Mix-Subdivision Dynamic Terrain Visualization Algorithm

2013 ◽  
Vol 756-759 ◽  
pp. 3372-3377 ◽  
Author(s):  
Xiao Hui Zhao ◽  
Bao Di Xie ◽  
De Peng Wan ◽  
Qing Yun Wang

Dynamic Terrain is becoming more and more important in ground-based simulation systems. In military simulation systems, craters and ruts can improve the reality. In this paper, a dynamic terrain visualization method based on quadtree and multi-resolution voxel is presented in order to realize the real-time rendering for realistic craters in battlefield. Quadtree is selected as our basic data structure and mix-subdivided according to the size of the terrain. Scene tree is recursive subdivided according to both the distance between the node and camera and error criterion. Vertex is removed to solve the cracks and linear interpolation to solve popping in the algorithm. We also implement the visualization of craters through combining our algorithm with the physical model of craters based on multi-resolution voxel. The implementation results prove that the method are feasible and efficient.

2014 ◽  
Vol 667 ◽  
pp. 201-207
Author(s):  
Qi Deng ◽  
Pin Xu ◽  
Shao Bin Li ◽  
Xin Yao Zhang

In China, closed caption is the latest technology standard separating the caption from the image. In current digital television system, it is an urgent issue to be resolved that how to implement the real-time transmission of closed caption with its host video. This paper proposed a kind of closed caption and its representation method. It also designed a closed caption data structure based on XML and provided a solution about how to package XML file and XML Schema file into MXF files.


2011 ◽  
Vol 2-3 ◽  
pp. 123-126
Author(s):  
Bin Xu ◽  
Dan Yang ◽  
Yun Yi Zhang ◽  
Xu Wang

In this paper, we proposed a peripheral sound visualization method based on improved ripple mode for the deaf. In proposed mode, we designed the processes of transforming sound intensity and exterminating the locations of sound sources. We used power spectrum function to determine the sound intensity. ARTI neural network was subtly applied to identify which kind of the real-time input sound signals and to display the locations of the sound sources. We present the software that aids the development of peripheral displays and four sample peripheral displays are used to demonstrate our toolkit’s capabilities. The results show that the proposed ripple mode correctly showed the information of combination of the sound intensity and location of the sound source and ART1 neural network made accurate identifications for input audio signals. Moreover, we found that participants in the research were more likely to achieve more information of locations of sound sources.


Electronics ◽  
2020 ◽  
Vol 9 (5) ◽  
pp. 836 ◽  
Author(s):  
Young-Hoon Jin ◽  
In-Tae Hwang ◽  
Won-Hyung Lee

Augmented reality (AR) is a useful visualization technology that displays information by adding virtual images to the real world. In AR systems that require three-dimensional information, point cloud data is easy to use after real-time acquisition, however, it is difficult to measure and visualize real-time objects due to the large amount of data and a matching process. In this paper we explored a method of estimating pipes from point cloud data and visualizing them in real-time through augmented reality devices. In general, pipe estimation in a point cloud uses a Hough transform and is performed through a preprocessing process, such as noise filtering, normal estimation, or segmentation. However, there is a disadvantage in that the execution time is slow due to a large amount of computation. Therefore, for the real-time visualization in augmented reality devices, the fast cylinder matching method using random sample consensus (RANSAC) is required. In this paper, we proposed parallel processing, multiple frames, adjustable scale, and error correction for real-time visualization. The real-time visualization method through the augmented reality device obtained a depth image from the sensor and configured a uniform point cloud using a voxel grid algorithm. The constructed data was analyzed according to the fast cylinder matching method using RANSAC. The real-time visualization method through augmented reality devices is expected to be used to identify problems, such as the sagging of pipes, through real-time measurements at plant sites due to the spread of various AR devices.


2020 ◽  
Vol 10 (1) ◽  
pp. 776-783
Author(s):  
Riku-Pekka Nikula ◽  
Marko Paavola ◽  
Mika Ruusunen ◽  
Joni Keski-Rahkonen

AbstractDigital twins have gained a lot of attention in modern day industry, but practical challenges arise from the requirement of continuous and real-time data integration. The actual physical systems are also exposed to disturbances unknown to the real-time simulation. Therefore, adaptation is required to ensure reliable performance and to improve the usability of digital twins in monitoring and diagnostics. This study proposes a general approach to the real-time adaptation of digital twins based on a mechanism guided by evolutionary optimization. The mechanism evaluates the deviation between the measured state of the real system and the estimated state provided by the model under adaptation. The deviation is minimized by adapting the model input based on the differential evolution algorithm. To test the mechanism, the measured data were generated via simulations based on a physical model of the real system. The estimated data were generated by a surrogate model, namely a simplified version of the physical model. A case study is presented where the adaptation mechanism is applied on the digital twin of a marine thruster. Satisfactory accuracy was achieved in the optimization during continuous adaptation. However, further research is required on the algorithms and hardware to reach the real-time computation requirement.


2011 ◽  
Vol 382 ◽  
pp. 16-21
Author(s):  
Da Wang ◽  
Cheng Wang

This paper presents a real-time GPU-based visualization of dynamic terrain in excavator simulator, which is an interactive system for the purpose of training human operators and corresponding researches. Firstly, we establish the kinematic model of excavator, so as to trans-fer the bucket tip's reference trajectories to corresponding, required reference angle sequence for each joint and to control motion sequences of articulated hierarchies. Then, our method use GPU to create the DDHM and digging offset map, with which we can perform the terrain de-formation entirely in the GPU. In order to improve the visual quality, we also present a method of procedural texture for deformation terrain. Finally, the Real-Time Optimally Adapting Meshes (ROAM) algorithm is used to render the dynamic terrain effectively.


2008 ◽  
Vol 2008 ◽  
pp. 1-7 ◽  
Author(s):  
Matthew White

One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-detail techniques can be employed to provide a form of control over scene quality versus performance. Several algorithms exist that allow such control, including the real-time optimally adapting mesh (ROAM) algorithm specifically aimed at terrain systems. Although ROAM provides an excellent approach to terrain visualization, it contains elements that can be difficult to implement within a game system. This paper hopes to discuss these factors and provide a more game-orientated implementation of the algorithm.


2012 ◽  
Vol 19 (Special) ◽  
pp. 11-18 ◽  
Author(s):  
Witold Gierusz ◽  
Andrzej Łebkowski

ABSTRACT The paper presents the physical model of the sea-going ship. The wooden hull of this ship was obtained from Ship Design and Research Centre and next rebuilt and reconstructed for future tests of the different control systems in the real-time experiments. The paper describes the succeeding stages of the work, steering and driving devices installed on board, power electric diagrams and navigational equipment designated for ship. The range of the possible applications of the constructed vessel are presented at the end of the paper


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