3D GRAPHICS AND VIRTUAL REALITY USED FOR ROBOTICS EDUCATION

Author(s):  
Dorin Popescu ◽  
Horatiu Roibu ◽  
Nicolita Guta ◽  
Adrian-Cosmin Cruceru
Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Leiming Li ◽  
Wenyao Zhu ◽  
Hongwei Hu

For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.


Author(s):  
J. M. Zheng ◽  
K. W. Chan ◽  
I. Gibson

Abstract With the advancement of computer techniques, a greater emphasis has been placed on intuitive human-computer interactions (HCIs). Virtual Reality systems can offer a novel way for users to interact with the objects in the computer generated environment (the so called Virtual Environment, VE). Through VR technology, we have the ability to replace the traditional input device, such as keyboard and mouse, with other modes such as speech and gesture. In our research project, we use a CyberGlove, developed by Virtual Technology Inc., as an input device to develop a desktop CAD modeling system for conceptual designers. We elaborate the limitations of the Dataglove and use gestures to support intuitive human-computer interface. To develop this gesture interface, we emphasize that conceptual designers are allowed full-freedom to use different kinds of gestures to conduct various geometric shape operations instead of depending solely on keyboard and 2D mouse. The designers can indicate objects or directions simply by pointing with the hand, and manipulate the position and orientation of an object by grasping and turning. The “virtual tools” can be used for shaping, cutting, and joining objects. We employ the 3D GUIs for enhancing the gesture interface. In the VE, the 3D menu and “virtual hand” float over the objects rather than being part of the scene. Various 3D cursors can be used to select menu or manipulate the object.


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.


2020 ◽  
Vol 18 (1) ◽  
pp. 1-23
Author(s):  
Yana Nehmé ◽  
Jean-Philippe Farrugia ◽  
Florent Dupont ◽  
Patrick Le Callet ◽  
Guillaume Lavoué

2006 ◽  
Vol 5 (2) ◽  
pp. 59-66 ◽  
Author(s):  
Jane Hwang ◽  
Jaehoon Jung ◽  
Sunghoon Yim ◽  
Jaeyoung Cheon ◽  
Sungkil Lee ◽  
...  

While hand-held computing devices are capable of rendering advanced 3D graphics and processing of multimedia data, they are not designed to provide and induce sufficient sense of immersion and presence for virtual reality. In this paper, we propose minimal requirements for realizing VR on a hand-held device. Furthermore, based on the proposed requirements, we have designed and implemented a low cost hand-held VR platform by adding multimodal sensors and display components to a hand-held PC. The platform enables a motion based interface, an essential part of realizing VR on a small hand-held device, and provides outputs in three modalities, visual, aural and tactile/haptic for a reasonable sensory experience. We showcase our platform and demonstrate the possibilities of hand-hand VR through three VR applications: a typical virtual walkthrough, a 3D multimedia contents browser, and a motion based racing game


2019 ◽  
pp. 201-218
Author(s):  
Erik N. Gaasedelen ◽  
Paul A. Iaizzo
Keyword(s):  

2014 ◽  
Vol 501-504 ◽  
pp. 2550-2553
Author(s):  
Chen Zheng ◽  
Shang Wei Liu ◽  
Shu Jun Zhang

Using VRML virtual reality modeling language standard steel structure CAD graphics switch into a text file. Making the complex 3D graphics information expressed in VRML environment. Make CAD graphics and VRML file according to the respective standards can use inverse. Drawings transformed into each other to create a practical and effective method.


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