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虚拟环境中面向装配设计的数据场景图研究 总被引:4,自引:2,他引:4
作为虚拟环境中的数据结构,场景图的构建是虚拟现实技术领域的重要研究问题之一。针对虚拟装配设计系统的要求,讨论现有商业VR软件在开发虚拟装配设计时存在的限制,提出一个基于场景图的多层次虚拟装配设计模型VAM.在现有VR软件和VAM的基础上,说明了虚拟装配设计时的路径规划、序列生成、零件之间的约束关系等的表示和应用。 相似文献
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VR虚拟测试技术在机械工程领域中的应用主要采用成熟的信号处理技术和人工智能技术对整个系统进行测试,将所得出的测试结果进行互交、规划、优化、仿真,只有这样才能将VR虚拟测试技术中的真正价值体现出来,满足各个领域的使用需求.基于此,本文对VR虚拟测试技术及其应用基础进行了简单的研究. 相似文献
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以沈阳农业大学校园为虚拟漫游系统对象,利用3ds Max与VRP平台作为开发工具,构建真实的大学校园虚拟漫游系统。就系
统在集成阶段的VR 场景中相机的创建、VR 场景碰撞属性的设置、VR全屏特效的应用和VRP 项目运行界面的设计等技术进行研
究表明,构建方法科学有效,大学校园虚拟漫游系统可以作为切实可行的虚拟仿真漫游系统的操作方案。 相似文献
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现阶段VR技术研究较为成熟,经过不断发展,VR技术涉及领域也越来越多.该文对VR技术应用领域创新设计进行研究,主要分析了VR技术应用原理和构建虚拟系统的流程,阐述了VR虚拟技术发展前景以及VR虚拟技术的应用效果. 相似文献
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VR(虚拟现实)技术是计算机科学研究的一个热点,将VR技术引入"数字校园"的研究中,为虚拟校园的设计提供了一种全新的手段。虚拟校园是数字校园工程的重要组成部分。本文介绍了虚拟校园实现的流程图、校园各种地物的建模方式、以及利用ArcScene构建虚拟校园和虚拟校园系统的功能概述。 相似文献
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VR在装备维修中的应用研究 总被引:6,自引:2,他引:4
VR应用于装备维修,不仅能减少消耗成本,而且能使操作者通过操作虚拟设备得到操作真实设备的效果,对系统的总体设计,功能模块划分、开发环境、系统组成等作了详细的介绍,采用面向功能模块的数据组织方式,较好地解决了VR应用于装备维修存在的问题。 相似文献
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XML和VR技术在GIS中数据互操作设计与实现 总被引:1,自引:0,他引:1
GIS互操作研究是当前地理信息系统研究的热点,介绍了GIS与VR之间数据互操作技术;提出了基于XML和VR技术相结合的虚拟GIS可互操作模型,具体阐述了XML在虚拟GIS中信息共享的扩展及数据互操作应用,采用X3D编码虚拟地理数据可以较好地实现虚拟GIS数据的互操作,最后设计并实现了虚拟GIS原型系统,测试表明该原型系统较好地解决地理信息共享与互操作问题。 相似文献
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根据末端牵引式和外骨骼式上肢康复机器人的特性,研制了一种新型的柔性上肢康复机器人。机器人的康复训练系统结合了主动和被动模式的要素,将虚拟现实(VR)技术引入上肢康复机器人,通过现实环境中的光学3D位置捕获以及VR环境中的3D位置感知,设计了虚拟动态模型交互性节点和碰撞检测实验,实现虚拟现实交互,提高虚拟模型运动实时效果和上肢康复训练精度。VR和新颖的康复机器人的集成为具有特定任务的患者提供了有效的训练。 相似文献
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交互式自行车模拟器视景仿真系统开发 总被引:1,自引:0,他引:1
视景仿真系统是交互式自行车模拟器的重要组成部分。其给骑车者提供逼真的虚拟三维漫游场景。开发的视景仿真系统硬件上采用PowerWall虚拟现实系统,软件上基于自主开发的虚拟现实通用应用开发平台VR Flier,提高了开发的效率。VR Flier采用面向对象方法设计,能够全面地支持小同领域和不同规模的VR应用开发。视景仿真系统通过优化以及动态调度三维场景模型的方法提高了大范围漫游场景的渲染帧率;并对场景路面坡度及视景转向信号进行平滑处理,获得很好的视景仿真效果。 相似文献
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X-VRML for advanced virtual reality applications 总被引:2,自引:0,他引:2
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Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion. 相似文献
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G. Riva 《Virtual Reality》1998,3(4):259-266
While many virtual reality (VR) applications have emerged in the areas of entertainment, education, military training, physical rehabilitation, and medicine, only recently have some research projects begun to test the possibility of using virtual environments (VEs) for research in neuroscience, neurosurgery and for the study and rehabilitation of human cognitive and functional activities. Virtual reality technology could have a strong impact on neuroscience. The key characteristic of VEs is the high level of control of the interaction with the tool without the constraints usually found in computer systems. VEs are highly flexible and programmable. They enable the therapist to present a wide variety of controlled stimuli and to measure and monitor a wide variety of responses made by the user. However, at this stage, a number of obstacles exist which have impeded the development of active research. These obstacles include problems with acquiring funding for an almost untested new treatment modality, the lack of reference standards, the non-interoperability of the VR systems and, last but not least, the relative lack of familiarity with the technology on the part of researchers in these fields. 相似文献
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Integrating VR and CAD 总被引:3,自引:0,他引:3
Suppliers of advanced computer-aided design and engineering applications (CAD/CAE) intend to make interactive, immersive visualization an integral part of their product offerings. Adding virtual reality (VR) capability helps reduce users' design-cycle time and cut costs. Advances in computing power and 3D visualization functionality enable this logical evolution of technology. While many VR companies have established procedures for importing data from CAD applications into VR applications, Dassault Systemes takes a different approach to integrating CAD with VR. Through collaboration with Fakespace, the company is developing native support for immersive visualization display devices within its Catia Version 5 applications. The paper discusses the functionality required to enable immersive visualization and hands-on interactivity within CAD applications. It also describes the joint development effort to bring this functionality into Catia 相似文献
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Virtual Reality - Developments in visual and tracking systems have expanded virtual reality (VR) applications and led to VR becoming a powerful tool for decision making, planning, and conducting... 相似文献
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In 1999, Fred Brooks, virtual reality pioneer and Professor of Computer Science at the University of North Carolina at Chapel Hill, published a seminal paper describing the current state of virtual reality (VR) technologies and applications (Brooks in IEEE Comput Graph Appl 19(6):16, 1999). Through his extensive survey of industry, Brooks concluded that virtual reality had finally arrived and “barely works”. His report included a variety of industries which leveraged these technologies to support industry-level innovation. Virtual reality was being employed to empower decision making in design, evaluation, and training processes across multiple disciplines. Over the past two decades, both industrial and academic communities have contributed to a large knowledge base on numerous virtual reality topics. Technical advances have enabled designers and engineers to explore and interact with data in increasingly natural ways. Sixteen years have passed since Brooks original survey. Where are we now? The research presented here seeks to describe the current state of the art of virtual reality as it is used as a decision-making tool in product design, particularly in engineering-focused businesses. To this end, a survey of industry was conducted over several months spanning fall 2014 and spring 2015. Data on virtual reality applications across a variety of industries was gathered through a series of on-site visits. In total, on-site visits with 18 companies using virtual reality were conducted as well as remote conference calls with two others. The authors interviewed 62 people across numerous companies from varying disciplines and perspectives. Success stories and existing challenges were highlighted. While virtual reality hardware has made considerable strides, unique attention was given to applications and the associated decisions that they support. Results suggest that virtual reality has arrived: it works! It is mature, stable, and, most importantly, usable. VR is actively being used in a number of industries to support decision making and enable innovation. Insights from this survey can be leveraged to help guide future research directions in virtual reality technology and applications. 相似文献
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A hardware-independent virtual reality development system 总被引:4,自引:0,他引:4
Simulating virtual reality (VR) hardware allows programs to be written in a desktop environment without constant use of limited VR resources. Rather than shifting constantly between VR and workstation environments, developers at the Electronic Visualization Laboratory (EVL) wanted to be able to test VR applications on the normal workstation console. We therefore created a software simulator for VR development. It simulates various VR system features with an interface that runs on an ordinary workstation. The simulator is implemented as part of the CAVE library, the programming library originally written to support the CAVE hardware. It can, however, be used to develop applications for several VR systems, including ImmersaDesks and head-coupled displays. The library itself has been designed so that use of the simulator or any supported hardware is entirely transparent to application code 相似文献
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Virtual Reality technology, the complex environment can be a simulated, traditional sports courses at the stadium, equipment, it is due to limitations such as safety, to provide scientific and accurate teaching and learning's, a complex by visualizing the theoretical knowledge in the abstract sport, you can get more technical knowledge. Compared to the traditional physical education activities, simulate sports scene only by generating VR panoramas that cannot be virtual reality technology. Based on this, you can improve the enthusiasm and athletic ability of students effectively. Because of immaturity and high-priced equipment of VR technology, at present, people that education is using unpopular making, carefully virtual reality technology. In this context, we can apply virtual reality technology to sports training, which can obtain more effective training effect. In the first part of this paper, we talk about the research of virtual reality panorama, the second part about the research of virtual reality video, the third part about the application of virtual reality in physical education teaching, and the fourth part is the conclusion and investigation process. In the study, VR, as a new technology, found that you have the prospect of a wide range of applications. As long as it has been used in scientific and rational, you can VR is to promote the level of improvement and sports greatly sports scene. Users can increase users' interest; it can be immersed in a variety of preset virtual locations. Therefore, in the VR device, which allows the user to improve the experience of the VR device, you can interact well in a virtual scene. 相似文献
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Virtual Reality - Manufacturing applications of virtual reality (VR) technology are growing. The challenge is to design, integrate, and evaluate VR simulation for manufacturing Systems that... 相似文献