scholarly journals ALGORITHM FOR THE COUNTERCLOCKWISE ORDERING OF VERTEXES OF SLANTED SURFACES TOWARDS THE GENERATION OF SEMANTIC GBXML MODELS

Author(s):  
R. Otero ◽  
S. Lagüela ◽  
P. Arias
Keyword(s):  
3D Model ◽  

Abstract. This paper presents an algorithm developed to solve a problem during the development of a system to estimate de 3D model of buildings roofs and its incorporation into a BIM. The chosen schema for the BIM is gbXML and one of its condition is that the vertexes that describe the model surfaces must be counterclockwise ordered. Due to the variability in the orientation of the analysed surfaces, the algorithm must be able to work with any surface regardless its orientation. Also, this paper includes the testing of the algorithm. This test is based on the application of the developed algorithm among three different real-world scenarios.

2017 ◽  
Vol 106 ◽  
pp. 609-619 ◽  
Author(s):  
André Guy Tranquille Temgoua ◽  
Nomessi K. Kokutse ◽  
Zanin Kavazović ◽  
Martin Richard

2011 ◽  
Vol 295-297 ◽  
pp. 1389-1392
Author(s):  
Lan Yu Yang ◽  
Xiao Feng Bao

AR technology can supplement and strengthen the real world, instead of using a virtualization technology to create a completely virtual world to replace the real world. AR technology is introduced during process of designing wood powder disintegrator with multi-granularity, then three-dimensional entity model for the wood powder disintegrator with multi-granularity has been established, and enhanced visual system for the wood powder disintegrator with multi-granularity is set up. Through introduction of the AR design technology, 3D model can be do dynamic interaction rendering, then demonstration effect of superfine wood powder disintegrator with multi-granularity may achieve enhanced effects, and “wood powder disintegrator with multi-granularity” can be put in the real environment, and the virtual objects can be merged together the real environment through display device, a new environment for sensory effects is shown to the users. It has many advantages such as accelerating design, manufacture and debugging process for wood powder disintegrator with multi-granularity, at the same time, it can save manufacture cost.


2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


Author(s):  
Masato Kusanagi ◽  
Kenji Terabayashi ◽  
Kazunori Umeda ◽  
Guy Godin ◽  
Marc Rioux
Keyword(s):  
3D Model ◽  

Author(s):  
Mitali Ghotgalkar ◽  
Purnima Kubde

Augmented Reality is the presentation of objects superimposed on the real world view of the environment. It is an innovative technology that allows multidimensional viewing and understanding of concepts. This paper aims to use this concept of Augmented Reality in the field of Education to create an application that generates 3D models of the images embedded in textual materials using the software Unity and Vuforia. The application uses a smartphone’s camera to scan the embedded image of a textbook, e-book or photocopy and generates a 3D working model with live animations as well as on-click functionalities to view various movements of the model by providing user interaction. This application aims to provide an active learning experience to students.


Currently, virtual technology is applied to everyday life. AR (Augmented Reality) has widely become a challenger technology that brings virtual 3D images into the real world through a camera. Augmented Reality is a technology that brings virtual images that is a 3D model simulated into the real world through cameras and processing that brings objects to overlap into one image and AR can help people to understand the content easily. Hence, in increasing the efficiency of services and publicizing various information, this paper presents the smart navigation system using augmented reality based on a smartphone in the case study of Benjakitti Park, Thailand. The application can navigate users to the POI destination and the system based on mobile devices is composed of two parts: the navigation application and the bone collector game. This project produced user satisfaction at a good level and the proposed application was able to support the significant information for navigation in aspects of performance, usability, and effectiveness.


Author(s):  
Óscar Ibáñez ◽  
Oscar Cordón ◽  
Sergio Damas ◽  
José Santamaría

Craniofacial superimposition is a forensic process that aims to identify a missing person by overlaying a photograph and a model of the skull. This process is usually carried out manually by forensic anthropologists, thus being very time consuming and presenting several difficulties when trying to find a good fit between the 3D model of the skull and the 2D photo of the face. This contribution aims to provide both a detailed description of the problem and the proposal of two different designs of a multimodal (clearing) genetic algorithm to tackle it. The new proposals will be tested on superimpositions for different real-world identification cases from the Physical Anthropology lab at the University of Granada in Spain, including positive and negative cases, taking the manual and the basic genetic algorithm solutions as baselines for their quality.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-29
Author(s):  
Ivan BlečIć ◽  
Sara Cuccu ◽  
Filippo Andrea Fanni ◽  
Vittoria Frau ◽  
Riccardo Macis ◽  
...  

We present and explore the fruitfulness of “first-person cinematographic videogames,” a game model we have devised for the promotion of cultural, environmental, and territorial heritage. To support and foster the development of these type of games, we have developed a Web-based user-friendly authoring environment, extensively presented in the article. While employing standard first-person point-and-click game mechanics, the game model's distinctive feature is that the game environment is not based on a digital reconstruction (3D model) of the real-world settings but on cinematographic techniques combining videos and photos of existing places, integrating videoclips of mostly practical effects to obtain the interactivity typical of the first-person point-and-click adventure games. Our goal with such a game model is to mobilise mechanisms of engendering affection for real-world places when they become settings of the game world, arousing in the player forms of affection, attachment, and desire to visit them.


2011 ◽  
Vol 271-273 ◽  
pp. 125-130
Author(s):  
Qian Yi Gu

With emergence of online virtual reality applications, the 3D data of virtual scenes are available to heterogeneous end user devices with relatively limited computing power, resolution and transmission rate. Still, many virtual scenes created by expert developers are composed of complex 3D data models with huge number of geometry primitives and appearence elements. This complexity can cause a lot of problems when the scenes are deployed on the limited access devices. To address this issue, we propose a virtual scene adaptation framework which is able to perform the transformation of given complex 3D model into new forms with less geometric and appearance data. Through the framework, complex virtual scenes are connected with real-world semantics and are preprocessed with selected optimization strategies based on the semantic features matching client devices’ capabilities before deployment.


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