The Application and Implementation of Real-Time Three-Dimensional Video Scene in Virtual Target Aiming Training

2014 ◽  
Vol 556-562 ◽  
pp. 5288-5293
Author(s):  
Zhi Li ◽  
Xiang Wang

The traditional virtral target aiming training uses indoor large screen projection more. Recently, the system also uses the virtual reality scene as background. According to the situation, using real-time video frame as the virtual target aiming training background for the authenticity of the virtual target aiming training scene is presented in this paper. This method fully shows the maturity of modern video acquisition technology and the innovation of virtual reality scene. This paper prensents using DirectShow tools for video frame acquisition and taking the advantages of OpenFight API for the model built by military simulation modeling software MultiGen Creator development based on OpenGL development platform and completes the building of virtual target aiming training scene based on real-time three-dimensional video scene and the consistency of virtual target and scene.

2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


2012 ◽  
Vol 263-266 ◽  
pp. 1849-1852 ◽  
Author(s):  
Pei Long Xu ◽  
Yi Min Su

In this project, the utility of virtual environment modeling techniques based on geometric model on modeling street virtual reality systems was studied. The aim is to design a set of modeling streetscape system based on virtual reality systems. In designation phase, this system was based on computer graphics, and virtual environment entities were set up modeled by real entities in life. In the study, the East and West Huashi Street in Chongwen district was taken as a study area, the model of the scene was set up by virtual reality geo-information system, special virtual reality modeling software Multigen Creator was used to set up the 3D environment of the space, and the virtual reality scene was set up with advanced C language and called Vega function library, so that interactive manipulation of boosting, reducing, turning, searching and roaming of the virtual scene could be realized.


2015 ◽  
Vol 3 (3) ◽  
pp. 354
Author(s):  
Ari Fitriyanto ◽  
Kodrat Iman Satoto ◽  
Kurniawan Teguh Martono

Indonesia is rich in culture, ethnicity which one example is the traditional houses that exist in each province. Introduce Indonesian traditional house to users by using information technology as a medium of information could be one way to preserve the nation's culture. Limitations of the media information about traditional houses that currently can only be enjoyed through pictures or visit the traditional houses directly make society can not know the traditional houses in Indonesia optimally. Therefore we need a media so that people can know more about traditional houses in Indonesia without the need to visit directly into sites or less information such as 2-dimensional images in the book. Application developed is combination between virtual reality and website. Application built using the waterfall method. The virtual technology is embedded in a website that allows users to access them anytime and anywhere. Aplication was developed using VRML (Virtual Reality Modeling Language) and 3ds Max modeling software, and using the programming language PHP, HTML, CSS, and MySQL database. The browser needs Cortona3D Viewer plug-in for displaying three-dimensional file. The results of making this application is an application that utilizes the VRML technology to display traditional house on the island of Java in three dimensions. The results show that this application runs in accordance with the design functionality that has been made.


2014 ◽  
Vol 568-570 ◽  
pp. 1834-1838
Author(s):  
Feng Jie Sun ◽  
He Chen ◽  
Hui Juan Liu

The three-dimensional virtual reality technology was introduced into the visualized substation. The virtual substation models of main electrical equipment and the whole scene were built by using 3dsMax modeling software. After the design of special events response routing and editting the corresponding script language, users can interact with virtual objects in the scene model, resulting in feelings and experiences on the ground. Compared with the real substation, the virtual substation has the advantages of low cost, interactive operation safety, and is of great significance to improve the technical level of the operators.


2012 ◽  
Vol 462 ◽  
pp. 592-597 ◽  
Author(s):  
Hai Fei Si ◽  
Zhong Yang

Virtual Reality technology is wild applied in various fields with its development. This article studied the application of virtual reality technology in green construction. On the discussion of the utility of desktop virtual reality system to accomplish the three-dimensional real-time simulation of green construction project, it shows that the application of virtual reality technology in the simulation of green construction not only reduces the construction cost but also breaks the limitation of time and space. The research of this paper has very high applied value.


2021 ◽  
Vol 56 (2) ◽  
pp. 025016
Author(s):  
Tommaso Rosi ◽  
Marica Perini ◽  
Pasquale Onorato ◽  
Stefano Oss

Mechanik ◽  
2018 ◽  
Vol 91 (7) ◽  
pp. 514-516
Author(s):  
Andrzej Grabowski ◽  
Tomasz Lipiński

Registration of the upper limb movement in real time is necessary to prepare interactive methods to support the recovery process of the upper limb. These types of computer programs often use three-dimensional environments and virtual reality techniques. Traffic registration can be carried out using commercially available controllers prepared for the needs of computer games, which facilitates the creation of applications supporting the rehabilitation process. The disadvantage of this approach are significant limitations in the possibilities of motion registration, in particular the movement of individual upper limb members. The solution may be to prepare a controller dedicated to the needs of the rehabilitation.


Author(s):  
Haziq Izwan Rahmat ◽  
Suzana Ahmad ◽  
Marina Ismail

<p>Virtual Reality (VR) is currently popular technology that has been used by people in various areas such as architecture, medical, training and many more.  In this paper, the researcher proposed collaborative VR for interior design that allows customer and designer work together at different location.  Commonly, the designer draw their design in two-dimensional (2D) graphics at the drawing paper and presents to the customer.  However, 2D drawings led to an ambiguity, indistrinct and uncertainty on the design.  In addition, redesign any changes lead to re-build the prototype.  These will be costly and wasting time, therefore, researcher proposed collaborative VR application which provide an intense feelings about the design which is presented in form of three-dimensional (3D) graphics.  Additionally, proposed application would allow the designer and customer to work in real-time.  In conclusion, collaborative VR will give the benefits for interior design manufacturing to prosper along with current technology.</p>


Author(s):  
R.S. Kamath ◽  
T.D. Dongale ◽  
R.K. Kamat

One of the challenging tasks in engineering education is to bridge the gaps between imagination and real time problems of different engineering areas. The virtual reality (VR) can reduce this gap and also provides clear ideas on the basis of real time problems. The architectural education influenced and goes hand in hands for meeting these crucial challenges using advancements in computer technologies. In this research, we developed a VR tool for improving architectural design education. We explain VR tool as a value addition to the architectural education. The system is based on a general purpose computer, ceiling-mounted projector and passive glasses for Three Dimensional (3D) viewing. The presented work shows that virtual reality technology can considerably progress the efficiency learning by allowing young architects to apply theoretical knowledge to real world problems. In addition, it develops creativity, innovation, communication, problem solving approach, team-working and business skills.


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