Analysis on Three-Dimensional Virtual Simulation for Rationality of Large-Scale Commercial and Residential Space

2014 ◽  
Vol 513-517 ◽  
pp. 2307-2310
Author(s):  
Jing Liu

As an emerging industry, large-scale commercial and residential interior rational planning is related to the comfort of living. This paper proposes a virtual simulation method to design and plan large-scale commercial and residential interior space. The paper uses least squares image matching method in virtual reality to construct spatial distance calculation model, calculate the straight-line distance of key parts in large-scale commercial and residential space, and make up the shortcomings in traditional design. The design can be adjusted to the specific circumstances to reduce the cost of the actual design. Finally, simulation is conducted on basis of design data to prove the advantages of virtual reality.

2017 ◽  
Vol 34 (5) ◽  
pp. 1551-1571 ◽  
Author(s):  
Ming Xia

Purpose The main purpose of this paper is to present a comprehensive upscale theory of the thermo-mechanical coupling particle simulation for three-dimensional (3D) large-scale non-isothermal problems, so that a small 3D length-scale particle model can exactly reproduce the same mechanical and thermal results with that of a large 3D length-scale one. Design/methodology/approach The objective is achieved by following the scaling methodology proposed by Feng and Owen (2014). Findings After four basic physical quantities and their similarity-ratios are chosen, the derived quantities and its similarity-ratios can be derived from its dimensions. As the proposed comprehensive 3D upscale theory contains five similarity criteria, it reveals the intrinsic relationship between the particle-simulation solution obtained from a small 3D length-scale (e.g. a laboratory length-scale) model and that obtained from a large 3D length-scale (e.g. a geological length-scale) one. The scale invariance of the 3D interaction law in the thermo-mechanical coupled particle model is examined. The proposed 3D upscale theory is tested through two typical examples. Finally, a practical application example of 3D transient heat flow in a solid with constant heat flux is given to illustrate the performance of the proposed 3D upscale theory in the thermo-mechanical coupling particle simulation of 3D large-scale non-isothermal problems. Both the benchmark tests and application example are provided to demonstrate the correctness and usefulness of the proposed 3D upscale theory for simulating 3D non-isothermal problems using the particle simulation method. Originality/value The paper provides some important theoretical guidance to modeling 3D large-scale non-isothermal problems at both the engineering length-scale (i.e. the meter-scale) and the geological length-scale (i.e. the kilometer-scale) using the particle simulation method directly.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2019 ◽  
Vol 9 (5) ◽  
pp. 847
Author(s):  
Lide Wei ◽  
Changfu Wei ◽  
Sugang Sui

This paper suggests a large-scale three-dimensional numerical simulation method to investigate the fluorine pollution near a slag yard. The large-scale three-dimensional numerical simulation method included an experimental investigation, laboratory studies of solute transport during absorption of water by soil, and large-scale three-dimensional numerical simulations of solute transport. The experimental results showed that the concentrations of fluorine from smelting slag and construction waste soil were well over the discharge limit of 0.1 kg/m3 recommended by Chinese guidelines. The key parameters of the materials used for large-scale three-dimensional numerical simulations were determined based on an experimental investigation, laboratory studies, and soil saturation of survey results and back analyses. A large-scale three-dimensional numerical simulation of solute transport was performed, and its results were compared to the experiment results. The simulation results showed that the clay near the slag had a high saturation of approximately 0.9, consistent with the survey results. Comparison of the results showed that the results of the numerical simulation of solute transport and the test results were nearly identical, and that the numerical simulation results could be used as the basis for groundwater environmental evaluation.


2012 ◽  
Vol 229-231 ◽  
pp. 690-694 ◽  
Author(s):  
Mohamad Shukri Zakaria ◽  
Kahar Osman ◽  
Md. Nor Musa

Liquefied Natural Gas (LNG) fleets are coasting with various condition and behavior. These variable leads to different type of LNG fleets build every year with unavoidable generated Boil-off Gas (BOG). Estimation of BOG generated inside LNG tank play significant role in determines the ship specification and management method of BOG including venting, propulsion or requalification. Hence, in the present study, the right choices of boundary condition and parameter have been implementing in order to have good estimation amount of BOG evaporates for specific LNG tank. Three dimensional model of cargo with capacity 160000 m3 LNG carrier are simulate using ANSYS Fluent with specific ambient air temperature of 5oC and ambient seawater temperature of 0oC have been chosen as a calculation case, gain the total heat transfer rate and Boil-off Rate (BOR). The result shows that the calculation model and simulation are feasible with typical LNG fleet specification and International Marine Organization (IMO) standard.


2020 ◽  
Vol 38 (2) ◽  
pp. 367-381
Author(s):  
Yongcai Hu ◽  
Wei Sun ◽  
Xigang Liu ◽  
Quan Gan ◽  
Jie Shi

Purpose The purpose of this study is to enhance audience experience in museum by using three-dimensional (3D) virtual simulation technology. Design/methodology/approach In this study, a large space museum building tourism demonstration system based on 3D virtual simulation technology was proposed. Starting from the concept of virtual reality (VR), the characteristics of VR and the classification of VR systems were introduced, and the research status of VR technology at home and abroad and the application of 3D virtual simulation were discussed. Then the key technologies of 3D modeling, 3D scene optimization and 3D simulation driving of 3D virtual simulation were expounded, and the characteristics and application scope of different technical methods were analyzed. Finally, an example of the Hongzhou Kiln 3D network museum was listed. Findings The research results showed that 3D virtual simulation has a wide range of applications in the field of VR. Different elements need to be considered for different types of applications, and different contents need to be integrated to achieve the corresponding interaction modes. Originality/value Virtual image; multimedia; large space museum; tourism demonstration system; 3D virtual simulation technology.


2011 ◽  
Vol 328-330 ◽  
pp. 67-70
Author(s):  
Zhao Qian Wang ◽  
Tian Biao Yu ◽  
Chang Xin Wang ◽  
Ye Zou ◽  
Hai Feng Zhao ◽  
...  

Based on the distributed virtual reality technology, combining the interactivity of language VRML and network’s superiority of Java/JavaScript, this paper developed a function simulation system of the TBM, which avoids the single product launch of the network forms as well as the expensiveness shortcomings of augmented reality simulation systems. This system can simulate the movement of TBM presentations, virtual assembly and mining process, fully utilizes the advantages of VRML. The customers can get a full, screen real and powerful understanding of product performance using this system for simulating a three-dimensional movement and excavation process of the TBM, such as on the real environment. This system simulation method does not rely on the expensive virtual reality simulation platforms, but it has a facilitating transmission speed for a small size of system files, which is characterized by free installation, interactivity, authenticity and low cost.


2003 ◽  
Vol 21 (1) ◽  
pp. 21-26 ◽  
Author(s):  
HONG QIN ◽  
RONALD C. DAVIDSON ◽  
EDWARD A. STARTSEV ◽  
W. WEI-LI LEE

Ion–electron two-stream instabilities in high intensity heavy ion fusion beams, described self-consistently by the nonlinear Vlasov–Maxwell equations, are studied using a three-dimensional multispecies perturbative particle simulation method. Large-scale parallel particle simulations are carried out using the recently developed Beam Equilibrium, Stability, and Transport (BEST) code. For a parameter regime characteristic of heavy ion fusion drivers, simulation results show that the most unstable mode of the ion–electron two-stream instability has a dipole-mode structure, and the linear growth rate decreases with increasing axial momentum spread of the beam particles due to Landau damping by the axial momentum spread of the beam ions in the longitudinal direction.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xiaonan Cao

This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to realize the rapid construction and rendering of ink art 3D virtual reality scenes in a big data environment. A two-dimensional cellular automaton is used to simulate a brushstroke model with ink and wash style, and outlines are drawn along the path of the brushstroke to obtain an effect close to the artistic style of ink and wash painting. Set the surface of the model with ink style brushstroke texture patterns, refer to the depth map, normal map, and curvature map information of the model, and simulate the drawing effect of the method by procedural texture mapping. Example verification shows that the rapid visualization analysis model of ink art big data designed in this paper is in line with the prediction requirements of ink art big data three-dimensional display indicators. The fast visibility removal method is used to deal with large-scale three-dimensional ink art in a big data environment. High efficiency is achieved in virtual reality scenes, and the multiresolution fast rendering method better maintains the appearance of the prediction model without major deformation.


BIBECHANA ◽  
2014 ◽  
Vol 12 ◽  
pp. 114-127
Author(s):  
Shiv Narayan Yadav ◽  
Walter Saurer ◽  
Binil Aryal

We present a study of spin vector orientation of 14,118 SDSS (Sloan Digital Sky Survey) galaxies having redshift in the range 0.19 to 0.20 (radial velocity 57,000 km/s to 60,000 km/s) with respect to galactic coordinate system using 7th data release (2008, October). These galaxies were observed through SDSS telescope of Apache Point Observatory located at New Mexico, USA. The photometric database is made available through our collaboration with institute of Astro-particle physics, Innsbruck University, Austria. We used the `Godlowskian' method to convert two dimensional data to three dimensional galaxy rotation axes. Our intension is to find out non-random effects in the spatial orientation of galaxies and to check  redshift dependence. The expected isotropy distribution curves are obtained by removing the selection effects and performing a random simulation method. The observed and expected polar and azimuthal angle distributions are compared by using three statistical tests- chi-square, auto-correlation and the Fourier. It is found that the spatial orientation of galaxies tend to be oriented randomly with respect to the galactic coordinate system, supporting hierarchy model of galaxy evolution. In few cases we noticed a preference, probably due to the gravitational shearing or tidal effects in the large scale structure. In general, redshift is found to be independent of orientation. Hence, a very good correlation between the Hubble flow (redshift) and the random alignments of spin vectors of SDSS galaxies is noticed.DOI: http://dx.doi.org/10.3126/bibechana.v12i0.11787BIBECHANA 12 (2015) 114-127


2014 ◽  
Vol 1010-1012 ◽  
pp. 284-287 ◽  
Author(s):  
Yi Lin Bei ◽  
De Yun Yang ◽  
Xiang Ren

With the help of three-dimensional display system and interactive device, virtual reality technology can make people have the feeling of being personally on the scene intuitionally. This paper aims to set up three-dimensional models of ancient building complex and crowds, and simulate the three-dimensional visualization of fire scene’s spreading in historic building and crowd’s evacuation. The system uses FDS to simulate and collect information, designs to evacuate calculation engine and simulates distribution of scenes concerned and personnel behavior feature through virtual reality performance module. The experiment indicates that the system can be used for virtual wandering of scenic spots of ancient architectural complex, and simulate fireproofing scenes, which not only possesses great market value, but also provides decision basis for relevant departments.


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