共查询到20条相似文献,搜索用时 31 毫秒
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《Virtual and Physical Prototyping》2013,8(2):89-101
This paper presents a novel technique for modeling soft biological tissues as well as the development of an innovative interface for bio-manufacturing and medical applications. Heterogeneous deformable models may be used to represent the actual internal structures of deformable biological objects, which possess multiple components and non-uniform material properties. Both heterogeneous deformable object modeling and accurate haptic rendering can greatly enhance the realism and fidelity of virtual reality environments. In this paper, a tri-ray node snapping algorithm is proposed to generate a volumetric heterogeneous deformable model from a set of object interface surfaces between different materials. A constrained local static integration method is presented for simulating deformation and accurate force-feedback based on the material properties of a heterogeneous structure. Biological soft tissue modeling is used as an example to demonstrate the proposed techniques. By integrating the heterogeneous deformable model into a virtual environment, users can both observe different materials inside a deformable object as well as interact with it by touching the deformable object using a haptic device. The presented techniques can be used for surgical simulation, bio-product design, bio-manufacturing, and medical applications. 相似文献
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Shiyong Lin 《Virtual and Physical Prototyping》2007,2(2):89-101
This paper presents a novel technique for modeling soft biological tissues as well as the development of an innovative interface for bio-manufacturing and medical applications. Heterogeneous deformable models may be used to represent the actual internal structures of deformable biological objects, which possess multiple components and non-uniform material properties. Both heterogeneous deformable object modeling and accurate haptic rendering can greatly enhance the realism and fidelity of virtual reality environments. In this paper, a tri-ray node snapping algorithm is proposed to generate a volumetric heterogeneous deformable model from a set of object interface surfaces between different materials. A constrained local static integration method is presented for simulating deformation and accurate force-feedback based on the material properties of a heterogeneous structure. Biological soft tissue modeling is used as an example to demonstrate the proposed techniques. By integrating the heterogeneous deformable model into a virtual environment, users can both observe different materials inside a deformable object as well as interact with it by touching the deformable object using a haptic device. The presented techniques can be used for surgical simulation, bio-product design, bio-manufacturing, and medical applications. 相似文献
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Recent developments in computer algorithms, image sensors, and microfabrication technologies make it possible to digitize the whole process of classical holography. This technique, referred to as digitized holography, allows us to create fine spatial three-dimensional (3D) images composed of virtual and real objects. In the technique, the wave field of real objects is captured in a wide area and at very high resolution using the technique of synthetic aperture digital holography. The captured field is incorporated in virtual 3D scenes including two-dimensional digital images and 3D polygon mesh objects. The synthetic field is optically reconstructed using the technique of computer-generated holograms. The reconstructed 3D images present all depth cues like classical holograms but are digitally editable, archivable, and transmittable unlike classical holograms. The synthetic hologram printed by a laser lithography system has a wide viewing zone in full-parallax and give viewers a strong sensation of depth, which has never been achieved by conventional 3D systems. A real hologram as well as the details of the technique is presented to verify the proposed technique. 相似文献
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Validation of virtual reality as a tool to understand and prevent child pedestrian injury 总被引:2,自引:0,他引:2
In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries. 相似文献
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We present a general computational method of determining radiation pressure forces and torques exerted on small particles by a converging beam of light. This method, based on a ray optics model of optical trapping, allows time-series dynamic motion analysis to be performed on nonspherical objects that are initially positioned off the optical axis with arbitrary orientation. Comparison tests of computer simulation with experimental results prove that the proposed model can be used to predict complicated trapping behavior of microfabricated objects. 相似文献
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We investigate the use of a digital holographic microscope working with partially coherent spatial illumination to study concentration profiles inside confined deformable bodies flowing in microchannels. The studied phenomenon is rapidly changing in time and requires the recording of the complete holographic information for every frame. For this purpose, we implemented one of the classical methods of off-axis digital holography: the Fourier method. Digital holography allows one to numerically investigate a volume by refocusing the different planes of depth, allowing one to locate the objects under investigation in three dimensions. Furthermore, the phase is directly related to the refractive index, thus to the concentration inside the body. Based on simple symmetry assumptions, we present an original method for determining the concentration profiles inside deformable objects in microconfined flows. Details of the optical and numerical implementation, as well as exemplative experimental results are presented. 相似文献
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《国际生产研究杂志》2012,50(1):161-176
This research examines perception of dynamic objects and robots in a virtual and real industrial work environment. The studies are modelled after those of Karwowski and Rahimi from the early 1990s. By applying virtual reality technology, the real workplace can be simulated in the virtual world for the improvement of facility design. Perception of hazard and risk, safe waiting time, maximum reach of robot arm are measured related to the impact of parameters such as robot size, speed and type and exposure to a virtual accident. Analysis includes techniques such as sequential experiments to compare results in the virtual and real environments. These methods may be considered as a model for studying perception and transfer in other domains. The comparison of the analysed data in the virtual and real environments helps to further determine the transferability of performance and perception from virtual reality to real. Results show similarity in perceived safe waiting time, but there are large differences in perceived maximum reach of robot arms between the virtual and real environments. Using the preliminary results from the integrated data in the sequential experiments, potential guidelines for using virtual facility layout in industry are discussed. 相似文献
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提出利用"独立面片模型"(Unique face Model)技术,针对不同的模型对象,构建适应模型对象的"独立面片模型"对象,达到优化数据的目标。解决了海量数字模型搭建的问题。该方法解决了超大规模数字模型的建立与软硬件设备和工作效率之间的矛盾,解决了虚拟物体与真实影像无缝融合的问题。 相似文献
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《Virtual and Physical Prototyping》2013,8(3):133-147
The easiness of creating three-dimensional (3D) models from physical objects is one of the core challenges that remain to be addressed in reverse engineering. In this paper, a touch-based 3D shape acquisition method is presented that is easy and intuitive to use. Based on the method, a user can easily interact with both real and virtual objects and directly generate feature-based CAD models. The key technical challenges associated with developing the related hardware and software systems are discussed. By using widely available consumer electronic devices, a low-cost prototype system is designed and built. Based on the designed system, a novel 3D coordinate computation method is developed to obtain the touching point positions. Related challenges on using such a system in generating 3D models are also discussed. Multiple examples are presented to illustrate the effectiveness and efficiency of the developed method. 相似文献
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The rapid chloride permeability test (RCPT), as it is commonly called, has been in existence for over 20 years and was standardized by ASTM over 15 years ago. The test is used extensively in the concrete industry for assessing concrete quality and is now being included in concrete specification documents. Because the underlying physics of the test are fairly well understood, it is possible to create a virtual test method that mimics the real world physical test. This paper presents a prototype virtual test method that includes prediction of the conductivity of the cementitious binder pore solution and the total charge passed during an ASTM C1202 RCPT. Potential applications of the virtual test method are first discussed. Then, the technical background used and the numerous assumptions employed in creating the prototype virtual test are outlined in detail. In addition, the computer implementation of the virtual test, as a set of HTML/JavaScript web documents, is presented. Validation against existing data sets is presented, with a generally reasonable agreement noted between the experimental and the virtual test results. 相似文献
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Virtual reality (VR) can be described as a four-dimensional (4-D) simulation of the real world, including the 3-D geometry space, 1-D time and the immersive or semi-immersive interaction interface. VR applications in mechanical-related research areas are becoming popular, e.g. virtual layout design, virtual prototyping, Internet-based virtual manufacturing, etc. However, research in VR applications is facing conflicting requirements for high rendering quality and near real-time interactivity. This paper represents an Internet-based virtual machining system that builds an integrated VR scene, which combines images and models, to overcome the above conflicts. This research is divided into three parts: first, image mosaics techniques are used to implement an Internet-based virtual workshop, which is an image-based virtual scene. The method of obtaining original sequential images, the principle of image mosaics to realize automatic seamless stitching, and projection transformation matrices to reconstruct a closed inward-facing space are presented. Secondly, a model-based virtual milling machine has been constructed with three detailed approaches: a category-based dynamic graph structure to support collision detection, a relation-oriented collision detection method to improve the efficiency of collision detection, and a dynamic modelling method to model a dynamic workpiece object. Finally, an Internet-based virtual milling system, which is the integration of the image-based virtual workshop and the model-based virtual CNC machine, is constructed using the reposition method to achieve visual consistency of the virtual objects and images. This system, which includes an integrated scene, combines the advantages of image-based VR and model-based VR. Consequently, this system has both high rendering quality and good real-time interactivity. 相似文献
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A virtual optical technique for image encryption and decryption is presented in this paper. The technique is carried out using optical operation and computational algorithms. In this technique, a grey-level image is captured by a charge-coupled device camera and encrypted using a linear grating superposed on the reflected intensity map of the object. The grating is generated as a fringe pattern by a computer algorithm. The reflected intensity map is determined using the grey level of the image. This reflected intensity map is included in the fringe pattern as an optical phase. It generates a grating, which is represented as a fringe pattern deformed according to the reflected intensity map. The decryption method is performed by a phase recovery method. The technique used here is a spatial synchronous method. This encryption and decryption technique has been used to encrypt real face images. To describe the accuracy of results obtained by this technique, the rms of error is calculated using decrypted and original data images. This encrypting technique is a virtual optical method because all the optical operations are performed by computer processes, and optical components are not required, which are advantages over optical methods, where some physical optical components are used. Simulated images are used in order to assess the technique. Finally, results on real images are presented. 相似文献
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A new approach for determining the sizes of individual, small fluorescent objects with diameters considerably below the optical resolution limit is described in which spatially modulated illumination (SMI) microscopy and 360-647-nm excitation wavelengths are used. The results of SMI virtual microscopy computer simulations indicate that, in this wavelength range, reliable measurements of sizes as small as approximately 20 nm are feasible if the low numbers of fluorescence photons that are usually detected from such small objects are taken into account. This method is based on the well-known fact that the modulation of the diffraction image in a SMI microscope is disturbed by the size of the object. Using appropriately calculated calibration functions, one can use this disturbance of the modulation to determine the size of the original object. 相似文献
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Computer-generated holograms of three-dimensional objects synthesized from their multiple angular viewpoints 总被引:5,自引:0,他引:5
Abookasis D Rosen J 《Journal of the Optical Society of America. A, Optics, image science, and vision》2003,20(8):1537-1545
Synthesizing computer-generated holograms (CGHs) of a general three-dimensional (3D) object is usually a heavy computational task. We propose and demonstrate a new algorithm for computing CGHs of 3D objects. In our scheme, many different angular projections of computer-designed 3D objects are numerically processed to yield a single two-dimensional complex matrix. This matrix is equivalent to the complex amplitude of a wave front on the rear focal plane of a spherical lens when the object is located near the front focal point and illuminated by a plane wave. Therefore the computed matrix can be used as a CGH after it is encoded to a real positive-valued transparency. When such CGH is illuminated by a plane wave, a 3D real image of the objects is constructed. The number of computer operations are equivalent to those of a two-dimensional Fourier CGH. Computer and optical constructions of 3D objects, both of which show the feasibility of the proposed approach, are described. 相似文献