Pipeline Design and Layout in Virtual Environment

2009 ◽  
Vol 16-19 ◽  
pp. 1122-1126
Author(s):  
Xiao Gui Zhang ◽  
Bo Gao

Due to the difficulty of pipeline design and layout for complex mechanical products, a virtual reality-based method is proposed for pipeline design and routing in virtual environment. A parameter database is established for geometric design of pipelines according to their basic parameters in 3D models. Controlled-points and controlled-vectors are introduced to determine the position and direction of pipelines. Dynamic adjusting algorithm for straight pipelines and elbow pipelines in virtual environment are implemented respectively to joint and layout pipelines according to surrounding environment and features. A pipeline oriented virtual assembly environment system is developed, and some examples are given to demonstrate its function and validation.

Author(s):  
María Castro Malpica ◽  
Clara Zamorano Martín ◽  
José Ángel Sánchez Fernández

2014 ◽  
Vol 34 (3) ◽  
pp. 244-254 ◽  
Author(s):  
Wanbin Pan ◽  
Yigang Wang ◽  
Peng Du

Purpose – The purpose of this paper is to develop an automatic disassembly navigation approach for human interactions in the virtual environment to achieve accurate and effective virtual assembly path planning (VAPP). Design/methodology/approach – First, to avoid the error-prone human interactions, a constraint-based disassembly method is presented. Second, to automatically provide the next operable part(s), a disassembly navigation mechanism is adopted. Finally, the accurate assembly path planning can be obtained effectively and automatically by inversing the ordered accurate disassembly paths, which are obtained interactively in the virtual environment aided with the disassembly navigation matrix. Findings – The applications present that our approach can effectively avoid the error-prone interactive results and generate accurate and effective VAPP. Research limitations/implications – There are several works that could be conducted to make our approach more general in the future: to further study the basic disassembly direction deducing rules to make the process of determining disassembly direction totally automatic, to consider the hierarchy of the parts in virtual reality system and to consider the space for assembly/disassembly tools or operators. Originality/value – The approach has the following characteristics: a new approach to avoid the error-prone human interactions for accurate assembly path planning obtaining, a new constraint deducing method for determining the disassembly semantics automatically or semi-automatically is put forward and a new method for automatically identifying operable parts in VAPP is set forward.


2021 ◽  
Vol 1199 (1) ◽  
pp. 012028
Author(s):  
E Franas ◽  
M Kočiško ◽  
J Kaščak ◽  
M Töröková ◽  
A Vodilka

Abstract Individual digital technologies which are aimed at simulation of real world elements are currently one of the most promising areas of interest. The growing popularity of the augmented, virtual reality technologies, as well as the industries in which their application has an increasing impact, is causing a sharp growth in the number of specialized software. An increasingly popular sector in which virtual and augmented reality has promising prospects in the field of education. It was this area that created space for the application of various software solutions during a pandemic situation. The application focused on the distance form of educational process, training and mediation of interactive experiences, which subsequently mitigate the teaching process, has found application not only in technically oriented areas. This article presents the possibilities for usage of the virtual environment created in the Rinoceros software, which is used as a supporting tool for the teaching process of technically oriented subjects. The article describes how to apply and modify specialized software for a specific area of use. Particular type of VR/AR devices are used to mediate an interactive form of teaching, towards a specific group of students. Due to the intention of increased efficiency of this process, the article presents the possibilities of using the multiuser - host/guest functions, for full interactivity of more users. This solution allows the users to work with 2D, 3D models and CAD model assemblies in a virtual environment. It also presents the possibilities and promising areas of use which describe the other software features and their possible application in other areas, such as reverse engineering and intuitive modeling.


Author(s):  
Yang Shen ◽  
Hongwei Shen

It mainly discusses the application of virtual reality technology to the conical roof lifting for the AP1000 nuclear power plant. By choosing the sketch-up and AutoCAD soft-wares, this paper established the 3d models of the conical roof and the 2600T Lampson crane in the manner of parameter. Based on virtual construction theory, these 3 d models were used to implement the simulation tests for the whole lifting progress in virtual environment so as to obtain optimized construction scheme and to train crane operator. And also the optimum running track for the crane is provided by the analysis, and the most economical enlargement plan for the 2600T Lampson crane landing pad is also provided.


2020 ◽  
pp. 209-213
Author(s):  
Д.А. Татаренков ◽  
Г.Г. Рогозинский ◽  
И.Г. Малыгин ◽  
А.В. Богданов

В данной статье представлена улучшенная технология обучения персонала морских судов. Одной из особенностей этой технологии является применение виртуальной реальности для моделирования рабочего пространства персонала и нештатных ситуаций на рабочих местах. Рассматриваемая технология может быть использована для создания тренажеров морских судов с применением киберфизических систем. Отработка техники безопасности на море в безопасной среде возможна благодаря комбинированию методов рендеринга виртуального рабочего пространства и частичного воспроизведения элементов управления судна в виде интерфейсов взаимодействия обучаемого со средой виртуальной реальности тренажёра. Моделирование непредвиденных обстоятельств - простой и эффективный метод тренировки, когда у члена экипажа есть определенный запас времени. Для формирования пространства в виртуальной среде, как правило, используется метод трёхмерного моделирования объектов, что требует предварительные обмеры реальных объектов, создание технических чертежей. Этот процесс занимает большое количество времени и требует высококвалифицированный персонал для обработки материала и воссоздания помещений и предметов в виде 3D-моделей. Основная цель этой статьи - представить прототип технологии, с помощью которой можно синтезировать дополнительные ракурсы в виртуальной среде на основе реальных изображений и их карт глубины, что значительно сокращает время разработки модели корабля для создания его симулятора. This article presents an improved process for training ship personnel. One of the features of this process is the use of virtual reality to simulate the workspace of personnel and emergency situations at workplaces. The process in question can be used to create simulators for sea vessels using cyber-physical systems. Practicing safety at sea in a safe environment is possible due to the combination of methods for rendering a virtual workspace and partial implementation of ship controls in the form of interfaces for interaction of a trainee with the virtual reality environment of the simulator. Simulation of contingencies is a simple and effective training method when the crew member has a certain amount of time. To form space in a virtual environment, as a rule, the method of three-dimensional modeling of facilities is used, which requires making preliminary measurements of real facilities, creating technical drawings. This process takes a lot of time and requires highly qualified personnel to process the material and recreate the premises and objects in the form of 3D models. The main goal of this article is to show a prototype of the process that can be used to synthesize additional perspectives in a virtual environment based on real images and their depth maps, which significantly reduces a development time for a ship model to create its simulator.


Author(s):  
Denys Gorkovchuk ◽  
Julia Gorkovchuk ◽  
Thomas Luhmann

Recently, virtual reality technologies are increasingly being introduced into our lives. The focus of their use is shifting from the entertainment industry to design, healthcare, tourism, architecture, education and more. The advantages of virtual reality technology are especially noticeable in the field of archaeology, as many historical objects have not survived to our time, and their appearance can be reproduced only on the basis of historical sources and archaeological excavations. Most platforms for implementing virtual reality programs are based on game engines that can provide the required level of performance for VR. Such platforms show very good results for architectural objects, which often have many similar elements of simple shapes. Integrating complex objects with unique shapes is usually a problem. In this article, we consider the use of photogrammetric methods to create 3D models of historical objects and the aspects of their integration into a virtual environment based on a game engine. Specifically, aspects such as object resolution and suitable level of detail are discussed. As a case study, such a virtual environment was created for the ancient Trypillia settlement in the territory of Ukraine.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


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