1,120 research outputs found

    Ontology of a scene based on Java 3D architecture

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    The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying the domain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined

    IC.IDO as a tool for displaying machining processes. The logic interface between Computer-Aided-Manufacturing and Virtual Reality

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    Abstract This scientific communication investigates the logic interface of a CAM solver, i.e., MasterCAM, into a Virtual Reality (VR) environment. This integration helps in displaying machining operations in virtual reality. Currently, to partially visualize the results of a simulation in an immersive environment, an import/export procedure must be done manually. Here, a software plugin integrated into IC.IDO (by ESI Group) has been realized and fully described. This application allows the complete integration of CAM solver into the VR environment. In particular, the VERICUT solver has been integrated into VR. This kind of integration has never been done yet

    Web-based 3-D theatre seating charts and ticket reservation application

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    Seating charts for theatres and stadia have always been an important part of buying tickets to a staged event, despite offering little information about the view from any particular seat. While the internet has increased the potential to provide this information, most official arena websites and online ticket brokers still only provide the standard two-dimensional diagram whose detail is limited to the approximate location of each section and which offers no guidance as to the height or slope of the section, nor any warning of any obstructing objects that would depreciate a seat s true value. The few three-dimensional models that exist in this area are the product of a large investment of time and resources that may not be available to small and mid-level arena owners. This project provides an application that can transform a simple XML file consisting mostly of a listing of the seating rows in the arena into a threedimensional world that can model the view of a staging area from every seat in the house. This application can model a wide range of theatres and includes a seat reservation system to provide an easy way for users to intelligently purchase tickets

    IC.IDO as a tool for displaying machining processes. The logic interface between computer-aided-manufacturing and virtual reality

    Get PDF
    This scientific communication investigates the logic interface of a CAM solver, i.e., MasterCAM, into a Virtual Reality (VR) environment. This integration helps in displaying machining operations in virtual reality. Currently, to partially visualize the results of a simulation in an immersive environment, an import/export procedure must be done manually. Here, a software plugin integrated into IC.IDO (by ESI Group) has been realized and fully described. This application allows the complete integration of CAM solver into the VR environment. In particular, the VERICUT solver has been integrated into VR. This kind of integration has never been done yet

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)

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    Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential [Shields et al., 2003]. Engineers construct plans that will restore streams back to their natural state by using techniques such as field investigation, analytical models, or numerical models. Each of these techniques is applied to projects based on specified criteria, objectives, and the expertise of the individuals devising the plan. The utilization of analytical and numerical models can be difficult, for many reasons, one of which is the intuitiveness of the modeling process. Many numerical models exist in the field of hydraulic engineering, fluvial geomorphology, landscape architecture, and stream ecology that evaluate and formulate stream rehabilitation plans. This dissertation will explore, in the field of Hydroscience , the creation of models that are not only accurate but also span the different disciplines. The goal of this dissertation is to transform a discrete numerical model (CONCEPTS) into a realistic 3D environment using open source game engines, while at the same time, conveying at least the equivalent information that was presented in the 1D numerical model

    Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

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    Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization

    Semantics of immersive web through its architectural structure and graphic primitives

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    Currently, practices and tools for computer-aided three-dimensional design, do not allow the semantic description of objects constructed in some cases specified notations as handling layers, or labeling of each development itself. The lack of a standard for the description of the elements represents a major drawback for using advanced three-dimensional environments such as the automation of search and construction processes that require semantic knowledge of its elements. This project proposes the development the semantic composition from the hierarchy of three-dimensional visualization of graphics primitives used to construct three-dimensional objects, taking into account the geometric composition architecture of standard 19775-1 of the International Electrotechnical Commission of the International Organization for Standardization For the development of semantic composition use the methodology methontology proposed by the Universidad Politécnica de Madrid, because it allows the construction of ontologies about specific domains, limiting the domain by defining classes and subclasses, relationships and the generation of instances a framework for resource description on web ontology language
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