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1.
The past few years have witnessed a dramatic growth in the number and variety of graphics intensive mobile applications, which allow users to interact and navigate through large scenes such as historical sites, museums and virtual cities. These applications support many clients and impose a heavy requirement on network resources and computational resources. One key issue in the design of cost efficient mobile walkthrough applications is the data transmission between servers and mobile client devices. In this paper, we propose an effective progressive mesh transmission framework that stores and divide scene objects into different resolutions. In this approach, each mobile device progressively receives and processes only the object’s details matching its display resolution which improves the overall system’s response time and the user’s perception. A fine grained cache mechanism is used to keep the most frequently requested objects’ details in the device memory and consequently reduce the network traffic. Experiments, in simulated and real world environment, are used to illustrate the effectiveness of the proposed framework under various settings of the virtual scene and mobile device configuration. Experimental results show that the proposed framework can improve the walkthrough system performance in mobile devices, with a relatively small overhead.  相似文献   

2.
三维虚拟环境漫游是虚拟现实技术应用的基本方向之一,具有重要的研究意义与应用价值。基于成熟的游戏引擎技术,提出一个具有较强通用性和可扩展性的三维虚拟漫游系统开发框架,并从3D场景快速构建、3D场景实时绘制、高级视觉特效生成和基于物理的场景模拟等四个方面详细介绍了该框架的关键技术实现。通过对系统原型的测试表明,采用该开发框架所构建的三维虚拟漫游系统可在一般的普通主流PC机上达到较好的性能和表现效果。  相似文献   

3.
We address the virtual network embedding problem (VNE) which, given a physical (substrate) network and a collection of virtual networks (VNs), calls for an embedding of the most profitable subset of VNs onto the physical substrate, subject to capacity constraints. In practical applications, node and link demands of the different VNs are, typically, uncertain and difficult to know a priori. To face this issue, we first model VNE as a chance-constrained Mixed-Integer Linear Program (MILP) where the uncertain demands are assumed to be random variables. We then propose a \(\varGamma \)-robust optimization approach to approximate the original chance-constrained formulation, capable of yielding solutions with a large profit that are feasible for almost all the possible realizations of the uncertain demands. To solve larger scale instances, for which the exact approach is computationally too demanding, we propose two MILP-based heuristics: a parametric one, which relies on a parameter setting chosen a priori, and an adaptive one, which does not. We conclude by reporting on extensive computational experiments where the different methods and approaches are compared.  相似文献   

4.
Realistic crowd simulation is an important issue for the production of virtual worlds for games, crowd management, public space design, education, entertainment or architectural and urban planning. In this paper, crowd simulation is considered from two aspects: intra-group simulation and inter-group simulation. We propose a unified framework for crowd simulation in real-time virtual environment. Based on this framework, for intra-group simulation, we propose a novel density-based information crowd simulation to collision-free. For inter-group simulation, we propose a novel discrete choice (DC) model to realistic simulation of crowds and path planning. Meanwhile, we also propose a variable bounding box method for intra-group/inter-groups intersection problem. The simulation results show that the developed framework allows different group structures to be easily modeled. And the proposed framework could be used for real-time navigation of many moving crowd in complicated virtual environments.  相似文献   

5.
VECW:一个虚拟环境的构造和漫游系统   总被引:7,自引:0,他引:7  
如何真实地在计算机中表达现实世界是计算机图形学的一个重要研究方向。基于几何造型的图像绘制混合是一种很有应用前景的方法。文中在实现前人提出的从建筑物照片中提取建筑物的几模型和相应纹理映射的算法的基础上,给出了一个虚拟环境的构造和漫游系统,简称VECW。  相似文献   

6.
Virtual prototyping is a useful approach for refining requirements for complex designs. However, the use of virtual reality (VR) technology can cause usability problems that can be interpreted as false positive requirements errors. The immersive scenario-based requirements engineering (ISRE) method guides the analysis of problems encountered during the testing of virtual prototypes and helps assign causes to either genuine requirements defects or to usability issues with VR technology. The method consists of techniques for walkthrough testing, testing with users, causal analysis of observed problems and the design of scenario-based analysis sessions. The method is described and its use illustrated with a case study of validating requirements for an aircraft maintenance application.  相似文献   

7.
基于Vega的虚拟现实系统漫游引擎   总被引:2,自引:2,他引:0  
分析虚拟现实系统漫游引擎的设计与实现,提出基于Vega的视点与场景的碰撞检测算法,讨论用鼠标和键盘控制虚拟场景的带碰撞检测的漫游引擎,并把该漫游引擎应用到虚拟校园漫游系统的开发,取得预期的效果.  相似文献   

8.
One of the first areas where virtual reality found a practical application was military training. Two fairly obvious reasons have driven the military to explore and employ this kind of technique in their training; to reduce exposure to hazards and to increase stealth. Many aspects of combat operations are very hazardous, and they become even more dangerous if the combatant seeks to improve his performance. Some smart weapons are autonomous, while others are remotely controlled after they are launched. This allows the shooter and weapon controller to launch the weapon and immediately seek cover, thus decreasing his exposure to return fire. Before launching a weapon, the person who controls that weapon must acquire/perceive as much information as he can, not only from its environment, but also from the people who inhabits that environment. Intelligent virtual agents (IVAs) are used in a wide variety of simulation environments, especially in order to simulate realistic situations as, for example, high fidelity virtual environment (VE) for military training that allows thousands of agents to interact in battlefield scenarios. In this paper, we propose a perceptual model, which seeks to introduce more coherence between IVA perception and human being perception, increasing the psychological coherence between the real life and the VE experience. Agents lacking this perceptual model could react in a non-realistic way, hearing or seeing things that are too far away or hidden behind other objects. The perceptual model, we propose in this paper introduces human limitations inside the agents perceptual model with the aim of reflecting human perception.  相似文献   

9.
文章所述的交通规划场景漫游系统可根据平面交通规划方案生成三维仿真规划场景,并允许用户实时地漫游其中以观察规划效果,从而简化了规划流程,提高了劳动效率。文中介绍了系统的总体结构、操作流程和核心数据结构,同时着重讨论了系统中的体影分离渲染、不完全场景空间分割、四叉树结构的场景管理模式等多项关键算法技术。  相似文献   

10.
In this paper we propose a session model suited for cooperative work in shared spaces such as virtual 3D spaces. Our session model aims at structuring interactions on shared objects, without requiring explicit session preparation. Sessions are rule driven: accessing objects triggers automatic session creation, deletion or merge. Automatic session management enhances the dynamics of cooperation: users are not constrained by predefined schemes and they can join and leave easily by accessing shared objects (e.g. editing documents, moving to locations in virtual spaces). Our session management model is well suited to coincidental encounters and cooperation in shared spaces. Moreover, sessions promote rules for shared access and help users to get a clear perception of the ongoing interactions. As cooperative applications are distributed by essence, maintaining data consistency is a difficult issue. Our session model helps to define groups of objects which can then be used by a distributed consistency management service. In this paper we detail our session model and its rules, together with an algorithm for automatic session management. We conclude with a scenario of an encounter in a virtual space.  相似文献   

11.
提出了一种基于图像绘制的多边形柱面全景图的虚拟漫游方法。利用普通 的手持相机在一个多边形区域内沿某一路径拍摄并拼接多幅全景图,通过基于SIFT 的特征 点检测来计算深度,用狭缝图像插值来实现整个区域内的平滑漫游。该方法具有采样简单、 虚拟场景真实感强,支持连续大范围漫游的特点。  相似文献   

12.
A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimizes network usage, many technical issues need to be addressed in order for the system to be interactive. CyberWalk is a web-based distributed virtual walkthrough system developed based on the on-demand transmission approach. It achieves the necessary performance with a multiresolution caching mechanism. First, it reduces the model transmission and rendering times by employing a progressive multiresolution modeling technique. Second, it reduces the Internet response time by providing a caching and prefetching mechanism. Third, it allows a client to continue to operate, at least partially, when the Internet is disconnected. The caching mechanism of CyberWalk tries to maintain at least a minimum resolution of the object models in order to provide at least a coarse view of the objects to the viewer. All these features allow CyberWalk to provide sufficient interactivity to the user for virtual walkthrough over the Internet environment. In this paper, we demonstrate the design and implementation of CyberWalk. We investigate the effectiveness of the multiresolution caching mechanism of CyberWalk in supporting virtual walkthrough applications in the Internet environment through numerous experiments, both on the simulation system and on the prototype system.  相似文献   

13.
Reaching an agreement or understanding through argumentation is an important aspect of decision making in a virtual society as well as in our real society. In this paper, we consider compromise (Aufheben) and concession (weaker Aufheben) as a simple form of Hegelian dialectical reasoning, which we think are desiderata to deliberate or cognitive agents. We then propose an argument-based agent system that allows for the issue modification among agents concerned during argumentation and reaching an agreement or understanding through argumentation with the dialectical reasoning capability. We illustrate its potential usefulness by showing applications to seller and buyer agents and traveling salesman agents in e-commerce.  相似文献   

14.
15.
虚拟校园系统的设计与开发   总被引:1,自引:0,他引:1  
以长安大学校本部东院教学区的虚拟化和信息化为目标,建立虚拟漫游系统三维模型库,结合ASP技术,利用JavaScript脚本语言和Java语言,以VRML为核心,开发基于TCP/IP协议和因特网的虚拟校园漫游系统,实现对虚拟校园场景的漫游、自动导航、目标属性查询等功能。  相似文献   

16.
While virtual community research has contributed to the understanding of the virtual community sustainability, a need for a systematic model exists. In this paper, we propose a model of sustainable virtual communities based on the sustainability properties of animal colonies in nature. The premise of our model is that if we manage to replicate the sustainability properties of colonial systems in virtual communities, they can become longer lasting. We also present the results of an exploratory case study. The study shows that colonial properties form a construct that predicts member perceptions of their community being sustainable. While our primary objective is the conceptual introduction of the colonial principles of sustainability, the case study provides some early indications that these principles may help design systems that can bind virtual communities more permanently.
Michael S. ParksEmail: Phone: +1-713-7344729
  相似文献   

17.
以室内漫游系统开发为例,描述了基于OpenGL的虚拟漫游系统的构建过程,探讨了构建过程中3DS文件导入、OpenGL绘制、漫游控制和碰撞检测等一些技术问题.实验结果表明,该系统基本实现了三维场景的实时漫游,效果良好.  相似文献   

18.
This paper considers a concept for developing and managing professional virtual environments using a software tool. We propose managing the logical model of a virtual environment by a new extended ontology. We also introduce a control technology for 3D scenes based on a virtual environment model representation. Finally, we describe a mechanism to create and manage specific handling functions of virtual environments and also to interpret and launch a virtual environment with integrity checking.  相似文献   

19.
Logitech三维鼠标及其在三维场景漫游中的应用   总被引:5,自引:1,他引:4  
詹荣开  王宏伟  任敏  贺汉根 《计算机工程》2001,27(1):187-188,F003
着重介绍了如何运用Logitech3维鼠标作为3维场景漫游时的视点控制传感器,并提出了一种基于Windows多线程的漫游框架。  相似文献   

20.
On the Properties of Metamodeling in OWL   总被引:2,自引:0,他引:2  
  相似文献   

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