Development of Virtual Sculpting System With Haptics in PowerWall 3-D Virtual Environment

Author(s):  
Xiaobo Peng ◽  
Blesson Isaac

This paper presents the research work on developing a virtual sculpting system with haptic interface integrated with PowerWall system for complex product design. The PowerWall is a large scale (10 ft by 7.5 ft) immersive Virtual Environment (VE). The approach is to apply virtual sculpting method by interactively carving a workpiece using a virtual tool. With the implementation of stereoscopic visual feedback and haptic force feedback in the PowerWall, the designer would appreciate a much better understanding of the 3D shape geometry and can explore through the 3D scene like he/she can do in the real world. The “hybrid interaction technique” is presented as solution to solve the mismatch between the small workspace of the haptic device and the large size of PowerWall system.

Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


Author(s):  
Ming C. Leu ◽  
Aditya Velivelli ◽  
Xiaobo Peng

This paper presents the development of a virtual sculpting system, with the goal of enabling the user to create a freeform model by carving a virtual workpiece with a virtual tool while providing haptic interface during the sculpting process. A virtual reality approach is taken to provide stereoscopic viewing and force feedback, thus making the process of model creation in the virtual environment easier and more intuitive. The development of this system involves integrating techniques and algorithms in geometric modeling, computer graphics, and haptic rendering. Multithreading is used in an attempt to address the different update rates required in the graphic and haptic displays.


2010 ◽  
Vol 431-432 ◽  
pp. 305-308
Author(s):  
Ying Xue Yao ◽  
Yue Dong Lang ◽  
Ping Jun Xia ◽  
Peng Chen ◽  
Guo Hua Liu

To deal with the problems of complicated process, difficult operation and low efficiency for large-scale complex products assembly, a new immersive virtual environment (VE) with virtual reality (VR) technology is built in the process of assembly planning and training. The environment is composed of a free walk machine and spherical screen projection system. In this paper, a free walk machine with movement perception function is developed to achieve natural human-computer interaction. And an approach based on two viewpoints match is adopted to improve immersive effect of stereo projection in the projection system. On the basis of that, a geometry calibration method based on Bicubic NURBS(Non-Uniform Rational B-Spline) surface matching target-controlled dot-matrix is proposed to achieve non-distorted image on spherical screen. Finally, the environment is applied in the process of satellite assembly process planning, and the display result shows that the VE development is feasible and valuable.


Author(s):  
D. Kitsakis ◽  
E. Tsiliakou ◽  
T. Labropoulos ◽  
E. Dimopoulou

Over the last decades 3D modelling has been a fast growing field in Geographic Information Science, extensively applied in various domains including reconstruction and visualization of cultural heritage, especially monuments and traditional settlements. Technological advances in computer graphics, allow for modelling of complex 3D objects achieving high precision and accuracy. Procedural modelling is an effective tool and a relatively novel method, based on algorithmic modelling concept. It is utilized for the generation of accurate 3D models and composite facade textures from sets of rules which are called Computer Generated Architecture grammars (CGA grammars), defining the objects’ detailed geometry, rather than altering or editing the model manually. In this paper, procedural modelling tools have been exploited to generate the 3D model of a traditional settlement in the region of Central Zagori in Greece. The detailed geometries of 3D models derived from the application of shape grammars on selected footprints, and the process resulted in a final 3D model, optimally describing the built environment of Central Zagori, in three levels of Detail (LoD). The final 3D scene was exported and published as 3D web-scene which can be viewed with 3D CityEngine viewer, giving a walkthrough the whole model, same as in virtual reality or game environments. This research work addresses issues regarding textures' precision, LoD for 3D objects and interactive visualization within one 3D scene, as well as the effectiveness of large scale modelling, along with the benefits and drawbacks that derive from procedural modelling techniques in the field of cultural heritage and more specifically on 3D modelling of traditional settlements.


2019 ◽  
Author(s):  
Chem Int

This research work presents a facile and green route for synthesis silver sulfide (Ag2SNPs) nanoparticles from silver nitrate (AgNO3) and sodium sulfide nonahydrate (Na2S.9H2O) in the presence of rosemary leaves aqueous extract at ambient temperature (27 oC). Structural and morphological properties of Ag2SNPs nanoparticles were analyzed by X-ray diffraction (XRD) and transmission electron microscopy (TEM). The surface Plasmon resonance for Ag2SNPs was obtained around 355 nm. Ag2SNPs was spherical in shape with an effective diameter size of 14 nm. Our novel approach represents a promising and effective method to large scale synthesis of eco-friendly antibacterial activity silver sulfide nanoparticles.


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