22 research outputs found

    Framework for 3D data modeling and Web visualization of underground caves using open source tools

    Get PDF
    Terrestrial Laser Scanning is a very useful technique for cave studies. This surveying method creates point clouds with high detail levels for 3D model generation, which is indeed useful for either reconstruction, geomorphological studies or virtual visits of caves. The present work generated a 3D model of a cave chamber and developed a framework for 3D data visualization on the Web. Identifying geomorphological structures is one of the goals of this project. The generated 3D-mesh represents the surface model of the cave chamber, which is important to study its geomorphological features. A topological structure of the 3D-mesh was implemented to get an efficient algorithm to help determining stalactites. The recognition and positioning of cave stalactites can provide information on hidden cave features responsible for cave geomorphology. The possibility to publish 3D data on the Web is of particular interest for the geospatial field. For this reason, it was decided to make the cave model available in the Web by developing a 3D graphical interface where users can navigate and interact with the threedimensional models of the cave. For this Web framework, X3D, WebGL and X3DOM were used. Such solution does not require any additional plug-ins or components

    A topological framework for interactive queries on 3D models in the web

    Get PDF
    Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes) for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this toolkit make queries to the web server to get adjacent and incidence information of vertices, edges, and faces. This paper shows the application of the topological information to get minimal local points and iso-lines in a 3D mesh in a web browser. As an application, we present also the interactive identification of stalactites in a cave chamber in a 3D web browser. Several tests show that even for large triangular meshes with millions of triangles, the adjacency and incidence information is returned in real time making the presented toolkit appropriate for interactive Web3D applications

    Scene integration for online VR advertising clouds

    Get PDF
    This paper presents a scene composition approach that allows the combinational use of standard three dimensional objects, called models, in order to create X3D scenes. The module is an integral part of a broader design aiming to construct large scale online advertising infrastructures that rely on virtual reality technologies. The architecture addresses a number of problems regarding remote rendering for low end devices and last but not least, the provision of scene composition and integration. Since viewers do not keep information regarding individual input models or scenes, composition requires the consideration of mechanisms that add state to viewing technologies. In terms of this work we extended a well-known, open source X3D authoring tool

    Application-driven visual computing towards industry 4.0 2018

    Get PDF
    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: aut贸nomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificaci贸n de la producci贸n, el dise帽o de producto, la simulaci贸n de procesos, pruebas y verificaci贸n. El Operario Virtual muestra c贸mo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra informaci贸n relevante al trabajador de una manera no intrusiva. 3. Gesti贸n Interactiva de Modelos 3D: gesti贸n online y visualizaci贸n de modelos CAD multimedia, mediante conversi贸n autom谩tica de modelos CAD a la Web. La tecnolog铆a Web3D permite la visualizaci贸n e interacci贸n de estos modelos en dispositivos m贸viles de baja potencia.Adem谩s, estas contribuciones han permitido analizar los desaf铆os presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desaf铆os: en factores humanos, simulaci贸n, visualizaci贸n e integraci贸n de modelos

    PEMANFAATAN TEKNOLOGI 3D UNTUK SITUS PENJUALAN PRODUK UMKM

    Get PDF
    Pandemi Covid-19 membuat para pemilik UMKM mengalami penurunan pendapatan drastis karena jumlah calon pembeli yang datang ke lokasi UMKM juga menurun. Penggunaan media sosial dan situs marketplace kurang dapat menjelaskan produk yang mereka tawarkan sehingga calon pembeli kurang tertarik. Diperlukan suatu teknik visualisasi inovatif melalui medium online agar dapat memperlihatkan produk dengan cara yang lebih menarik dan mendekati gaya interaksi di dunia nyata. Penelitian ini bertujuan membangun sebuah situs promosi produk UMKM yang memanfaatkan teknologi Web3D agar dapat memberikan kesan yang lebih kuat ke calon pembeli pada produk yang dicermati meskipun tidak melihatnya langsung secara fisik sehingga memungkinkan peningkatan kemungkinan untuk menjadi transaksi pemesanan produk. Eksperimen pengembangan situs web selama 4 bulan dengan mitra yaitu Manggar Natural dilakukan menggunakan metode prototyping evolusioner agar situs dapat cepat diperoleh dengan informasi dasar yang minimal dari calon pengguna. Pengembangan dilakukan dalam 8 iterasi sejak prototipe pertama didemokan untuk menerima masukan dari pengguna. Situs menggunakan basis server-side scripting konvensional dengan pemrograman skrip PHP dalam framework Code Igniter. Agar dapat menampilkan model 3D dalam format X3D, maka digunakan framework X3DOM melalui API JavaScript yang disisipkan dalam template halaman penampil model 3D. Aset model 3D tidak dibangun menggunakan aplikasi permodelan 3D melainkan memanfaatkan scanner 3D. Hasil pelarikan dengan scanner 3D harus melalui pra-pemrosesan, pemrosesan utama, dan pasca pemrosesan agar dapat menjadi layak untuk digunakan sebagai aset situs web. Model 3D kemudian digabungkan ke dalam situs sebagai konten yang merepresentasikan produk-produk yang ditawarkan dalam situs. Situs kemudian menjalani Beta test secara live setelah terlebih dahulu diunggah ke server hosting agar dapat online. Beta tester adalah calon pengelola dan pengunjung umum. Para tester kemudian mengisi kuesioner pengujian yang juga online. Hasil pengujian dihitung menggunakan skala Likert untuk melihat tingkat penerimaan para calon pengguna. Berdasarkan perhitungan yang dilakukan, untuk kelompok pengunjung diperoleh skor 1991 yang masuk kategori sikap Sangat Positif, yang berarti para pengunjung sangat menerima situs promosi yang dihasilkan oleh penelitian ini. Sedangkan dari kelompok pengelola, diperoleh skor 112 yang masuk ke kategori sikap Positif, yang berarti calon pengelola menerima situs yang diuji untuk digunakan sebagai media promosi produk mereka. Secara umum pengguna merasa tertarik dengan cara visualisasi produk yang unik dan membuat mereka merasa mendapatkan pengalaman baru, sehingga ingin mencermati produk lebih lanjut

    Scene Integration for Online VR Advertising Clouds

    Get PDF
    This paper presents a scene composition approach that allows the combinational use of standard three dimensional objects, called models, in order to create X3D scenes. The module is an integral part of a broader design aiming to construct large scale online advertising infrastructures that rely on virtual reality technologies. The architecture addresses a number of problems regarding remote rendering for low end devices and last but not least, the provision of scene composition and integration. Since viewers do not keep information regarding individual input models or scenes, composition requires the consideration of mechanisms that add state to viewing technologies. In terms of this work we extended a well-known, open source X3D authoring tool

    Application-driven visual computing towards industry 4.0 2018

    Get PDF
    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: aut贸nomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificaci贸n de la producci贸n, el dise帽o de producto, la simulaci贸n de procesos, pruebas y verificaci贸n. El Operario Virtual muestra c贸mo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra informaci贸n relevante al trabajador de una manera no intrusiva. 3. Gesti贸n Interactiva de Modelos 3D: gesti贸n online y visualizaci贸n de modelos CAD multimedia, mediante conversi贸n autom谩tica de modelos CAD a la Web. La tecnolog铆a Web3D permite la visualizaci贸n e interacci贸n de estos modelos en dispositivos m贸viles de baja potencia.Adem谩s, estas contribuciones han permitido analizar los desaf铆os presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desaf铆os: en factores humanos, simulaci贸n, visualizaci贸n e integraci贸n de modelos

    Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective

    Get PDF
    The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices. To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms. In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal

    The delta radiance field

    Get PDF
    The wide availability of mobile devices capable of computing high fidelity graphics in real-time has sparked a renewed interest in the development and research of Augmented Reality applications. Within the large spectrum of mixed real and virtual elements one specific area is dedicated to produce realistic augmentations with the aim of presenting virtual copies of real existing objects or soon to be produced products. Surprisingly though, the current state of this area leaves much to be desired: Augmenting objects in current systems are often presented without any reconstructed lighting whatsoever and therefore transfer an impression of being glued over a camera image rather than augmenting reality. In light of the advances in the movie industry, which has handled cases of mixed realities from one extreme end to another, it is a legitimate question to ask why such advances did not fully reflect onto Augmented Reality simulations as well. Generally understood to be real-time applications which reconstruct the spatial relation of real world elements and virtual objects, Augmented Reality has to deal with several uncertainties. Among them, unknown illumination and real scene conditions are the most important. Any kind of reconstruction of real world properties in an ad-hoc manner must likewise be incorporated into an algorithm responsible for shading virtual objects and transferring virtual light to real surfaces in an ad-hoc fashion. The immersiveness of an Augmented Reality simulation is, next to its realism and accuracy, primarily dependent on its responsiveness. Any computation affecting the final image must be computed in real-time. This condition rules out many of the methods used for movie production. The remaining real-time options face three problems: The shading of virtual surfaces under real natural illumination, the relighting of real surfaces according to the change in illumination due to the introduction of a new object into a scene, and the believable global interaction of real and virtual light. This dissertation presents contributions to answer the problems at hand. Current state-of-the-art methods build on Differential Rendering techniques to fuse global illumination algorithms into AR environments. This simple approach has a computationally costly downside, which limits the options for believable light transfer even further. This dissertation explores new shading and relighting algorithms built on a mathematical foundation replacing Differential Rendering. The result not only presents a more efficient competitor to the current state-of-the-art in global illumination relighting, but also advances the field with the ability to simulate effects which have not been demonstrated by contemporary publications until now
    corecore