scholarly journals Design of 3D Scene Visual Communication Modeling Based on Virtual Reality Graphics Rendering Framework

2021 ◽  
Vol 1982 (1) ◽  
pp. 012183
Author(s):  
Jintao Zheng ◽  
Qian Liu
Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xuanfeng Zhang ◽  
Song Yan ◽  
QuanQi

It is very important to study and explore the application of virtual reality technology in landscape garden design, especially in the current environment of triple network integration and Internet of Things construction, to promote and facilitate the rapid development of digital landscape garden design in China. In this paper, we study the implementation method of virtual landscape gardening system and establish a virtual environment based on the ancient city of Yangcheng. On the computer platform, we study and realize a virtual roaming system of medium complexity with more complete roaming functions. Using the Quest3D software platform, a desktop-type virtual garden simulation system was developed, focusing on the virtual reality modeling technology method and virtual system implementation. The experimental results show that the GPU-accelerated drawing method based on GLSL can significantly improve the drawing frame rate of 3D garden landscape vegetation scenes with a small amount of scene data and has a certain feasibility. Based on the OpenSceneGraph (OSG) graphics rendering engine, the visualization of various types of 3D landscape models is realized, and the spatial layout of various types of landscape with parametric control is realized through digital vector layers, which flexibly manage and organize various garden elements and reasonably organize the spatial topological relationship between various types of landscape in 3D space. By integrating cross-platform ArcGISEngine components, the basic data of garden scenes including terrain data and vector data are managed. Through scene view cropping and hierarchical detail modeling technologies, the drawing efficiency and rendering real time of the garden landscape are improved. It realizes interactive 3D scene browsing and provides a six-degree-of-freedom all-round display of the overall landscape.


Author(s):  
Zhen You ◽  
Jiewen Huang ◽  
Jinyun Xue ◽  
Jiaxiang Chen ◽  
Jiaxin Liu ◽  
...  

Distributed Virtual Reality (DVR) is a combination of network and virtual reality technology, it could facilitate to construct a uniformly shared Distributed Virtual Environment (DVE) by using network to connect geographically distributed multiplayers. This paper concentrates on the theoretical research and practical development about Multiplayer Virtual Intelligent System (MVIS), and the main contribution could be summarized as two points. (1) Based on the DVR technology, this paper presented some theoretical research on MVIS, including the classification of virtual entities, communication pattern of entities, and the behavioral consistency research. Furthermore, a Multiplayer Earliest Deadline First (MEDF) program was proposed in order to guarantee the consistency of entities. (2) A prototype algorithm experiment system, called Multiplayer Graph-algorithm Intelligent System (MGIS), was designed. MGIS not onlyefficiently solves many problems in traditional computer algorithm teaching, such as high-abstraction, difficulty to understand, and lack of interaction mechanism; but also extends the application of DVR to cultural tourism, because MGIS is developed on the 3D scene of Lushan Mountain, which is one of the notable tourist attractions in China, and was included in the UNESCO World Heritage list in 1996. What i’s more, MGIS illustrates the ability of expression, applicability and generality of the theoretical research about MVIS.


2019 ◽  
Vol 4 (2) ◽  
pp. 341-353
Author(s):  
Martin Morris ◽  
Paddy Molloy

Abstract Through the concept defined by David Bowie as the 'grey space in the middle', a theoretical space through which the meaning and worth of a piece of art is defined, this text looks at how Martin Morris and Paddy Molloy teach and develop processes towards drawing on the Illustration Animation BA (Hons) course, part of the Design School at Kingston School of Art (KSA), Kingston University. Their pedagogic process is examined through a set of six images made by three different students (covering life drawing, copying, memory drawing and Virtual Reality [VR]) alongside the respective students' responses to their work and their experience of drawing the images. Through the mental and physical space between observer and object in which new ideas are generated and filtered through the myriad of internal and external processes involved with drawing, Morris and Molloy analyse and investigate this 'grey space' with the aim to quantify the interaction and outcomes that occur between viewer (student/tutor) and object (drawing) and furthermore consider insights gleamed from the process and questions raised. By sharing these observations this paper seeks to demonstrate that the interaction that happens in this theoretical space between viewer and object, which is the malleable mental and physical space between, can be considered as fundamental to both the development of visual communication and how we come to read works of art. This can be applied to the teaching of drawing enabling students to gain insight, ask questions, inform their understanding of draughtsmanship and discover their individual voice.


2019 ◽  
Vol 9 (1) ◽  
pp. 22-28
Author(s):  
Seza Soylucicek

Artistic expression ways of Illustration that take place in visual communication design/graphic design changes and develops day by day. Having a rich history, illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities it continues to take place in other places. Especially the usage area of two-three dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360 degree illustrations that can be designed and displayed on virtual reality media. Virtual reality is an interactional virtual media that can detect the location and movements of users, appeal to one or more artificial senses and give the feeling of being inside the simulation. 360 degree display and production on this media takes not only VR glasses but also web portals and some developer programs. In this study, illustration in virtual reality and 360 degrees panoramic illustration display and development systems and production processes are examined. Keywords: Illustration, virtual reality, panoramic illustration, graphic design, art education;


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