less populated. The minimal requirement shall be to fragment the “Captured Image” in a 20x30 “Distance Matrix”of numerical distance digits.

2.3. Output of the application

(confer attached file)

2.4. The global deliverable

(confer attached file)

Your answer to this proposal shall provide a short description of :

• how you intend to develop this application (language, graphical library, development environment),

• how you expect to match the requirements from this Request for Proposal.

Skills: 3D Modelling, C++ Programming, OpenGL

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About the Employer:
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Project ID: #4715867

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Hello. I sent to you my solution and some images I made. Please check PM. Thanks.

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