3D model supported virtual environment for prostate disease interpretation and biopsy design

Author(s):  
Yue Wang ◽  
Haizhou Ding ◽  
Jianhua Xuan ◽  
I.A. Sesterhenn ◽  
J.W. Moul ◽  
...  
Author(s):  
Zhou Zhang ◽  
Mingshao Zhang ◽  
Yizhe Chang ◽  
El-Sayed Aziz ◽  
Sven K. Esche ◽  
...  

Over the last few years, academic institutions have started to explore the potential of using computer game engines for developing virtual laboratory environments. Recent studies have shown that developing a realistic visualization of a physical laboratory space poses a number of challenges. A significant number of modifications are required for adding customized interactions that are not built into the game engine itself. For example, a major challenge in creating a realistic virtual environment using a computer game engine is the process of preparing and converting custom models for integration into the environment, which is too complicated to be performed by untrained users. This paper describes the usage of the Microsoft Kinect for rapidly creating a 3D model of an object for implementation in a virtual environment by retrieving the object’s depth and RGB information. A laboratory experiment was selected to demonstrate how real experimental components are reconstructed and embedded into a game-based virtual laboratory by using the Kinect. The users are then able to interact with the experimental components. This paper presents both the technical details of the implementation and some initial results of the system validation.


2011 ◽  
Vol 143-144 ◽  
pp. 854-858
Author(s):  
Wei Guo ◽  
Xiang Yang Xu ◽  
Yan Fang Liu ◽  
Feng Song

A fast automatic routing method based on skeleton model in virtual environment is introduced in this paper. By defining the properties of the stent, electronic connector and electronic equipment of the routing solid model, the routing factors are obtained and skeleton is built. Then, the cables can generated automatically based on the connection relationship and cable attributes. This method can bring out the connection between electronic connector node tables and 3D model, managing the network path, flexible modification of 3D routing features, 3D routing automatically, and generating cable branch diagrams. The routing efficiency can be improved and the length of the cables inosculates with the actual one perfectly, which is of great value in engineering.


2021 ◽  
Vol 2042 (1) ◽  
pp. 012072
Author(s):  
V. Temporin ◽  
J. Volpato ◽  
P.L. Cocco ◽  
A. D’Angelo ◽  
M. Tieghi

Abstract T.E.A.M. is a research project that was created to facilitate the design of kinetic projects and components created through a computational design process. Time is the ingredient that allows dynamism. The following paper examines the core features of Platform One, an experimental digital application born within the project and aimed at supporting designers during the development, in a VE (Virtual Environment) of dynamic architectures and components, as well as the principles that inspired it. The application presents two key features: the first one is that everything modified and developed in the VE retains its geometric characteristics, allowing the user to reach an informed 3D model at the end of the process; the second one is the ease and enjoyment with which the user manipulates complex dynamic geometries in the three-dimensional environment through a natural interface design approach that focuses on direct manipulation of architectural objects and components. The simulator is designed to be used in a 6DOF virtual environment using a commercial VR headset. It has currently been loaded with several archetypal test architectures and soon it will be available to designers who want to test their work with it.


2013 ◽  
Vol 7 (13) ◽  
pp. 53
Author(s):  
David J. Muñoz ◽  
George Archbold ◽  
Geraldine Delgado ◽  
Leydi V. Muñoz ◽  
Juan Contreras

This article presents the design and implementation of a novel method to generate 3D coordinates from the projection of a laser line over a solid object and the processing of the images obtained during scanning. The result obtained is a 3D model of an isometric view that provides the possibility of being seen from different perspectives under a virtual environment. The methodology is applied in the capture and reconstruction of 3D images of objects submerged in murky waters.


Author(s):  
Thomas Klar ◽  
Miranda Baladi ◽  
George Fadel ◽  
Mathias Almer

Virtual Reality (VR) applications will become increasingly important as the need to link several locations in the product development process arises. This motivates research in advanced techniques for the visualization of remotely located participants within a computer-generated environment. This research ports an existing application, which allows the assembly of predefined objects, into a virtual environment (VE). A further extension allows the user’s hands to be filmed and superimposed onto the computer-generated VE. To create this effect, live video was combined with a projection display and the “blue-box” technique. This combination enabled the texture of the hands to be untied from the background without the effort of putting up blue walls. The image is sent over the network to a high-end graphics computer generating the VE. The knowledge gained in this research will be the basis for future work on distributed multi-user access to a shared VE.


Author(s):  
D. Kontos ◽  
A. Georgopoulos

Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.


2008 ◽  
Vol 392-394 ◽  
pp. 596-600 ◽  
Author(s):  
Hong Jun Wang ◽  
Xiang Jun Zou ◽  
D.J. Zou ◽  
J. Liu ◽  
Tian Hu Liu

In picking manipulator location system, it is the key problem that the positions of obi-object and picking manipulator are exactly determined in complex environment. Based on multi-sensor information fusion method, a data fusion system of multi-sensor integrating laser-sensor for absolute location with ultrasonic-sensor for inspection impediment was presented. Firstly, data collection and fusion were implemented employing a two- level distribution system. Secondly, the method of data collection and fusion in virtual environment was discussed, and the result data could drive picking manipulator 3D model to dynamically move in real-time using event and route mechanisms provided by virtual environment, which could simulate the process of picking manipulator being accurately located. Finally, a location simulation system was developed by VC++ and EON SDK.


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