scholarly journals Electronic Spelunkers

2001 ◽  
Vol 123 (06) ◽  
pp. 74-77
Author(s):  
Jean Thilmany

This article highlights that virtual reality is expected to be the next big thing in electronic world. For engineers, this means that within the next decade designing on a flat computer screen will no longer be the norm. Expect to at least touch and manipulate a virtual part as you design and probably even walk inside and around a projection of the design in progress. Mechanical engineers who work at large or even at not-so-large companies have probably seen a manifestation of this. The Cyber Edge study found the three visual simulation markets with the most growth currently are virtual prototyping, design evaluation, and technology architecture. The technologies are now more and more commonly deployed at engineering companies of all sizes. As usual, large companies, such as automakers, can afford to be ahead of the curve on the coming technological trends, and virtual reality is no exception.

2000 ◽  
Vol 4 (4) ◽  
pp. 110-120 ◽  
Author(s):  
Chiyi Cheng ◽  
Mingmin Zhang ◽  
Zhigeng Pan

The benefits of multi-resolution modeling techniques in virtual reality are vast, but one essential component of this model is how it can be used to speedup the process of virtual design and virtual prototyping. In this paper we propose a new multi-resolution representation scheme called MRM, which can support efficient extraction of both fixed and variable resolution modeling data for handling multiple objects in the same scene. One important feature of the MRM scheme is that it supports unified selective simplifications and selective refinements over the mesh representation of the object. In addition, multi-resolution models may be used to support real-time geometric transmission of data in collaborative virtual design and prototyping applications. These key features in MRM, may be applied to a variety of VR applications.


Author(s):  
Jyun-Ming Chen ◽  
Chih-Chang Hsieh

Abstract The incorporation of VR (virtual reality) technology in the CAD/CAM community shows a promising future. Virtual prototyping uses VR techniques to simulate various functionalities of a candidate design. Downstream aspects of the product can be examined early at the design stage, saving the time and money required for repetitive design iterations. Real-time rendering is essential for interactive VR applications. This is especially challenging when dealing with complex geometric databases. Various methods have been proposed in the literature to tackle this problem. Level-of-details is a methodology that incorporates multiple representations of a model in the viewing environment. It reduces the rendering load by presenting the model in the most appropriate level of detail. However, these simplified representations often require laborious redesign efforts. In this paper, several model simplification techniques are reviewed. An automatic simplification procedure for CSG models is also devised. This method incorporates both the geometric simplification and the dimensional reduction schemes. Implemented on a non-manifold topological kernel, the system has been shown to produce promising results.


Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


Author(s):  
S. H. Choi ◽  
H. H. Cheung ◽  
W. K. Zhu

Biomedical objects are used as prostheses to repair damaged bone structures and missing body parts, as well as to study complex human organs and plan surgical procedures. They are, however, not economical to make by traditional manufacturing processes. Researchers have therefore explored the multi-material layered manufacturing (MMLM) technology to fabricate biomedical objects from CAD models. Yet, current MMLM systems remain experimental with limited practicality; they are slow, expensive, and can only handle small, simple objects. To address these limitations, this chapter presents the multi-material virtual prototyping (MMVP) technology for digital fabrication of complex biomedical objects cost-effectively. MMVP integrates MMLM with virtual reality to fabricate biomedical objects for stereoscopic visualisation and analyses to serve biomedical engineering purposes. This chapter describes the principle of MMVP and the processes of digital fabrication of biomedical objects. Case studies are presented to demonstrate these processes and their applications in biomedical engineering.


2002 ◽  
Vol 2 (3) ◽  
pp. 232-236 ◽  
Author(s):  
G. Gary Wang

Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related research and application, this paper proposes a definition of VP as well as components of a virtual prototype. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the proposed definition and review of VP, future VP related research topics are suggested.


Author(s):  
G. Gary Wang

Abstract Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related application and research, this paper gives a clarified definition of VP as well as its essential components and functions. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the clarified definition, benefits and limitations of VP are analyzed and future VP related research topics are suggested.


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