AN IMPROVED VIEW FRUSTUM CULLING METHOD USING OCTREES FOR 3D REAL-TIME RENDERING

2013 ◽  
Vol 13 (03) ◽  
pp. 1350009
Author(s):  
PAULO ROBERTO DE CARVALHO ◽  
MAIKON CISMOSKI DOS SANTOS ◽  
WILLIAM ROBSON SCHWARTZ ◽  
HELIO PEDRINI

The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demonstrate that the proposed method presents superior frame rate for all scenes.

Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.


Author(s):  
А.А. Третьяков

Процедурная генерация, или создание контента во время работы программы, это сложное направление, которое требует не только понимания 3D-графики, но и навыков программирования графики, что часто сводится к изучению работы графических процессоров. Из-за такой сложности разработчики часто используют уже готовые инструменты для создания контента. Такие инструменты обобщают и упрощают работу, предоставляя большой заготовленный набор функции, который можно использовать не зная программирования вовсе. К сожалению, обобщение часто приводит к уменьшению гибкости и вводит новые ограничения. Статистика показывает, что использование процедурной генерации, для создания массивной 3D-геометрии, невозможно при использовании готовых инструментов с уже заготовленными функциями. Такие инструменты не позволяют воплотить огромные масштабы массивной геометрии в жизнь из-за различных ограничений. Кроме того, существующие алгоритмы создания 3D-геометрии часто не учитывают применение этих алгоритмов для создания массивной 3D-геометрии, например, планет. Рассматриваемый в этой работе алгоритм Marching Cubes также не учитывает применение алгоритма для создания массивной геометрии, из-за чего применение этого алгоритма в таких целях будет иметь много ограничений и много недостатков. Но данный алгоритм выбран не случайно, он обладает большой популярностью и мы поговорим почему. Данная работа фокусируется на представлении новой модификации на уже существующий алгоритм Marching Cubes в целях применения его в рамках массивной геометрии. Данный алгоритм найдет применение в компьютерных играх с космической тематикой, наш алгоритм позволяет создавать массивную 3D-геометрию планетарных масштабов даже на слабых компьютерах без особых затрат по ресурсам. Кроме того, наш алгоритм позволяет изменять сгенерированную геометрию в реальном времени, без задержек по времени, что так важно компьютерным играм. Procedural generation, or the creation of content while a program is running, is a complex area that requires not only an understanding of 3D graphics, but also graphics programming skills, which often boils down to learning how GPUs work. Because of this complexity, developers often use off-the-shelf content creation tools. Such tools generalize and simplify work by providing a large pre-built set of functions that can be used without knowing programming at all. Unfortunately, generalization often reduces flexibility and introduces new constraints. Statistics show that using procedural generation to create massive 3D geometry is impossible when using ready-made tools with already prepared functions. Such tools do not allow the huge scales of massive geometry to be brought to life due to various constraints. In addition, existing 3D geometry creation algorithms often do not account for the application of these algorithms to create massive 3D geometry such as planets. The Marching Cubes algorithm considered in this work also does not take into account the use of the algorithm for creating massive geometry, which is why the use of this algorithm for such purposes will have many limitations and many disadvantages. But this algorithm was not chosen by chance, it is very popular and we will talk why. This work focuses on modifying the existing Marching Cubes algorithm to apply it to massive geometry. This algorithm will find application in computer games with a space theme, our algorithm allows to create massive 3D geometry of planetary scales even on a low-end computers without special resource costs. In addition, our algorithm allows to change the generated geometry in real time, without time delays, which is so important for computer games.


Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


Author(s):  
Thomas Kersten ◽  
Daniel Drenkhan ◽  
Simon Deggim

AbstractTechnological advancements in the area of Virtual Reality (VR) in the past years have the potential to fundamentally impact our everyday lives. VR makes it possible to explore a digital world with a Head-Mounted Display (HMD) in an immersive, embodied way. In combination with current tools for 3D documentation, modelling and software for creating interactive virtual worlds, VR has the means to play an important role in the conservation and visualisation of cultural heritage (CH) for museums, educational institutions and other cultural areas. Corresponding game engines offer tools for interactive 3D visualisation of CH objects, which makes a new form of knowledge transfer possible with the direct participation of users in the virtual world. However, to ensure smooth and optimal real-time visualisation of the data in the HMD, VR applications should run at 90 frames per second. This frame rate is dependent on several criteria including the amount of data or number of dynamic objects. In this contribution, the performance of a VR application has been investigated using different digital 3D models of the fortress Al Zubarah in Qatar with various resolutions. We demonstrate the influence on real-time performance by the amount of data and the hardware equipment and that developers of VR applications should find a compromise between the amount of data and the available computer hardware, to guarantee a smooth real-time visualisation with approx. 90 fps (frames per second). Therefore, CAD models offer a better performance for real-time VR visualisation than meshed models due to the significant reduced data volume.


Author(s):  
Erik Champion

We cannot begrudge students their envy in looking at popular films and computer games as major contenders for their spare time. While we as teachers could attempt to fight the popularity of games, I suggest a more useful endeavor would be to attempt to understand both the temptation of games, and to explore whether we could learn from them, in order to engage students and to educate them at the same time. There are still few applicable theories and successful case studies on how we could do this using virtual environments and associated technology (referred to by some as virtual reality, or VR). To help answer the question of “but what can we do about it,” I will outline several simplified theories of cultural learning based on interaction, and the experience I gained from employing them in two different virtual environment projects.


2021 ◽  
Author(s):  
◽  
F. J. Rodal Martínez

Virtual Reality is defined as an interactive and multisensory computer system in which an environment is simulated in real time, and there can be two categories: Immersive Virtual Reality and Non-Immersive Virtual Reality. To date, Virtual Reality has been used in different areas such as education, entertainment and rehabilitation. The WHO estimates that around 15% of the world's population suffers from a disabling condition. This organization in conjunction with the ISPO determined that about 0.5% of the world's population requires an orthotic or prosthetic system. In Mexico, in the National Survey of Demographic Dynamics it is estimated that 10.9% of the population has difficulty walking or moving. The objective of this project is to design a Virtual Reality system that allows training transhumeral amputees in the use of the prosthesis. 2 virtual environments and 8 3D-characters were created so that the subjects to be trained can select between these possibilities to carry out the training sessions. The subjects control these 3D-characters in real time through a motion capture system, which also generates a biomechanical analysis of the movement of the shoulder during the execution of the movements.


Author(s):  
António Pessoa de Magalhães ◽  
Bernard Riera ◽  
Bruno Vigário

This chapter is about a serious game named ITS PLC, an interactive simulation tool aimed at control systems education and training that includes the latest technologies from the video and computer games industry; namely, real-time 3D graphics, physics and sound. The goal of the game is to make five virtual industrial plants work correctly by using an external and real programmable logic controller (PLC) running the proper software, which the trainee must develop. The main purpose of the chapter is to testify the excellent properties of ITS PLC as an educational tool throughout a collection of three success stories: the first one shows how virtual scenarios can be used to investigate real problems; the usage of ITS PLC in an “edutainment” scenario is the theme of the second story; the third case testifies the benefits of ITS PLC in introductory automation programs.


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