scholarly journals Increasing the Sense of Presence in a Simulation Environment Using Image Generators Based on Visual Attention

2010 ◽  
Vol 19 (6) ◽  
pp. 557-568 ◽  
Author(s):  
Burak Çiflikli ◽  
Uğur Güdükbay

Flight simulator systems generally use a separate image-generator component. The host is responsible for the positional data updates of the entities and the image generator is responsible for the rendering process. In such systems, the sense of presence is decreased by model flickering. This study presents a method by which the host can minimize model flickering in the image-generator output. The method is based on preexisting algorithms, such as visibility culling and level of detail management of 3D models. The flickering is minimized for the visually important entities at the expense of increasing the flickering of the entities that are out of the user's focus using a new perception-based approach. It is shown through user studies that the new proposed approach increases the participants' sense of presence.

2018 ◽  
Vol 7 (3.3) ◽  
pp. 359
Author(s):  
Chung Jae Lee ◽  
Kyong Hoon Kim ◽  
Ki Il Kim

Background/Objectives: Due to huge volume of data, it is required to reduce the number of vertices in flight simulator through level of detail and culling. However, it is required to integrate them accordingly.Methods/Statistical analysis: Due to high point of view, terrain data in wide area are usually rendered in the flight simulator. So, conservational level of detail and culling schemes have adaptation problem in flight simulator. To defeat this problem, dynamic culling scheme and level of detail parent method based on line of sight are proposed.Findings: Experiment scenarios are built to measure and compare the frame per second and number of vertices in four separate schemes, that is, scheme without the proposed algorithm, applying view frustum culling and applying culling and level of detail together and graphic processing unit based parallel processing algorithm, respectively. The proposed scheme reveals the similar values in the case of small-volume of terrain data. On the other hand, frame per second is significantly improved in huge volume of terrain data by reducing the number of vertices through dynamic culling and level of detail parent method. Specially, when level of detail parent method is applied to rendering the city with large number of buildings, the proposed scheme reveals the best frame per second among the comparative schemes.Improvements/Applications: Improved rendering algorithm was proposed to handle huge volume of terrain data and thereby to prove the applicability of the proposed scheme in other simulator.  


2011 ◽  
Vol 115 (1163) ◽  
pp. 57-63 ◽  
Author(s):  
T. Gerlach

Abstract Flying under degraded visual environments is a challenging task in helicopter operations. The brownout phenomenon, caused by the rotor downwash on a dusty or sandy underground has caused several critical incidences and accidents in the past. In contrast to an extensive free wake analysis of the rotor vortices, this paper presents a computer graphical solution to simulate brownout conditions. The animation approach builds upon a particle system with a basic aerodynamic assumption of a permanent ground vortex and additional turbulence. The created brownout effect module is a part of the RealTime Image Generator software, used in DLR’s ground based helicopter flight simulator. The object oriented structure of the underlying application programming interface OpenSceneGraph facilitates the development of a generic effect interface for future improvements. An overview of the developed module, the particle system engine and the physical dependencies is provided. To overcome the challenge of capturing the visual realism, a pilot test course with brownout typical tasks is presented. Criteria focussing on the visual and physical parameters are defined to build up a questionnaire. It is used to improve the visual standard and to meet the future pilot’s needs.


2019 ◽  
Vol 2019 ◽  
pp. 1-15
Author(s):  
Yangzi Dong ◽  
Chao Peng

Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.


2020 ◽  
Vol 92 (4) ◽  
pp. 621-631 ◽  
Author(s):  
Paweł Rzucidło ◽  
Tomasz Rogalski ◽  
Grzegorz Jaromi ◽  
Damian Kordos ◽  
Piotr Szczerba ◽  
...  

Purpose The purpose of this paper is to describe simulation research carried out for the needs of multi-sensor anti-collision system for light aircraft and unmanned aerial vehicles. Design/methodology/approach This paper presents an analysis related to the practical possibilities of detecting intruders in the air space with the use of optoelectronic sensors. The theoretical part determines the influence of the angle of view, distance from the intruder and the resolution of the camera on the ability to detect objects with different linear dimensions. It has been assumed that the detection will be effective for objects represented by at least four pixels (arranged in a line) on the sensor matrix. In the main part devoted to simulation studies, the theoretical data was compared to the obtained intruders’ images. The verified simulation environment was then applied to the image processing algorithms developed for the anti-collision system. Findings A simulation environment was obtained enabling reliable tests of the anti-collision system using optoelectronic sensors. Practical implications The integration of unmanned aircraft operations in civil airspace is a serious problem on a global scale. Equipping aircraft with autonomous anti-collision systems can help solve key problems. The use of simulation techniques in the process of testing anti-collision systems allows the implementation of test scenarios that may be burdened with too much risk in real flights. Social implications This paper aims for possible improvement of safety in light-sport aviation. Originality/value This paper conducts verification of classic flight simulator software suitability for carrying out anti-collision systems tests and development of a flight simulator platform dedicated to such tests.


Author(s):  
Carlos José Campos ◽  
Hugo Filipe Pinto ◽  
João Miguel Leitão ◽  
João Paulo Pereira ◽  
António Fernando Coelho ◽  
...  

The virtual environments used in scientific driving simulation experiments require extensive 3D models of road landscapes, correctly modeled and similar to those found in the real world. The modeling task of these environments, addressing the terrain definition and the specific characteristics required by the target applications, may result in a complex and time-consuming process. This chapter presents a procedural method to model large terrain definitions and adjust the roadside landscape to produce well-constructed road environments. The proposed procedural method allows merging an externally modeled road into a terrain definition, providing an integrated generation of driving environments. The road and terrain models are optimized to interactive visualization in real time, by applying most state-of-art techniques like the level of detail selection and spatial hierarchization. The proposed method allows modeling large road environments, with the realism and quality required to perform experimental studies in driving simulators.


2011 ◽  
Vol 57 (3) ◽  
pp. 73-88
Author(s):  
Petra Zápalková ◽  
Václav Smítka ◽  
Milan Mikoláš

Abstract The presented this method is more efficient for surveying a site. Part of this is the calculation of the volumes of excavated muck using 3D models and their comparison. The comparison of the measurements of part of the quarry in Jakubčovice nad Odrou using the tacheometry and laser scanning techniques was performed. The final assessment was in favour of the laser scanning method which provides capturing the entire object surface with a chosen level of detail compared to the tacheometry method, in which only characteristic points of the measured object, such as edges, are captured.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, including the implementation of architectural rules, and produces 2D floor plans as well as complete 3D models, with a high level of detail, in just a few seconds. To evaluate the framework two different applications were developed and the output models were tested for different fields of application (e.g. virtual worlds). The results obtained contain evidences that the proposed framework may lead to the development of several specific applications to produce accurate 3D models of houses representing different realities (e.g. civilizations, epochs, etc.).


Author(s):  
Giacomo Patrucco ◽  
Stefano Perri ◽  
Antonia Spanò

In several cases, in the framework of cultural heritage documentation projects that prefigure the generation of dense and detailed 3D models derived from range-based or image-based techniques, the level of detail and surface characterization of the materials are strictly important, also for evaluating the conservation status of the structures. The research presented in this paper aims to evaluate the advantages and the critical issues of using a telescopic pneumatic pole to raise the position of the scans from the ground and decrease the angle of incidence of the laser beam on the surveyed object. The study also takes into consideration the use of mini UAVs and their flexibility to effectively acquire the vertical surfaces of interest even at elevated heights, comparing the density and the roughness of the derived model in comparison to the one generated by the TLS technique.


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