1,291 research outputs found

    3D Office Walkthrough

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    3D Office Walkthrough application is developed with the main objective to enhance existing 2D traditional map, hence provide user with better visualization and realistic means of information. 3D approaches overcome 2D traditional approaches by providing objects with significant rendering, lighting and modeling which gives a "true depth" and "feel" ofthe model. 3D environment simulates the natural surroundings for human beings in which they are accustomed to orient themselves. A 3D view that represents a walkthrough in the scene provides the user with much better orientation about the space than would information in 2D form. 3D walkthrough application overcomes the problem faced by recipients of 2D map where users usually extract the necessary information and interpret it based on their previous experience, background and knowledge, thus create misunderstanding of the content. The scope of 3D Office Walkthrough application will concentrate on creating 3D primitive objects of typical office arrangements and developing a walkthrough scene of the office. In this paper, authorhas provided review on VR desktop implementation, how 3D approach is significant in offering better graphical representation and what walkthrough application is meant to be. Process activities include 4 phases of development which are identified problems identification and requirement analysis, concept design, application development and the last phase would be testing and evaluation

    Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering

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    Conventional hotel booking websites only represents their services in 2D photos to show their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased virtual walkthrough for the hospitality industry is a potential technology to attract more customers. In this project, a research will be carried out to create an Image-based rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the interaction of the images. The web-based of the image-based are using the Macromedia Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or higher. In making image-based walkthrough, a concentric mosaic technique is used while image mosaicing technique is applied in panoramic-based walkthrough. A comparison of the both walkthrough is compared. The study is also focus on the comparison between number of pictures and smoothness of the walkthrough. There are advantages of using different techniques such as image-based walkthrough is a real time walkthrough since the user can walk around right, left, forward and backward whereas the panoramic-based cannot experience real time walkthrough because the user can only view 360 degrees from a fixed spot

    Virtual Tank Method for Tanker-Truck

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    This report focus mostly about the project title, Virtual Tank Method (VTM). Randomly, VTM is about virtual tanker that can be view in front of the truck and also plus the movement of the fuel concurrently with the truck movement. Basically, it is like one small game that children play visually but for this project it is apply in the truck industry or truck movement for safety and real live time. Overall, objective of this project is to develop the 3 dimensions virtual fuel tanker in helping user to view fuel condition in tanker directly from driver seat (truck). And also to show how the movement of truck influences the movement of fuel in tank behind. Most projects have its own problem statement to achieve or to proof in reaches part in the project. Overall there are there simple problemstatements for this project. There are to figure out new technique to view tanker and fuel level and also movement directly from in front or from the seat, to research what 3D can do to help the people around the world and lastly to solve the graphic problem. The scope of study for this project is randomly more to movement of the track influence the movement fuel in the tank. Through the report, there is no specific methodology such as waterfall or spirals used but as to develop the project, there are several steps that had been following. There are such as planning, searching and analyzing, developing, documenting, implementing and testing. As the result of finding and searching for report, finally the report come out with five big chapters and follows by its children to give information about the project

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    CyberWalk : a web-based distributed virtual walkthrough environment

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    A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimizes network usage, many technical issues need to be addressed in order for the system to be interactive. CyberWalk is a web-based distributed virtual walkthrough system developed based on the on-demand transmission approach. It achieves the necessary performance with a multiresolution caching mechanism. First, it reduces the model transmission and rendering times by employing a progressive multiresolution modeling technique. Second, it reduces the Internet response time by providing a caching and prefetching mechanism. Third, it allows a client to continue to operate, at least partially, when the Internet is disconnected. The caching mechanism of CyberWalk tries to maintain at least a minimum resolution of the object models in order to provide at least a coarse view of the objects to the viewer. All these features allow CyberWalk to provide sufficient interactivity to the user for virtual walkthrough over the Internet environment. In this paper, we demonstrate the design and implementation of CyberWalk. We investigate the effectiveness of the multiresolution caching mechanism of CyberWalk in supporting virtual walkthrough applications in the Internet environment through numerous experiments, both on the simulation system and on the prototype system

    Feeling crowded yet?: Crowd simulations for VR

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    With advances in virtual reality technology and its multiple applications, the need for believable, immersive virtual environments is increasing. Even though current computer graphics methods allow us to develop highly realistic virtual worlds, the main element failing to enhance presence is autonomous groups of human inhabitants. A great number of crowd simulation techniques have emerged in the last decade, but critical details in the crowd's movements and appearance do not meet the standards necessary to convince VR participants that they are present in a real crowd. In this paper, we review recent advances in the creation of immersive virtual crowds and discuss areas that require further work to turn these simulations into more fully immersive and believable experiences.Peer ReviewedPostprint (author's final draft

    Modeling Virtual Reality Web Application

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    This chapter introduce Quest 3D, that is a perfect software package for creating interactive 3D scene including product presentation, architectural visualizations, virtual trainings and computer games. Quest 3D is a software for creating interactive 3D scene, in a unique style of programming. Instead of having to write thousands of lines of complex code, developers make use of a large set of a powerful building blocks. Both flexible and easy to use, Quest 3D appeals to designers, programmers and artist alike. Working with Quest 3D means developing in a real-time: you are working directly on the end result. No time will be lost on compiling code or rendering image. While the logic tree scanning goes on, system shows the visualization of scene in the window application. Quest 3D has a stunning set of graphics features. Large numbers of animated people, vegetation, shadows, fire and smoke effects and realistic water can all be easily added to a scene. Advanced features include physics simulation, path finding routines, database connectivity and networking support. By this way is possible design very simple scene like extremely complex projects: software product always will appear readable and smart

    Coupling BIM and game engine technologies for construction knowledge enhancement

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    Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This study investigates the potential of the use of game engines in construction practice which culminated in a framework that can guide the implementation of the same in enhancing interactive building walkthroughs

    Physiological system modelling

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    Computer graphics has a major impact in our day-to-day life. It is used in diverse areas such as displaying the results of engineering and scientific computations and visualization, producing television commercials and feature films, simulation and analysis of real world problems, computer aided design, graphical user interfaces that increases the communication bandwidth between humans and machines, etc Scientific visualization is a well-established method for analysis of data, originating from scientific computations, simulations or measurements. The development and implementation of the 3Dgen software was developed by the author using OpenGL and C language was presented in this report 3Dgen was used to visualize threedimensional cylindrical models such as pipes and also for limited usage in virtual endoscopy. Using the developed software a model was created using the centreline data input by the user or from the output of some other program, stored in a normal text file. The model was constructed by drawing surface polygons between two adjacent centreline points. The software allows the user to view the internal and external surfaces of the model. The software was designed in such a way that it runs in more than one operating systems with minimal installation procedures Since the size of the software is very small it can be stored in a 1 44 Megabyte floppy diskette. Depending on the processing speed of the PC the software can generate models of any length and size Compared to other packages, 3Dgen has minimal input procedures was able to generate models with smooth bends. It has both modelling and virtual exploration features. For models with sharp bends the software generates an overshoot
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