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Journal articles on the topic 'Real-time 3D visual simulation'

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1

Isaacs, John P., David J. Blackwood, Daniel Gilmour, and Ruth E. Falconer. "Real-Time Visual Simulation of Urban Sustainability." International Journal of E-Planning Research 2, no. 1 (January 2013): 20–42. http://dx.doi.org/10.4018/ijepr.2013010102.

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Sustainable decision making for strategic planning is a challenging process: requiring an understanding of the complex interactions among environmental, economic and social factors. Commonly, such decisions are dominated by economic factors hence there is a need for a framework that supports inclusive decision making throughout all stages of urban and rural planning projects. Towards this the authors have developed the Sustainable City Visualization Tool (S-CITY VT) which comprises 1) indicators (these provide the basis for assessment and monitoring of sustainability) selected according to scale and development 2) modelling techniques that provide indicator values, as not all of the indicators can be measured, and allows spatio-temporal prediction of indicators 3) Interactive 3D visualisation techniques to facilitate effective communication with a wide range of stakeholders. The sustainability modelling and 3D visualisations are shown to have the potential to enhance community engagement within the planning process thus enhancing public acceptance and participation within the urban or rural development project.
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Agus, Marco, Andrea Giachetti, Enrico Gobbetti, Gianluigi Zanetti, and Antonio Zorcolo. "Real-Time Haptic and Visual Simulation of Bone Dissection." Presence: Teleoperators and Virtual Environments 12, no. 1 (February 2003): 110–22. http://dx.doi.org/10.1162/105474603763835378.

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Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual simulation of a bone-cutting burr that is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction, which includes haptic forces evaluation, the bone erosion process, and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific 3D CT and MR imaging data, is efficient enough to provide real-time feedback on a low-end multiprocessing PC platform.
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Sennersten, Charlotte C., and Craig A. Lindley. "Real Time Eye Gaze Logging in a 3D Game/Simulation World." Key Engineering Materials 437 (May 2010): 555–59. http://dx.doi.org/10.4028/www.scientific.net/kem.437.555.

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Evaluating the effectiveness of virtual environments as training and analysis systems one must take into account both strongly and weakly defined measures of visual behaviour and associated experience. The investigation of cross correlations between strongly defined measures of logged gaze behaviours, and weakly defined measures of subjective perceptions of visual behaviour, reveals significant discrepancies. The existence of these discrepancies casts doubt upon the effectiveness of using self-reporting questionnaires to assess training effectiveness. However, making participants aware of these discrepancies can be a potentially powerful method for increasing the effectiveness of training using virtual worlds.
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Zhang, Zhi Chun, Song Wei Li, Song Yan Lu, Wen Xu, and Yun He. "3D Cloud Simulation Technology in Flight Visual System." Advanced Materials Research 909 (March 2014): 418–22. http://dx.doi.org/10.4028/www.scientific.net/amr.909.418.

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The simulation technology of 3D cloud can be the ideal method to meet both making human visual scenes realistic and generating weather radar images in flight simulations. This paper describes a 3D cloud simulation method and technology that focuses in three aspects of cloud modeling, lighting and rendering. Firstly, the 3D cloud was modeled in a particle system to specify the atmosphere characteristics of cloud in natural world, then the textures were mapped to the particles to improve the cloud authentic and the lighting model was established to make the cloud environments realistic. Finally, the impostor technology was used to accelerate the rendering speed. The implementation on PC platform shows that the method and technology can generate realistic 3D cloud and the real time ability is satisfied.
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Shen, Helong, Yong Yin, Yongjin Li, and Pengcheng Wang. "Real-time Dynamic Simulation of 3D Cloud for Marine Search and Rescue Simulator." International Journal of Virtual Reality 8, no. 2 (January 1, 2009): 59–63. http://dx.doi.org/10.20870/ijvr.2009.8.2.2725.

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As the main scenery of sky, the effect of 3D cloud influences the fidelity of visual system and the immersion effect of simulator. In this paper, based on the work of Y. Dobashi and T. Nishita, small region Cellular Automaton is generated and more realistic cloud simulation is improved. The experimental results show that the visual system of simulator can run in real-time and has a relatively higher refresh rate after changeable 3D cloud being applied.
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6

Lee, Jyh-Fa, Ming-Shium Hsieh, Chih-Wei Kuo, Ming-Dar Tsai, and Ming Ma. "REAL-TIME THREE-DIMENSIONAL RECONSTRUCTION FOR VOLUME-BASED SURGERY SIMULATIONS." Biomedical Engineering: Applications, Basis and Communications 20, no. 04 (August 2008): 205–18. http://dx.doi.org/10.4015/s1016237208000799.

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This paper describes a three-dimensional reconstruction method to provide real-time visual responses for volume (constituted by tomographic slices) based surgery simulations. The proposed system uses dynamical data structures to record tissue triangles obtained from 3D reconstruction computation. Each tissue triangle in the structures can be modified or every structure can be deleted or allocated independently. Moreover, triangle reconstruction is optimized by only deleting or adding vertices from manipulated voxels that are classified as erosion (in which the voxels are changed from tissue to null) or generation (the voxels are changed from null to tissue). Therefore, by manipulating these structures, 3D reconstruction can be locally implemented for only manipulated voxels to achieve the highest efficiency without reconstructing tissue surfaces in the whole volume as general methods do. Three surgery simulation examples demonstrate that the proposed method can provide time-critical visual responses even under other time-consuming computations such as volume manipulations and haptic interactions.
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7

Lei, Hua Feng, Ning Shan, and Hao Wang. "A Study on Optimization Technology of Visual Simulation Model Based on Creator." Applied Mechanics and Materials 556-562 (May 2014): 3633–36. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.3633.

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Establishing 3d model is basis for visual simulation, it has a great effect on real-time and authenticity in process of rendering and taking on Vega visual simulation platform. Therefore, reasonably optimizing model is very important for solving the contradiction between real-time and authenticity and realizing effects of establishing authentic and fast establishing in visual simulation. This paper will analyze how to use modeling optimization techniques to optimize armored vehicle model based on Creator, so as to make it better to meet immersive and interactive requirements in visual simulation for human, vehicle and driving environment, and perfectly present real-time and authenticity effect for armored vehicle in visual simulation.
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Lynen, Simon, Bernhard Zeisl, Dror Aiger, Michael Bosse, Joel Hesch, Marc Pollefeys, Roland Siegwart, and Torsten Sattler. "Large-scale, real-time visual–inertial localization revisited." International Journal of Robotics Research 39, no. 9 (July 7, 2020): 1061–84. http://dx.doi.org/10.1177/0278364920931151.

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The overarching goals in image-based localization are scale, robustness, and speed. In recent years, approaches based on local features and sparse 3D point-cloud models have both dominated the benchmarks and seen successful real-world deployment. They enable applications ranging from robot navigation, autonomous driving, virtual and augmented reality to device geo-localization. Recently, end-to-end learned localization approaches have been proposed which show promising results on small-scale datasets. However, the positioning accuracy, scalability, latency, and compute and storage requirements of these approaches remain open challenges. We aim to deploy localization at a global scale where one thus relies on methods using local features and sparse 3D models. Our approach spans from offline model building to real-time client-side pose fusion. The system compresses the appearance and geometry of the scene for efficient model storage and lookup leading to scalability beyond what has been demonstrated previously. It allows for low-latency localization queries and efficient fusion to be run in real-time on mobile platforms by combining server-side localization with real-time visual–inertial-based camera pose tracking. In order to further improve efficiency, we leverage a combination of priors, nearest-neighbor search, geometric match culling, and a cascaded pose candidate refinement step. This combination outperforms previous approaches when working with large-scale models and allows deployment at unprecedented scale. We demonstrate the effectiveness of our approach on a proof-of-concept system localizing 2.5 million images against models from four cities in different regions of the world achieving query latencies in the 200 ms range.
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9

Zheng, Xing, Gu Chang Wang, He Yang, and Hong Xiang Liu. "Design and Implementation of UAV 3D Visual Simulation Training System." Applied Mechanics and Materials 336-338 (July 2013): 1361–65. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1361.

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UAV visual simulation training system is a vital part of the UAV simulation training system. It is made up of simulation models for UAV and airborne platform mathematical, UAV visual and ground-station control system. It prevents a realistic virtual environment for UAV operator by simulating UAV flight control law and the actual flight environments. In order to train operational level, test weapons and validate tactical thinking economically and efficiently. This paper prevented the function, architecture, hardware deployment, running conditions and realization of real simulation module.
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10

DE CARVALHO, PAULO ROBERTO, MAIKON CISMOSKI DOS SANTOS, WILLIAM ROBSON SCHWARTZ, and HELIO PEDRINI. "AN IMPROVED VIEW FRUSTUM CULLING METHOD USING OCTREES FOR 3D REAL-TIME RENDERING." International Journal of Image and Graphics 13, no. 03 (July 2013): 1350009. http://dx.doi.org/10.1142/s0219467813500095.

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The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demonstrate that the proposed method presents superior frame rate for all scenes.
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Li, Xiao Jing, Tong Pan, Ting Ting Liu, and Hao Peng Wang. "Research on Remote-Sensing Data Syncretizing of Vegetation-Virtual-Reality-Simulation." Applied Mechanics and Materials 336-338 (July 2013): 1426–29. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1426.

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Discussed the key effects and basic principles of data fusion of remote sensing for realizing plants virtual reality simulation. Focused on researching and presenting the general methods of data fusion of remote sensing, application interfaces, and 3D visual display of virtual plants. Through the research, the visual display of visual plants will be realized with full remote sensing interfaces of real-time transferring and intervening.
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12

Zhao, Ding Xuan, Ying Jie Li, Guo Jun Yang, Qing Bo Hao, Gang Liu, and Miao Xu. "A Type of Fighter Dynamics Modeling and Simulation." Advanced Materials Research 466-467 (February 2012): 577–81. http://dx.doi.org/10.4028/www.scientific.net/amr.466-467.577.

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Dynamics model of fighter was proposed in order to drive on flight simulator virtually. The model took Lagrange equation as basis and simplified analysis of the force on fighter according to the real-time input state information from joystick. The dynamics equation was solved in real time using Runge-Kutta method (RK4). It was proved finally that the model and simulation algorithm had higher dependability through datum and simulation scene which was obtained with graphics engine OpenGVS and 3D visual modeling Software Multigen Creator.
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13

Liang, Jie, Xiao Fang Xie, Jian Cao, and Xun Qiang Hu. "The Visual Simulation of Air-to-Surface Missile Bearing-Only Attack." Advanced Materials Research 457-458 (January 2012): 872–76. http://dx.doi.org/10.4028/www.scientific.net/amr.457-458.872.

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In order to evaluate the air-to-surface missile bearing-only attack effect u, the paper introduces a method which is based on EspCreator platform to develop the virtual reality simulation system. The 3D geometric models of the sea view、fighter plane、 air-to-surface missile and the target battleship are established by the 3D Max. The visual simulation of ASM Attack under bearing-only target indication is developed on the EspCreator simulation platform. The shared memory technology is applied in visual scene parameter driving and the technology of integrating DirectX API into scene loop is applied for the real-time simulation of the radar beam. The simulation system can modify the parameters easily and intuitive display simulation results. It’s a new convenient approach for research and evaluation of the weapon application simulation.
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14

Peng, Liang, and Xin Han Huang. "Design and Implementation of Real-Time 3D Cruise Missile Simulation Training System Based on Vega Prime." Advanced Materials Research 271-273 (July 2011): 1819–25. http://dx.doi.org/10.4028/www.scientific.net/amr.271-273.1819.

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Three-dimension scene simulation technology of virtual environment maybe widely applied in many fields such as virtual battlefield, tourist industry and city planning. The technique has been applied to the research of “Virtual Battlefield” which provides a new research topic in the today’s world. And simulation training system of cruise missile is very important in the whole R&D (Research and Development) process because of the complexity and uncertainty of the real battlefield environment. In this paper, in allusion to the problem of simulation training system of cruise missile GUI, some key technologies about how to realize the system are introduced, including 3D modeling, object picking up, multi-channel comparison, object hierarchical display and so on. Accordingly, the six freedom motion simulation system is presented, which was established by Visual C++. Secondly, establishing cruise missile entity model in Multigen Creator and putting it into the vision simulation system that is build up by Vega Prime. At lastly, combining two simulation systems into an integrity one. The integrity simulation system performed well in test.
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15

Zhang, Aijun, Xinxin Li, Pibo Ma, Ying Xiong, and Gaoming Jiang. "3D simulation model of warp-knitted patterned velvet fabric." International Journal of Clothing Science and Technology 28, no. 6 (November 7, 2016): 794–804. http://dx.doi.org/10.1108/ijcst-01-2016-0006.

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Purpose Realistic geometric description is essential for simulating physical properties of warp-knitted velvet fabrics, which are widely used for home-textiles and garments. The purpose of this paper is to provide an approach to the description of patterned piles and propose a customized simulation model to realize highly real-time simulation of warp-knitted velvet fabrics in three dimensions. Design/methodology/approach Based on knitting technology and structure features, a mathematical model to qualify forming possibility of piles is conducted by assessing underlaps of pattern bars and pile ground bars. When the pile areas and ground areas are classified, a three-dimensional (3D) space coordinate is built, of which the z-axis is divided into equal spaces to form certain multi-layer textured slices. Color and transparency of piles on each textured slice can be computed and generated by mapping to 3D geometrical grid layers with particular mapping relationship. Moreover, piles’ deflection and spatial collision are also taken into account to make sure high uniformity with real fabrics. Findings According to the models built, a simulator special for warp-knitted patterned velvet fabrics is programed via Visual C++ and the models are proven practical and easily implemented by comparing simulated effect of one sample with real fabric. Research limitations/implications Because of present limited research, 3D simulation of patterned velvet fabrics knitted on double-needle bar Raschel machine as well as 3D shadow effect will be studied in the further research. Practical implications The paper includes implications for designing patterned velvet products and shows convenience to instantly see finished effect without sampling on machine. Originality/value This paper fulfills a featured simulation method for warp-knitted patterned velvet fabrics in 3D dimensions for the first time.
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16

Wan, Xiao Jing, Wen Lei Sun, and Qing Yu. "Research on Key Technology of the Simulation Visualization System of the Virtual Wind Farm." Key Engineering Materials 579-580 (September 2013): 749–53. http://dx.doi.org/10.4028/www.scientific.net/kem.579-580.749.

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From the start of the key technology of 3D model creating, motion simulation, visualization and interaction of roaming, and elaborates the development method of visual simulation system of virtual wind farm. this article achieved that the system not only can realize real-time roaming interaction between participants and 3D simulation system, and can simulate the interaction between the wind turbine and wind field, but also will be the application of VR technology in the dynamic analysis, processing and analysis result, enhance product development from degree and gain a higher level of details.
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Xin, Wen Jie, Xiao Feng Luo, Chuan Teng Lu, and Jie He. "Visualization System for Tidal and Sediment Simulation in Coastal and Estuarine Areas." Applied Mechanics and Materials 444-445 (October 2013): 1820–23. http://dx.doi.org/10.4028/www.scientific.net/amm.444-445.1820.

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A complete numerical simulation system includes mould-building, needed data preparation, calculation and demonstration. The system compiles by Microsoft Visual C++, with friendly interface and easily operation. The system can carry out 2D and 3D current, salinity and sediment. In the course of calculating, the real time change course of each physical quantity can be shown.
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18

Xu, Fang. "Analysis and Simulation of Dynamic Vision in the City." Enquiry A Journal for Architectural Research 16, no. 2 (November 24, 2019): 64–89. http://dx.doi.org/10.17831/enq:arcc.v16i2.1059.

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This paper proposes a computer-aided Dynamic Visual Research and Design Protocol for environmental designers to analyze humans’ dynamic visual experiences in the city and to simulate dynamic vision in the design process. The Protocol recommends using action cameras to collect massive dynamic visual data from participants’ first-person perspectives. It prescribes a computer-aided visual analysis approach to produce cinematic charts and storyboards, which further afford qualitative interpretations for aesthetic assessment and discussion. Employing real-time 3D simulation technologies, the Protocol enables the simulation of people’s dynamic vision in designed urban environments to support evaluation in design. Detailed contents and merits of the Protocol were demonstrated by its application in the Urbanscape Studio, a community participatory design course based at Watertown, South Dakota.
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Chen, Xiao Jia, and Yi Cheng Luo. "Safety Evaluation for the Highway Alignment with 3D Visual Simulation." Applied Mechanics and Materials 182-183 (June 2012): 1131–34. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.1131.

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In the current highway design, poor coordinate of the alignment has a great effect on the sight distance which would increase the danger and difficulty of driving. For this reason, safety checking for highway alignment is required by the current standard. In this paper, 3D simulation technique was used to model the real scene of driving. Based on the concept of the preview sight distance (PVSD), two typical coordinates of alignment in practice were discussed. Although the current standard requirement is met, it is demonstrated that the alignment in the location of a minor horizontal curve and combination of a tangent with a circular curve could still provide driver confusing information. Some recommendations were suggested so as to improve the highway alignment design.
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Chen, Tao, and Lang Wei. "Development of a Virtual Proving Ground for Commercial Vehicle." Advanced Materials Research 457-458 (January 2012): 1529–35. http://dx.doi.org/10.4028/www.scientific.net/amr.457-458.1529.

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Virtual proving ground (VPG) are used effectively for commercial vehicle system development, human factor study, and other purposes by enabling to reproduce actual driving conditions in a safe and tightly controlled environment. This paper describes a virtual proving ground developed for design and evaluation of commercial vehicle and for driver-vehicle interaction study. VPG consists of a real-time vehicle simulation system, a visual and audio system, a driver handling signals acquisition system providing a realistic interface between the operator and the simulated environment, and 3D proving ground databases with areas suitable for various types of vehicle test tasks. The real-time vehicle simulation system simulates dynamic motion of realistic vehicle models in real-time. The visual system generates high fidelity driving scenes. The handling signals collection system acquires the steering, braking, accelerating, and shifting operation of driver. The pilot experiments carried out in the areas of vehicle handling and stability study are also presented to show the effectiveness of the developed VPG.
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Royer, Lucas, Alexandre Krupa, Guillaume Dardenne, Anthony Le Bras, Eric Marchand, and Maud Marchal. "Real-time target tracking of soft tissues in 3D ultrasound images based on robust visual information and mechanical simulation." Medical Image Analysis 35 (January 2017): 582–98. http://dx.doi.org/10.1016/j.media.2016.09.004.

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Shang, Qian Ming. "Modeling and Simulation of Freshwater Generator Subsystem of Low Speed Engine Room Simulator Based on Visual." Advanced Materials Research 557-559 (July 2012): 2324–28. http://dx.doi.org/10.4028/www.scientific.net/amr.557-559.2324.

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3d models of the equipments of freshwater generator system are built according to the real ship. In support of a simulative sustainable system, a real-time variable database and mathematical models of the subsystem are set up. Then the precision of the models are proved to meet the demands by comparing the simulation results with the practical situation. The interfaces are available by making use of VC++6.0. Finally, the data connections between the math models and interfaces are established by means of the technology of network communications. The purpose of developing this simulation system is training, which offers students a chance to make a good knowledge of the structure and working principle of the freshwater generator subsystem.
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Li, Peng. "Research on Visual Art Design Method Based on Virtual Reality." International Journal of Gaming and Computer-Mediated Simulations 13, no. 2 (April 2021): 16–25. http://dx.doi.org/10.4018/ijgcms.2021040102.

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In today's society, computer technology has been deeply rooted in the hearts of people. Computers are wonderful tools for creative thinking. It is an extension of our visual function and the function of the visual cortex of the brain. Through this extension, we can see more scenes that we could not see before. As a computer simulation system that creates and feels virtual worlds, 3D digital virtual reality technology uses a computer as a media simulation or a real or imaginary scene. It is a system simulation of interactive 3D dynamic vision and entity behavior based on diversified information fusion. As the creator of visual arts, we must try to observe the world at a deeper level and establish a model that resonates with the viewer. At every level, our technology will convey the way we view the world more deeply. We will be more amazed at the richness of the real world. This chapter explores a visual art design method based on virtual reality.
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Li, Hongjun, Xiaopeng Zhang, Weiliang Meng, and Lin Ge. "Visualization of Tomato Growth Based on Dry Matter Flow." International Journal of Computer Games Technology 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/2302731.

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The visualization of tomato growth can be used in 3D computer games and virtual gardens. Based on the growth theory involving the respiration theory, the photosynthesis, and dry matter partition, a visual system is developed. The tomato growth visual simulation system is light-and-temperature-dependent and shows plausible visual effects in consideration of the continuous growth, texture map, gravity influence, and collision detection. In addition, the virtual tomato plant information, such as the plant height, leaf area index, fruit weight, and dry matter, can be updated and output in real time.
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Yang, Haitao, Minghe Jin, Zongwu Xie, Kui Sun, and Hong Liu. "Ground verification of space robot capturing the free-floating target based on visual servoing control with time delay." Industrial Robot: An International Journal 41, no. 6 (October 20, 2014): 543–56. http://dx.doi.org/10.1108/ir-05-2014-0339.

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Purpose – The purpose of this paper is to solve the ground verification and test method for space robot system capturing the target satellite based on visual servoing with time-delay in 3-dimensional space prior to space robot being launched. Design/methodology/approach – To implement the approaching and capturing task, a motion planning method for visual servoing the space manipulator to capture a moving target is presented. This is mainly used to solve the time-delay problem of the visual servoing control system and the motion uncertainty of the target satellite. To verify and test the feasibility and reliability of the method in three-dimensional (3D) operating space, a set of ground hardware-in-the-loop simulation verification systems is developed, which adopts the end-tip kinematics equivalence and dynamics simulation method. Findings – The results of the ground hardware-in-the-loop simulation experiment validate the reliability of the eye-in-hand visual system in the 3D operating space and prove the validity of the visual servoing motion planning method with time-delay compensation. At the same time, owing to the dynamics simulator of the space robot added in the ground hardware-in-the-loop verification system, the base disturbance can be considered during the approaching and capturing procedure, which makes the ground verification system realistic and credible. Originality/value – The ground verification experiment system includes the real controller of space manipulator, the eye-in-hand camera and the dynamics simulator, which can veritably simulate the capturing process based on the visual servoing in space and consider the effect of time delay and the free-floating base disturbance.
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Barber, Samuel R., Saurabh Jain, Young-Jun Son, and Eugene H. Chang. "Virtual Functional Endoscopic Sinus Surgery Simulation with 3D-Printed Models for Mixed-Reality Nasal Endoscopy." Otolaryngology–Head and Neck Surgery 159, no. 5 (September 11, 2018): 933–37. http://dx.doi.org/10.1177/0194599818797586.

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The surgeon’s knowledge of a patient’s individual anatomy is critical in skull base surgery. Trainees and experienced surgeons can benefit from surgical simulation; however, current models are expensive and impractical for widespread use. In this study, we report a next-generation mixed-reality surgical simulator. We segmented critical anatomic structures for 3-dimensional (3D) models to develop a modular teaching tool. We then developed a navigation tracking system utilizing a 3D-printed endoscope as a trackable virtual-reality (VR) controller and validated the accuracy on VR and 3D-printed skull models within 1 cm. We combined VR and augmented-reality visual cues with our 3D physical model to simulate sinus endoscopy and highlight segmented structures in real time. This report provides evidence that a mixed-reality simulator combining VR and 3D-printed models is feasible and may prove useful as an educational tool that is low cost and customizable.
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Liu, Tai An, Qiu Xin Yuan, Yin Lei Wang, Jia Chang Xu, and Zheng Cha. "Design for the Real-Time Three-Dimensional Digital Platform of GIS-Based Mine Safety Monitoring." Advanced Materials Research 225-226 (April 2011): 1162–66. http://dx.doi.org/10.4028/www.scientific.net/amr.225-226.1162.

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With the applications of GIS technology, 3D modeling, programming, database technology and network communication technology, combining with Visual C ++6.0 and OpenGL, a real-time three-dimensional digital platform of GIS-based safety monitoring was designed. In the platform, a GIS-based mine simulation model and database framework were built; an overall data integration structure of the three-dimensional digital platform was designed; the GIS-based safety monitoring platform model and platform architecture were designed too. The platform has been designed and implemented in some one mining area in Shandong province and the application works well. This platform’s design and implementation, one of the most typical and successful cases in digital mine construction, provides viable ideas and methods for the construction of the real-time and three-dimensional digital safety monitoring building.
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Wu, Sheng, Boxiang Xiao, Teng Miao, Weiliang Wen, and Xinyu Guo. "An interactive design method for realistic fruit rot modeling and simulation." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 05 (October 2018): 1850038. http://dx.doi.org/10.1142/s1793962318500381.

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This paper presents a general 3D method to simulate a rotting process in fruits using a visual model for the digital design of the fruits. The global rot parameter and rot resistance parameter are used to control a dynamic simulation of a rotting process. The rot resistance parameters of every point of a 3D fruit model are generated by an interactive designing method that is similar to the traditional sketch drawing tools. We construct a texture of a rot region on a fruit surface by resistance parameters. The degree of rot that is used to control both shape and appearance of rotten fruit surface can be computed by tuning the resistance parameters and global rot parameters. We derive an exponential function to calculate the depression displacement of geometric shape caused by the rot. In order to render a wrinkle on the rot region, we use a normal noise map to modify a normal vector of fruit model and use an isotropic ward BRDF model to represent an appearance of fruit in which the time-varying diffuse reflectance is derived from the real photos. We utilize a linear function to control the dynamic simulation processes including shape deformation and aging appearance. We have evaluated our method by simulating the rotten apple and moldy orange. The results have shown that our method provides a dynamic, real-time and realistic simulation, and it is flexible, fast and of a general character for digital fruit design as a visualization model.
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Meng, De Yun, Li Wang, and Yi Hao. "Research and Application of SOA-Based Simulation System Used in Hydropower Project." Advanced Materials Research 121-122 (June 2010): 951–57. http://dx.doi.org/10.4028/www.scientific.net/amr.121-122.951.

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In the field of hydropower project, the overabundance of information from multiplex data sources has forced managers and decision makers to spend much time dealing with information they need. Therefore the research on project simulation system is quite necessary. If system can provide some construction plan and schedule of the project properly, it will greatly improve the effectiveness of the plan. After the analysis of specific projects’ process and demands, this paper puts forward a visual simulation solution to large-scale hydropower construction, which including visual simulation model, design of algorithms and system implementation. Based on SOA structure, the optimization model and the simulation results’ 3D visualization are provided and a virtual three-dimensional world of the complicated coordinal construction process is proposed, with the advantage of direct viewing and real-time interactive, facilitating effective technical support for the decision of project construction design, and greatly enhancing the information level of design and organization of large-scale hydropower projects.
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García, Juan, Blanca Quintana, Antonio Adán, Víctor Pérez, and Francisco J. Castilla. "3D-TTA: A Software Tool for Analyzing 3D Temporal Thermal Models of Buildings." Remote Sensing 12, no. 14 (July 14, 2020): 2250. http://dx.doi.org/10.3390/rs12142250.

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Many software packages are designed to process 3D geometric data, although very few are designed to deal with 3D thermal models of buildings over time. The software 3D Temporal Thermal Analysis (3D-TTA) has been created in order to visualize, explore and analyze these 3D thermal models. 3D-TTA is composed of three modules. In the first module, the temperature of any part of the building can be explored in a 3D visual framework. The user can also conduct separate analyses of structural elements, such as walls, ceilings and floors. The second module evaluates the thermal evolution of the building over time. A multi-temporal 3D thermal model, composed of a set of thermal models taken at different times, is handled here. The third module incorporates several assessment tools, such as the identification of representative thermal regions on structural elements and the comparison between real and simulated (i.e., obtained from energy simulation tools) thermal models. The potential scope of this software and its applications within the field of energy efficiency are presented in various case studies at the end of the paper.
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31

Xia, Ru Ting, and Shun Ichi Doi. "Application of a Measuring System for Visual Judgment Ability of Drivers in Real Three-Dimension Space." Applied Mechanics and Materials 121-126 (October 2011): 2541–45. http://dx.doi.org/10.4028/www.scientific.net/amm.121-126.2541.

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This paper introduces the application method of a measuring system for visual judgment ability of drivers in real three-dimension space (3D) based on the visual attention theory. The measuring system can simulate the traffic environment and driving conditions, and is made up of five parts, signal display system, data recording system, traffic environment simulation system, experimental seat and computer control system. It can control the peripheral environment illuminance and the appearance of stimulus at the target locations, and change the colour of stimulus. The paper demonstrated that the measuring system can be used to examine the reaction time and judgment response of drivers in real three-dimension space during driving, and show that the response ability training for visual attention of drivers can improve the vision judgment ability.
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Li, Zhong Hai, Liang Chen, and Qing Cheng Zhang. "Interactive Visual Modeling and Simulation for Virtual Maintenance of Aircraft Landing Gear." Applied Mechanics and Materials 385-386 (August 2013): 312–15. http://dx.doi.org/10.4028/www.scientific.net/amm.385-386.312.

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Interactive visual simulation is an important tool in virtual maintenance of aviation equipment. This paper uses the virtual maintenance training of aircraft landing gear as the study object, applying parametric feature modeling technique in UG and in accordance with design requirements the 3D model of aircraft landing gear was established, meanwhile, using the cubic spline interpolation to solve the difficult problem of UG modeling. This paper focuses on using interactive three-dimension visual simulation methods and based on the agent model and its auxiliary model to realize assembly/disassembly process of landing gear. We propose a real-time method is using texture mapping and light render techniques to producing realistic animation. Based on the evaluation were carried out, since the animation is intuitionist, lifelike and didactic in character, it can be used to support the training of maintenance man and reflect the process accurately.
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33

Kwak, Younsin. "A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket." Journal of the convergence on culture technology 2, no. 3 (August 31, 2016): 15–22. http://dx.doi.org/10.17703/jcct.2016.2.3.15.

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Li, Yunwang, Sumei Dai, Yong Shi, Lala Zhao, and Minghua Ding. "Navigation Simulation of a Mecanum Wheel Mobile Robot Based on an Improved A* Algorithm in Unity3D." Sensors 19, no. 13 (July 5, 2019): 2976. http://dx.doi.org/10.3390/s19132976.

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Computer simulation is an effective means for the research of robot navigation algorithms. In order to implement real-time, three-dimensional, and visual navigation algorithm simulation, a method of algorithm simulation based on secondary development of Unity3D is proposed. With this method, a virtual robot prototype can be created quickly with the imported 3D robot model, virtual joints, and virtual sensors, and then the navigation simulation can be carried out using the virtual prototype with the algorithm script in the virtual environment. Firstly, the scripts of the virtual revolute joint, virtual LiDAR sensors, and terrain environment are written. Secondly, the A* algorithm is improved for navigation in unknown 3D space. Thirdly, taking the Mecanum wheel mobile robot as an example, the 3D robot model is imported into Unity3D, and the virtual joint, sensor, and navigation algorithm scripts are added to the model. Then, the navigation is simulated in static and dynamic environments using a virtual prototype. Finally, the navigation tests of the physical robot are carried out in the physical environment, and the test trajectory is compared with the simulation trajectory. The simulation and test results validate the algorithm simulation method based on the redevelopment of Unity3d, showing that it is feasible, efficient, and flexible.
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Zhang, Di, Feng Xu, Chi-Man Pun, Yang Yang, Rushi Lan, Liejun Wang, Yujie Li, and Hao Gao. "Virtual Reality Aided High-Quality 3D Reconstruction by Remote Drones." ACM Transactions on Internet Technology 22, no. 1 (February 28, 2022): 1–20. http://dx.doi.org/10.1145/3458930.

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Artificial intelligence including deep learning and 3D reconstruction methods is changing the daily life of people. Now, an unmanned aerial vehicle that can move freely in the air and avoid harsh ground conditions has been commonly adopted as a suitable tool for 3D reconstruction. The traditional 3D reconstruction mission based on drones usually consists of two steps: image collection and offline post-processing. But there are two problems: one is the uncertainty of whether all parts of the target object are covered, and another is the tedious post-processing time. Inspired by modern deep learning methods, we build a telexistence drone system with an onboard deep learning computation module and a wireless data transmission module that perform incremental real-time dense reconstruction of urban cities by itself. Two technical contributions are proposed to solve the preceding issues. First, based on the popular depth fusion surface reconstruction framework, we combine it with a visual-inertial odometry estimator that integrates the inertial measurement unit and allows for robust camera tracking as well as high-accuracy online 3D scan. Second, the capability of real-time 3D reconstruction enables a new rendering technique that can visualize the reconstructed geometry of the target as navigation guidance in the HMD. Therefore, it turns the traditional path-planning-based modeling process into an interactive one, leading to a higher level of scan completeness. The experiments in the simulation system and our real prototype demonstrate an improved quality of the 3D model using our artificial intelligence leveraged drone system.
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Huang, Dongjin, Pengbin Tang, Wen Tang, and Tao Wan. "Angiography Simulation and Planning Using a Multi-Fluid Approach." Applied Sciences 9, no. 3 (January 22, 2019): 379. http://dx.doi.org/10.3390/app9030379.

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Angiography is a minimally invasive diagnostic procedure in endovascular interventions. Training interventional procedures is a big challenge, due to the complexity of the procedures with the changes of measurement and visualization in blood flow rate, volume, and image contrast. In this paper, we present a novel virtual reality-based 3D interactive training platform for angiography procedure training. We propose a multi-fluid flow approach with a novel corresponding non-slip boundary condition to simulate the effect of diffusion between the blood and contrast media. A novel syringe device tool is also designed as an add-on hardware to the 3D software simulation system to model haptics through real physical interactions to enhance the realism of the simulation-based training. Experimental results show that the system can simulate realistic blood flow in complex blood vessel structures. The results are validated by visual comparisons between real angiography images and simulations. By combining the proposed software and hardware, our system is applicable and scalable to many interventional radiology procedures. Finally, we have tested the system with clinicians to assess its efficacy for virtual reality-based medical training.
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Zhang, Ying, Terrence Fernando, Hannan Xiao, and Adrian R. L. Travis. "Evaluation of Auditory and Visual Feedback on Task Performance in a Virtual Assembly Environment." Presence: Teleoperators and Virtual Environments 15, no. 6 (December 1, 2006): 613–26. http://dx.doi.org/10.1162/pres.15.6.613.

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This paper presents the creation of an assembly simulation environment with multisensory feedback (auditory and visual), and the evaluation of the effects of auditory and visual feedback on the task performance in the context of assembly simulation in a virtual environment (VE). This VE experimental system platform brings together complex technologies such as constraint-based assembly simulation, optical motion tracking technology, and real time 3D sound generation technology around a virtual reality workbench and a common software platform. A peg-in-a-hole and a Sener electronic box assembly task have been used as the task cases to conduct the human factor experiment, using sixteen participants. Both objective performance data (i.e., task completion time, TCT; and human performance error rate, HPER) and subjective opinions (i.e., questionnaires) on the utilization of auditory and visual feedback in a virtual assembly environment (VAE) have been gathered from the experiment. Results showed that the introduction of auditory and/or visual feedback into VAE did improve the assembly task performance. They also indicated that integrated feedback (auditory plus visual) offered better assembly task performance than either feedback used in isolation. Most participants preferred integrated feedback to either individual feedback (auditory or visual) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had a negative effect on the task performance, and easily made them frustrated.
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38

M.N, Jamaludin,, Mohamad, S., Sunar, M.S., Isa, K., Hanifa, R.M., Nasir, F.M., and Shah, S.M. "OpenGL 3D crowd evacuation simulation at universiti tun hussein onn malaysia (UTHM) hostel." Indonesian Journal of Electrical Engineering and Computer Science 16, no. 2 (November 1, 2019): 1034. http://dx.doi.org/10.11591/ijeecs.v16.i2.pp1034-1041.

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<span lang="EN-GB">Crowd simulation is the process of simulating characterized agents or entities using computer application to analyse it in virtual scene or virtual environment. This paper investigates the best route path for agents to act in avoiding the fire hazards with different designated type of stairs in shop lots that were converted to hostel dormitory for students. 3D social force agent’s model and 3D fire hazards were designed in Microsoft Visual Studio C++ software and OpenGL library. A research was conducted using social force model behaviour and were taken by 10 and 15 agents to analyse the time taken to complete the evacuation process. The acceleration produced where it is related with route path taken by agents, interaction forces of agents and interaction forces of wall are the main research system to analyse agents’ behaviour during simulation. Different simulations have been used to determine the best and fastest route taken by agents. In summary, the lower the number of agents, the lower the time allocated by agents to complete the evacuation. Finally, less number of agents using the designated straight stairs gave a lower time to complete evacuation process and reached high level of security to avoid being exposed to fire hazards. </span>
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39

Zachi, Alessandro R. L., Hsu Liu, Fernando Lizarralde, and Antonio C. Leite. "Adaptive control of nonlinear visual servoing systems for 3D cartesian tracking." Sba: Controle & Automação Sociedade Brasileira de Automatica 17, no. 4 (December 2006): 381–90. http://dx.doi.org/10.1590/s0103-17592006000400001.

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This paper presents a control strategy for robot manipulators to perform 3D cartesian tracking using visual servoing. Considering a fixed camera, the 3D cartesian motion is decomposed in a 2D motion on a plane orthogonal to the optical axis and a 1D motion parallel to this axis. An image-based visual servoing approach is used to deal with the nonlinear control problem generated by the depth variation without requiring direct depth estimation. Due to the lack of camera calibration, an adaptive control method is used to ensure both depth and planar tracking in the image frame. The depth feedback loop is closed by measuring the image area of a target object attached to the robot end-effector. Simulation and experimental results obtained with a real robot manipulator illustrate the viability of the proposed scheme.
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40

Buschinelli, P., J. D. Salazar, D. Regner, D. Oliveira, M. Machado, G. Marcellino, D. C. Sales, et al. "TARGETLESS PHOTOGRAMMETRY NETWORK SIMULATION FOR INSPECTION PLANNING IN OIL AND GAS INDUSTRY." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences V-1-2020 (August 3, 2020): 285–91. http://dx.doi.org/10.5194/isprs-annals-v-1-2020-285-2020.

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Abstract. The oil and gas offshore industry demands regular inspections of components and structures that are subjected to extreme operational and environmental conditions. In this context, risers are pipelines that transport mainly oil, gas, water, and cables between submarine structures and the surface offshore platform, in the portion not touching the ocean floor. The emerged part of these risers is typically inspected by industrial climbing, which is a very time-consuming activity, has high operational costs, is dangerous and has a strong dependence on inspector skills. Remotely Piloted Aircraft Systems (RPAS) have been recently used for visual inspection of risers, however, no quantitative or geometrical evaluation has been conducted using this kind of image acquisition yet. An image-based measurement technique, such as close-range photogrammetry, can provide a 3D reconstruction using images, but a series of requisites is mandatory to achieve good results as image acquisition sequence, overlap, camera positioning network, spatial resolution and object texture in non-prepared and targetless scenes. The analysis of different image acquisition strategies using a real RPAS is too difficult because it demands a lot of time, good weather, daylight, and a scene similar to where risers are installed. An alternative is to use simulation. In this paper a ROS/Gazebo simulation is described and used to create a realistic textured 3D virtual environment of the platform, risers and RPA, providing a fast and low-cost solution to simulate different RPA trajectories for photogrammetry image acquisition in targetless scenes. These trajectories are evaluated by comparing the measured risers through photogrammetry to its CAD/simulated model. Since the scene is not prepared, the RPA position/orientation or a stereo vision setup can be used to set scale to the measurement result. The best trajectory found during simulations was also evaluated in a real experiment.
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41

Keshavarz, Behrang, and Heiko Hecht. "Stereoscopic Viewing Enhances Visually Induced Motion Sickness but Sound Does Not." Presence: Teleoperators and Virtual Environments 21, no. 2 (April 2012): 213–28. http://dx.doi.org/10.1162/pres_a_00102.

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Optic flow in visual displays or virtual environments often induces motion sickness (MS). We conducted two studies to analyze the effects of stereopsis, background sound, and realism (video vs. simulation) on the severity of MS and related feelings of immersion and vection. In Experiment 1, 79 participants watched either a 15-min-long video clip taken during a real roller coaster ride, or a precise simulation of the same ride. Additionally, half of the participants watched the movie in 2D, and the other half in 3D. MS was measured using the Simulator Sickness Questionnaire (SSQ) and the Fast Motion Sickness Scale (FMS). Results showed a significant interaction for both variables, indicating highest sickness scores for the real roller coaster video presented in 3D, while all other videos provoked less MS and did not differ among one another. In Experiment 2, 69 subjects were exposed to a video captured during a bicycle ride. Viewing mode (3D vs. 2D) and sound (on vs. off) were varied between subjects. Response measures were the same as in Experiment 1. Results showed a significant effect of stereopsis; MS was more severe for 3D presentation. Sound did not have a significant effect. Taken together, stereoscopic viewing played a crucial role in MS in both experiments. Our findings imply that stereoscopic videos can amplify visual discomfort and should be handled with care.
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42

Tao, Chongben, Yufeng Jin, Feng Cao, Zufeng Zhang, Chunguang Li, and Hanwen Gao. "3D Semantic VSLAM of Indoor Environment Based on Mask Scoring RCNN." Discrete Dynamics in Nature and Society 2020 (October 20, 2020): 1–14. http://dx.doi.org/10.1155/2020/5916205.

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In view of existing Visual SLAM (VSLAM) algorithms when constructing semantic map of indoor environment, there are problems with low accuracy and low label classification accuracy when feature points are sparse. This paper proposed a 3D semantic VSLAM algorithm called BMASK-RCNN based on Mask Scoring RCNN. Firstly, feature points of images are extracted by Binary Robust Invariant Scalable Keypoints (BRISK) algorithm. Secondly, map points of reference key frame are projected to current frame for feature matching and pose estimation, and an inverse depth filter is used to estimate scene depth of created key frame to obtain camera pose changes. In order to achieve object detection and semantic segmentation for both static objects and dynamic objects in indoor environments and then construct dense 3D semantic map with VSLAM algorithm, a Mask Scoring RCNN is used to adjust its structure partially, where a TUM RGB-D SLAM dataset for transfer learning is employed. Semantic information of independent targets in scenes provides semantic information including categories, which not only provides high accuracy of localization but also realizes the probability update of semantic estimation by marking movable objects, thereby reducing the impact of moving objects on real-time mapping. Through simulation and actual experimental comparison with other three algorithms, results show the proposed algorithm has better robustness, and semantic information used in 3D semantic mapping can be accurately obtained.
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43

Kornilov, A. S., I. V. Safonov, A. V. Goncharova, and I. V. Yakimchuk. "Selection in a 3D microtomographic image the region with the highest quality." Information Technology and Nanotechnology, no. 2391 (2019): 160–68. http://dx.doi.org/10.18287/1613-0073-2019-2391-160-168.

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We present an algorithm for processing of X-ray microtomographic (micro-CT) images that allows automatic selection of a sub-volume having the best visual quality for further mathematical simulation, for example, flow simulation. Frequently, an investigated sample occupies only a part of a volumetric image or the sample can be into a holder; a part of the image can be cropped. For each 2D slice across the Z-axis of an image, the proposed method locates a region corresponding to the sample. We explored applications of several existing blind quality measures for an estimation of the visual quality of a micro-CT image slice. Some of these metrics can be applied to ranking the image regions according to their quality. Our method searches for a cubic area located inside regions belonging to the sample and providing the maximal sum of the quality measures of slices crossing the cube across the Z-axis. The proposed technique was tested on synthetic and real micro-CT images of rocks.
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44

Fukuda, Tomohiro. "Development of environment design support mixed reality system capable of environment estimation using deep learning." Impact 2020, no. 2 (April 15, 2020): 9–11. http://dx.doi.org/10.21820/23987073.2020.2.9.

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Mixed reality (MR) is rapidly becoming a vital tool, not just in gaming, but also in education, medicine, construction and environmental management. The term refers to systems in which computer-generated content is superimposed over objects in a real-world environment across one or more sensory modalities. Although most of us have heard of the use of MR in computer games, it also has applications in military and aviation training, as well as tourism, healthcare and more. In addition, it has the potential for use in architecture and design, where buildings can be superimposed in existing locations to render 3D generations of plans. However, one major challenge that remains in MR development is the issue of real-time occlusion. This refers to hiding 3D virtual objects behind real articles. Dr Tomohiro Fukuda, who is based at the Division of Sustainable Energy and Environmental Engineering, Graduate School of Engineering at Osaka University in Japan, is an expert in this field. Researchers, led by Dr Tomohiro Fukuda, are tackling the issue of occlusion in MR. They are currently developing a MR system that realises real-time occlusion by harnessing deep learning to achieve an outdoor landscape design simulation using a semantic segmentation technique. This methodology can be used to automatically estimate the visual environment prior to and after construction projects.
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45

Wang, Bin, Lin Zhang, and Hui Yun Cao. "Human-Computer Interface Design for Simulation of Activity-Travel Patterns." Advanced Materials Research 143-144 (October 2010): 996–1001. http://dx.doi.org/10.4028/www.scientific.net/amr.143-144.996.

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Time-space patterns of activity-travel are very complex, because the individual movement in time-space is a complex trajectory with many interacting dimensions. Potentially huge amounts of time-space data will be collected for different purposes by GPS receivers, and existing analytical tools in GIS may prove to be insufficient to handle these data. The purpose of this paper is to design a human-computer interface to model and visualize mobile objects with GPS data, in order to find an effective method to construct interactive manipulative 3D-GIS software of activity-travel patterns. The methods of 3D geographical data gathering and 3D map modeling are also present to support the analysis, display, and animation of time and space data. A prototype was implemented using the software of Multigen Creator and Vega to analyze GPS-recorded travel data in the city of Changchun, China. It allows the user to interact and explore the 3D map. Not only the visual properties of objects can be altered to reflect their various attributes, the highly flexible viewing and navigational environment is also a great help to the users.
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46

Zhang, Qiao Fen, Jian Bo Sun, Cai Qin Sun, and Cheng Jun Shi. "Marine Engine Simulation System for Crew Operation Examination Based on Virtual Reality." Applied Mechanics and Materials 441 (December 2013): 465–69. http://dx.doi.org/10.4028/www.scientific.net/amm.441.465.

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Aiming at the present deficiency of operation examination for marine engine, a simulation system of marine engine based on virtual reality is developed. In this paper, the virtual scene and 3D entity model of marine engine is constructed by 3DS MAX according to the actual situation of engine room and the specific operation requirements, and then the 3D model is driven by DirectX in the environment of Visual C++6.0 to achieve the functions of VR scene roaming, human-computer interaction and operation examination. The VR simulation system developed as a part of the whole marine engine simulator can supply an almost real environment for the crew operation examination, which will greatly improve the operation ability of crew, being of important significance for the reform of crew examination in China.
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47

Wu, L. M., Nan Hui Lai, and G. T. Wang. "Measurement and Simulation of Automotive Eddy Current Retarder Based on Virtual Reality." Key Engineering Materials 392-394 (October 2008): 93–97. http://dx.doi.org/10.4028/www.scientific.net/kem.392-394.93.

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Structure and working principles of eddy current retarder (ECR) are discussed, as well as performance requirements of real-time virtual testing and simulation. On the basis of hardware testing platform, virtual models of vehicle and retarder are embedded into application program. In the testing system, Vega API function library is used for second development to control the 3D models, and Visual C++ is used for mathematical models call from MATLAB to simulate the working condition. Integrated with virtual instrument and virtual environment, the limitation of former simulation is broken through. Monitoring and testing on eddy current retarder are achieved efficiently and visually. Besides, the virtual test data is not only compared with the practical vehicle test data to correct the technical parameter of eddy current retarder, but also compared with the simulation of mathematical models for further study. The testing system gives evaluation on the performance of the retarder in different vehicles, so it expands application range and heightens testing efficiency.
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48

Hanisch, Marcel, Elke Kroeger, Markus Dekiff, Maximilian Timme, Johannes Kleinheinz, and Dieter Dirksen. "3D-printed Surgical Training Model Based on Real Patient Situations for Dental Education." International Journal of Environmental Research and Public Health 17, no. 8 (April 22, 2020): 2901. http://dx.doi.org/10.3390/ijerph17082901.

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Background: Most simulation models used at university dental clinics are typodonts. Usually, models show idealized eugnathic situations, which are rarely encountered in everyday practice. The aim of this study was to use 3D printing technology to manufacture individualized surgical training models for root tip resection (apicoectomy) on the basis of real patient data and to compare their suitability for dental education against a commercial typodont model. Methods: The training model was designed using CAD/CAM (computer-aided design/computer-aided manufacturing) technology. The printer used to manufacture the models employed the PolyJet technique. Dental students, about one year before their final examinations, acted as test persons and evaluated the simulation models on a visual analogue scale (VAS) with four questions (Q1–Q4). Results: A training model for root tip resection was constructed and printed employing two different materials (hard and soft) to differentiate anatomical structures within the model. The exercise was rated by 35 participants for the typodont model and 33 students for the 3D-printed model. Wilcoxon rank sum tests were carried out to identify differences in the assessments of the two model types. The alternative hypothesis for each test was: “The rating for the typodont model is higher than that for the 3D-printed model”. As the p-values reveal, the alternative hypothesis has to be rejected in all cases. For both models, the gingiva mask was criticized. Conclusions: Individual 3D-printed surgical training models based on real patient data offer a realistic alternative to industrially manufactured typodont models. However, there is still room for improvement with respect to the gingiva mask for learning surgical incision and flap formation.
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Yue, Xue Jun, Tian Sheng Hong, Xing Xu, and Wei Bin Wu. "Study on 3D Virtual Reality Modeling." Advanced Materials Research 129-131 (August 2010): 1296–300. http://dx.doi.org/10.4028/www.scientific.net/amr.129-131.1296.

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We build out a very vivid and real conditions environment based on the virtual reality of a simulation computer technology, so that users can be in a virtual environment through the man-machine interface with a virtual environment direct interaction. This paper studies 3d virtual model development and integration including the system design to realize the functions and systems integration. In its implementation, we use the model tool, 3 D R C to structure three-dimensional model, and the model tool, and finally we use virtools tool to achieve a three-dimensional with the establishment of virtual scene model. Virtual reality (virtual reality, VR) is a computer senior man-machine interface on the basic feature of absorbion, interactiveness and constructiveness [1,2]. Specifically, virtual reality is a computer that creates the stereoscopic spaces, and users can interact space objects in the interaction and watch the operation of some part of the objects in space, and freely move with the users' will so that a sense of integration and participation are produced[3,4]. It is used in computer technology at the core of modern high technology ,which means to build a realistic view, hear and touch the integration of a virtual environment with the necessary equipment and a virtual environment of the interaction and mutual influence, which results in the "immersion" be true of the environment and feel[5-7]. VR technology is computer technology, computer graphics, computer simulations visual and technical, visual physiology, psychology, the microelectronics visual display technique, solid technology, sensing to measure the technical, technological, information technology, and voice recognition software engineering and technology, integrated man-machine the skill interfacing, and network technology and artificial intelligence technology and the achievement of other high technology. Since the birth of a virtual reality technology, it has the huge economy, military and the internet, multimedia minded race in many areas in the application of technology in the 21st century as the three-big technologies.
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Li, Jun Chen, Xu Dong Li, and Jie Sheng. "Multi-Parameter Design and Simulation of Composite Microstructure." Advanced Materials Research 314-316 (August 2011): 1306–12. http://dx.doi.org/10.4028/www.scientific.net/amr.314-316.1306.

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In order to quantify the design and simulation of various types of composite microstructure, through the Visual C++ programming language developed software 3D-ProDesign, the software for the computer to become real, complex and diverse, "mass" level three-dimensional composite material microstructure structure "samples", in the simulation process of these samples compare actual composite material component objects state , spatial orientation, spatial distribution, crystallographic orientation ,(designed can independent control of the information of the software module), and to be the microstructure of the geometric details of the simulation of an automatic forming, and can be any combination of the basic module is constructed based fiber such as polycrystalline particles enhanced composite material mixed variety of complex models of materials microstructure model, simulation model has been used in material microstructure micromechanical response calculated.
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