A Three-Dimensional Building Authoring Tool Based on Line Drawing Understanding

1996 ◽  
Vol 5 (1) ◽  
pp. 1-12
Author(s):  
Ming Ouhyoung ◽  
Yung-huei Yan

Recently three-dimensional (3D) graphics has been applied in areas such as building and mechanical design, with the help of CAD tools to first construct the two-dimensional (2D) and 3D models. Building synthetic environments usually involves lots of work in constructing virtual reality worlds, and making authoring more efficient is one of the most important goals in virtual reality. We propose a prototype system that integrates several modules such as image preprocessing, vectorization, editing, and 3D model generation, to transform a 2D architecture design diagram into a 3D building model. We also propose an improved method that can efficiently recognize slant lines in addition to vertical and horizontal lines. To do this, since a line has a constant slope, we use back-tracking in our method and utilize a line slope consistency check to prune wrong targets.

2011 ◽  
Vol 2 (3) ◽  
pp. 65 ◽  
Author(s):  
Josep Blasco Senabre ◽  
Sebastián Varea ◽  
Fernando Cotino Vila ◽  
Albert Ribera Lacomba ◽  
Oreto García Puchol

<p>In the present communication we offer some examples that illustrate the methodological corpus applied by our company (Global S.L) in relation with the photogrametrical documentation and the virtual reality in the field of the archaeology. The use of these technologies of computerized documentation offers a great range of possibilities for the graphic documentation of an archaeological excavation, allowing to generate planimetry and pertinent sections and to improve the times in the process of obtaining of information. The possibility of producing 3D models supposes an essential addition to show in a three –dimensional way the current condition of the monument, as well as for its virtual recreation by means of the technologies of virtual reality and increased reality.</p>


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


Author(s):  
M. Valizadeh ◽  
B. Noroozi ◽  
G. A. Sorial

Virtual Reality and Virtual Learning Environments have become increasingly ambiguous terms in recent years because of essential elements facilitating a consistent environment for learners. Three-dimensional (3D) environments have the potential to position the learner within a meaningful context to a much greater extent than traditional interactive multimedia environments. The term 3D environment has been chosen to focus on a particular type of virtual environment that makes use of a 3D model. 3D models are very useful to make acquainted students with features of different shapes and objects, and can be particularly useful in teaching younger students different procedures and mechanisms for carrying out specific tasks. This chapter explains that 3D Virtual Reality is mature enough to be used for enhancing communication of ideas and concepts and stimulate the interest of students compared to 2D education.


Neurosurgery ◽  
2019 ◽  
Vol 85 (2) ◽  
pp. E343-E349 ◽  
Author(s):  
David Bairamian ◽  
Shinuo Liu ◽  
Behzad Eftekhar

Abstract BACKGROUND Three-dimensional (3D) visualization of the neurovascular structures has helped preoperative surgical planning. 3D printed models and virtual reality (VR) devices are 2 options to improve 3D stereovision and stereoscopic depth perception of cerebrovascular anatomy for aneurysm surgery. OBJECTIVE To investigate and compare the practicality and potential of 3D printed and VR models in a neurosurgical education context. METHODS The VR angiogram was introduced through the development and testing of a VR smartphone app. Ten neurosurgical trainees from Australia and New Zealand participated in a 2-part interactive exercise using 3 3D printed and VR angiogram models followed by a questionnaire about their experience. In a separate exercise to investigate the learning curve effect on VR angiogram application, a qualified neurosurgeon was subjected to 15 exercises involving manipulating VR angiograms models. RESULTS VR angiogram outperformed 3D printed model in terms of resolution. It had statistically significant advantage in ability to zoom, resolution, ease of manipulation, model durability, and educational potential. VR angiogram had a higher questionnaire total score than 3D models. The 3D printed models had a statistically significant advantage in depth perception and ease of manipulation. The results were independent of trainee year level, sequence of the tests, or anatomy. CONCLUSION In selected cases with challenging cerebrovascular anatomy where stereoscopic depth perception is helpful, VR angiogram should be considered as a viable alternative to the 3D printed models for neurosurgical training and preoperative planning. An immersive virtual environment offers excellent resolution and ability to zoom, potentiating it as an untapped educational tool.


1996 ◽  
Vol 5 (1) ◽  
pp. 61-71 ◽  
Author(s):  
Michitaka Hirose ◽  
Kazuhisa Takahashi ◽  
Tomoki Koshizuka ◽  
Taku Morinobu ◽  
Yoichi Watanabe

During recent years, the use of virtual reality technology has become widespread and popular. However, to further broaden the application of virtual reality, more sophisticated and realistic virtual worlds need to be developed. Traditionally, most virtual worlds are generated using three-dimensional (3D) computer graphics incorporating 3D geometric models and various rendering software. However, if 3D models become very complex, the delay time caused by rendering calculations makes it difficult for the user to be able to interact with the virtual world. Also, the production of realistic 3D computer graphics is very cost and labor intensive. From a very practical point of view, it is clear that we need some alternate approaches to realize a truly realistic virtual world. In this paper, the authors introduce an alternate method of generating virtual worlds other than 3D computer graphics. The method discussed here is to generate virtual worlds by processing 2D real images taken by video cameras. For this purpose, a special video camera system that can record image data indexed by position data was developed. Using recorded image data indexed by position data we are able to experience the virtual image world interactively. This method has become realistic due to advances in multimedia computers capable of handling large image data. A tested prototype of this kind of system is discussed in some depth, along with the capability and limitations of this prototype system.


2021 ◽  
Vol 108 (Supplement_1) ◽  
Author(s):  
C Ryan ◽  
E O'Malley ◽  
D Sheppard

Abstract Introduction Nephron-sparing surgery is becoming more common as surgical techniques advance. VR and 3D visualisation appear to provide better anatomical understanding in presurgical planning than two-dimensional alone. 3D models may enable greater tissue salvation and fewer complications. 3D model preparation and advancing research is expensive and time consuming. We aim to pilot study led by medical student, create reliable anatomical kidney models and assess usefulness in surgical planning. Method Routine CT urograms were performed on 128 slice scanner using split bolus technique. Medical student segmented and displayed models in VR using 3DSlicer. Radiology registrar and consultant validated models. Two urology surgeons completed qualitative questionnaires. Result We included two patients. Only minor segmentation tweaks by radiologist ensured accurately demonstrated tumors. Tissue contrast quality varied between CT scans complicating segmentation. Both surgeons deemed models helpful in visualising hilar anatomy, predicting bleeding complications, determining laparoscopic/open and partial/full nephrectomy approach. Surgeons prioritised vasculature visualisation over collecting system. Surgeons suggested gauging tumor depth would be useful. Considering 3D printing cost, surgeons agreed VR alone may suffice. Conclusion Surgeons found 3D and VR enabled accurate surgical planning and patient counselling regarding nephrectomy risk. Minor CT protocol recommendations enable easier and more accurate segmentation, without increasing patient's radiation exposure. Annual leave during 8-week summer project reflects case numbers. Since, we've identified more cases to assess surgical parameters against matched cohort. We've begun work for adrenal surgery. It's feasible for medical students with minimal surgical/radiological knowledge to advance this research, gaining valuable experience. Abbrev Virtual Reality(VR), Three-dimensional(3D), Computerised Tomography(CT) Take-home message Three-dimensional imaging and virtual reality may improve surgical planning and patient counselling. Regarding nephrectomy, this could give surgeons the confidence to convert from full nephrectomy to partial nephrectomy approach, improving patient outcome.


2021 ◽  
Author(s):  
Dario Bressan ◽  
Claire M Mulvey ◽  
Fatime Qosaj ◽  
Robert Becker ◽  
Flaminia Grimaldi ◽  
...  

A set of increasingly powerful approaches are enabling spatially resolved measurements of growing numbers of molecular features in biological samples. While important insights can be derived from the two-dimensional data that many of these technologies generate, it is clear that extending these approaches into the third and fourth dimensions will magnify their impact. Realizing biological insights from datasets where thousands to millions of cells are annotated with tens to hundreds of parameters in space will require the development of new computational and visualization strategies. Here, we describe Theia, a virtual reality-based platform, which enables exploration and analysis of either volumetric or segmented, molecularly-annotated, three-dimensional datasets, with the option to extend the analysis to time-series data. We also describe our pipeline for generating annotated 3D models of breast cancer and supply several datasets to enable users to explore the utility of Theia for understanding cancer biology in three dimensions.


Author(s):  
Angela Adrian

Virtual worlds may be the future of e-commerce. The game designers who fashioned these flourishing virtual worlds have invented a much more appealing way to use the internet: through an avatar. This usage of the term was coined in 1985 by Chip Morningstar, a user of the first avatar environment created by LucasFilm called Habitat. Habitat lacked many of the features we have in today’s games such as quests and puzzles. It was more similar to a social MUD in which the interactivity between avatars was the ultimate goal. According to Encarta: “Avatar [Sanskrit]: 1. incarnation of Hindu deity: an incarnation of a Hindu deity in human or animal form, especially one of the incarnations of Vishnu such as Rama and Krishna. 2. embodiment of something: somebody who embodies, personifies, or is the manifestation of an idea or concept. 3. image of person in virtual reality: a movable three-dimensional image that can be used to represent somebody in cyberspace, for example, an Internet user.” Unlike previous video game alter-egos, these avatars can be completely customized and are designed mainly for social interaction (Lastowka and Hunter, 2004). The average player dedicates hundreds of hours (and hundreds of dollars, in some cases). To cultivate his avatar. A survey suggested that approximately 20 percent of Norrath’s citizens deem it their place of residence; they just commute to Earth and back. To a large and growing number of people, virtual worlds are an important source of material and emotional well-being. (Yee). Ordinary people, who are bored and frustrated by regular web commerce, participate vigorously and passionately in avatar-based on-line markets.


Author(s):  
Vladimír Modrák ◽  
Jozef Novák Marcincin

After applications of virtual reality (VR) in the realm of flight simulators and computer games a need to exercise these technologies in industry is rising significantly. Nowadays one of the typical domains of using a virtual reality is designing and prototyping in automotive and air industry. A practical solution for a virtual model is using a virtual reality modeling language (VRML) that supports the distribution of three-dimensional models over the Internet. Web based virtual reality technology offers possibilities for sharing virtual models for supporting collaborative work and concurrent engineering. There are more standardized tools for virtual reality technology distributing 3D models by VRML. Another possible solution for exploiting an Internet environment through VRML is using a non-standard software package on PC basis created for 3D simulation and programming of automated workplaces, robots and other peripheral devices. The article is describing procedures for implementation of VRML 2.0 into software ROANS, which has been created in another programming language than VRML versions.


2015 ◽  
Vol 791 ◽  
pp. 119-124
Author(s):  
Mikuláš Hajduk ◽  
Juraj Kováč

The contribution deals with the generation of interactive spatial solutions to manufacturing systems by means of virtual reality. It characterizes experimental work aimed at creating 3D models of manufacturing systems through technical and software resources of virtual reality. For innovative work is considered an example of data gloves in a virtual manufacturing environment. Data glove is used for placement of models means of production in manufacturing three-dimensional space.


Sign in / Sign up

Export Citation Format

Share Document