Virtual Campus
Alexei
Sourin,
Nanyang
Technological University, Singapore
assourin@ntu.edu.sg
Contents
Abstracts:
Virtual Campus is a shared virtual model of Nanyang Technological University. It
is a great place for electronic education and fun, research and games, meeting
new friends, and immersion in campus life. It can be accessed from any Internet
connected computer running MS Windows. In this place you can be anything:
choose a fancy look, or turn yourself into a sports car, spooky creature,
insect, or sparkling cloud. Everything is possible in this cyberworld. You may
wander around or fly, go to offices or student hostels, attend electronic
lectures, or just chat with other visitors or robots. One of the places of the
Virtual Campus is Collaborative Shape Modeling Hands-On Experience. Being a
part of the computer graphics course, it teaches students how 3D shapes and
their colors can be easily defined with parametric and implicit functions.
Key words: VRML, shared virtual worlds, electronic
education, shape modeling.
1. NTU Story
"Nanyang"
in Chinese means "south of the ocean" or "south seas"—a reference
to the Southeast Asian region. Back in the 1940s and 50s, many Chinese from
mainland China ventured south to seek their fortunes in new lands.
Malaya—Singapore and Malaysia—was then known as "Nanyang" to the
Chinese. After World War II, it was decided to start a university in Singapore,
a university that would provide tertiary
education in Chinese in the region. On 23 March 1953, 523 acres of land was
donated to the new Nanyang University, which was affectionately known as
"Nan Tah" in Chinese. The modern Nanyang Technological University
(NTU) [1], which originated from Nanyang University, also adopted the name
"Nan Tah" for its Chinese name in the mid 1990s. It occupies a large
beautiful Jurong Campus with very hilly terrain, located in the western part of
Singapore. The campus has many buildings with quite sophisticated futuristic
architecture, some of them designed by the famous Japanese architect Kenzo
Tange (Figure 1).

Fig. 1. Nanyang
Technological University
Can
students fly? Can they touch the sky? They certainly can in the Virtual Campus
of NTU.
The idea to
build a virtual reality model of the NTU campus came about six years ago when
we purchased a powerful SGI Onyx RE2 graphics workstation with
advanced modeling software systems MultiGen and Vega [2]. There was also a very
impressive demo of Performer Town [3]—a small virtual town surrounded by
mountains (Figure 2).

Fig. 2. Performer Town modeled
by Wes Hoffman of Paradigm Simulation
using the MultiGen database modeling tool and explored using Perfly.
This
Performer Town inspired us to think about making our very own virtual campus.
But we had only tools, no methods and solutions. On top of this, the very hilly
ground of the campus complicated the task very much. No existing virtual
reality projects dealt with anything like this. We had to be first and we
wanted to make an accurate model with a precision of about 0.3 m. Upon
examining the available resources, we decided to make the virtual land based on
information extracted from contour maps. Roads, lampposts, trees, and traffic
signs were measured by computer engineering students who had to turn themselves
into surveyors. Next came geometric modeling. Roads, created first, hung in the
void before adjoining pieces of land were attached to them one by one. The
author personally checked each road by “jogging” around the virtual land. The
next steps were planting all those gorgeous tropical trees and bushes,
inserting lampposts and signs, and, finally, constructing the buildings. Projecting the geometric complexity of the
buildings in a photo-realistic way required a lot of time and imagination as
well as experience in photography and interactive graphics modeling. Many digital
photos were taken and converted to texture images. The author even had to climb
to the roof of one of the tallest building to take a panoramic shot of the
surrounding area to turn it onto a backdrop image.
Finally, it
was done: we made a digital copy of the real campus stored in the computer.
Just for fun, we put it in a virtual “water globe” (Figure 3). We could shake it,
we could turn it over, and of course we could go inside it to the virtual
campus, and there we could walk, drive and even fly!

Fig. 3. Virtual campus … which is kept in a
water globe.
It was a
lot of fun. It was shown to many VIP visitors and featured on television. But
only a very special computer could be used for running the virtual campus.
3D web
visualization developed rapidly. Personal computers became capable of making VR
walk-through even in shared virtual worlds. Cybertown [4], built with Virtual
Reality Modeling Language (VRML) [5] under Blaxxun Platform [6], inspired us to
putting the Virtual Campus on the web. It was not a straightforward solution
since a lot of polygon reductions had to be made to find a compromise between
realism and the size of the model. We also had to build many new models since
the real campus of NTU is always changing. The whole model had to be designed in
such a way that it would allow for a smooth walk-through in any part of the
campus despite the polygonal complexity. It was achieved by careful spatial
organization with a hierarchy of bounding boxes, as well as by using level-of-detail,
view distance and other technical tricks used in VRML worlds. Eventually it was
completed and published on the web. The whole campus including textures is now
stored in about 8 Mb of files and can be accessed from any Internet connected
personal computer [7]. Once you enter this world, you can turn yourself into
virtually anything—from a human-like avatar to something really weird. Some
visitors choose to look like fancy-dressed people, some turn themselves into
sports cars, and some appear as sparkling clouds or fire-balls (Figure 4).

Fig. 4. Scenes of the Virtual Campus.
Many
visitors are computer graphics students, who either play virtual
“hide-and-seek” with their professor or come to study concepts of virtual
reality and shape modeling. There are also virtual strangers from around the
world. The place is usually crowded around 4pm GMT, with Singaporeans, French,
Germans, Italians, and others meeting together on this hospitable land. While
local students easily navigate the familiar 3D environment, the foreign guests
usually just wander around and chat, astonished by the size of what is probably
the biggest shared world of this kind. Yes, there, you can fly like a bird and
walk through walls. You can even safely jump from the roof of Nanyang Heights!
However, never attempt to do this after returning to the real world. The author
remembers a funny feeling how after several hours of flying in the virtual
campus, he tried to “take off and fly” on his way back home from the lab.
Virtual
Campus is not only for walking-through and seeing other avatars or robots. You
can talk to them! Blaxxun Contact provides the communication platform for it.
It even allows for text-to-voice synthesis so that you can hear your computer-simulated
voice as well as voices of other visitors. These chats may involve all the
visitors or can be organized into private chat groups (Figure 5).

Figure 5. It is night in Singapore but not too
late for chatting in the Virtual Campus.
Virtual
Campus is a place of research on crowd simulation and shared cyberspaces.
Sometimes you meet an avatar who is in fact a robot, and it will take time
before you understand it. Sometimes it may be otherwise.
4. Collaborative Shape Modeling
Cyber-learning
is one of the applications of the Virtual Campus. NTU professors are able to
meet with their students in virtual classrooms, while distant students will get
a feeling of really being on the campus. Some of the virtual lecture theatres and
other places are linked to streaming multimedia presentations of current and
prerecorded lectures and events through the NTU’s e-learning framework
edveNTUre [8] (Figure 6).

Fig. 6. Streaming media as a part of e-learning
in NTU: Lecture on OpenGL.
Of course Virtual
Campus is a learning tool for computer graphics students illustrating to them theoretical
concepts of virtual reality, real time rendering and shape modeling. It is used
during lectures, as well as after classes for consultations. It is fun and
educational. One of such activities is the Collaborative Shape Modeling Hands-On
Experience. The virtual class-room where this virtual lesson is running can be
entered both from the Virtual Campus as well as by a direct link [9].
Upon
arrival in the virtual class-room, new visitors will be advised to install a small
software plug-in, which can be done on the spot. This plug-in is an extension
of VRML which allows for defining shapes with analytical formulas. By “formulas”
we understand analytical definitions with parametric, implicit and so-called
F-Rep formulas, which are explicit functions of three coordinates. In our
model, these very different analytical representations can be used concurrently
for defining the geometry and appearance of shapes. The theoretical foundations
and details of this approach can be found in two project web pages on Function-based
Web Visualization [10], and Interactive Function-based Shape Modeling [11].
After the
plug-in is installed, besides the regular VRML objects, function-defined shapes
will become visible as well. There will be one big shape hovering in the middle
of the room, as well as a few smaller fancy shapes displayed in different parts
of the room. The big shape is the one, which the visitors interactively create.
The smaller function-defined shapes are examples of the best works created in
the previous sessions. Participants of the collaborative shape modeling class
may discuss the design in the chat box of the browser, type individual shape
modeling commands or command scripts in there, and immediately see how the
shape changes (Figure 7a). The geometry, color and 3D texture of the shape can
be interactively defined with analytical formulas written in C-style syntax. A
large library of standard mathematical functions can be used in the formulas.
For implicit and F-Rep functions, two set-theoretic operations—union and
intersection—are provided for making complex constructive solid geometry shapes.
The function-based VRML description of the current shape can be displayed at
any time and saved for future use (Figure 7b). The same parametric, implicit or
F-Rep formulas can be re-used with little modification for defining both the
shapes and their appearances thus illustrating the concepts of shape modeling.
Since each shape is in fact defined by only two analytical formulas—one for
geometry and one for appearance—these formulas can easily be edited and
exchanged when building other cyberworlds (Figure 8).

(a)

(b)
Fig. 7. Collaborative Shape Modeling Hand-On Experience
in the Virtual Campus of NTU
|
Shape { |
|
Fig. 8. VRML code of the function-defined
water-melon.
The
construction of the Virtual Campus never ends, just as it never ends on the
real campus. You never know what you’ll find there tomorrow. Since the size of
the model cannot be increased above a certain level currently acceptable for
web visualization, Virtual Campus is expanding non-linearly. It is in fact a
meta-world, which consists of many smaller “parallel” shared virtual worlds.
Each university school and student hall of residence has its own model and
respective communication space. When you enter or leave these worlds, it looks
like you are still in the same virtual environment, however these smaller
worlds are different cyberspaces. We are working on further expansion of the
model to the surrounding areas and eventually to the whole of Singapore.
[1] NTU
web-site http://www.ntu.edu.sg
[2]
MultiGen-Paradigm http://www.multigen.com/
[3]
Performer Town: Visual Simulation scene http://www.sgi.com/software/performer/gallery.html
[4]
Cybertown http://www.cybertown.com
[5] VRML
specification http://www.web3d.org/x3d/specifications/vrml/ISO_IEC_14772-All
[6] Blaxxun
Contact http://www.blaxxun.com
[7] Virtual
Campus of NTU http://www.ntu.edu.sg/home/assourin/vircampus.html
[8]
EdveNTUre http://edventure.ntu.edu.sg
[9] Collaborative
Shape Modeling http://www.ntu.edu.sg/home/assourin/vircampus/vircampus/fshapelab/contact_fshapelab.htm
[10]
Function-based Web Visualization http://www.ntu.edu.sg/home/assourin/FVRML.htm
[11] Interactive
Function-based Shape Modeling http://www.ntu.edu.sg/home/assourin/Intshape.html