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Mechanisms for Three-Dimensional Visualization
Published in Gabriel A. Wainer, Discrete-Event Modeling and Simulation, 2017
This chapter introduces different visualization mechanisms and tools that have been integrated into the CD++ environment in an attempt to help with these goals. Although CD++Modeler provides a basic Graphical User Interface (GUI) that supports two-dimensional visualization, in order to be able to show complex behavior intuitively, we developed mechanisms to interface CD++ with a variety of three-dimensional visualization and rendering tools. This includes VRML (Virtual Reality Modeling Language) [2], Autodesk Maya [3], OpenGL (Open Graphics Library) [4], and Blender [5]. Many of these tools are open source, and they provide a platform for investigating three-dimensional visualization and its relation with discrete-event simulation environments. The result is an integrated simulation and visualization environment that is able to meet the diverse needs of different users, to ease the validation and verification of continuously evolving models.
Virtual environments
Published in Paulo Jorge Bártolo, Artur Jorge Mateus, Fernando da Conceição Batista, Henrique Amorim Almeida, João Manuel Matias, Joel Correia Vasco, Jorge Brites Gaspar, Mário António Correia, Nuno Carpinteiro André, Nuno Fernandes Alves, Paulo Parente Novo, Pedro Gonçalves Martinho, Rui Adriano Carvalho, Virtual and Rapid Manufacturing, 2007
Paulo Jorge Bártolo, Artur Jorge Mateus, Fernando da Conceição Batista, Henrique Amorim Almeida, João Manuel Matias, Joel Correia Vasco, Jorge Brites Gaspar, Mário António Correia, Nuno Carpinteiro André, Nuno Fernandes Alves, Paulo Parente Novo, Pedro Gonçalves Martinho, Rui Adriano Carvalho
Another important component is the distributed render scene graph (RSG) of the MORGAN framework. The RSG keeps the objects of a scene graph in a tree like structure and renders the contents into a frame buffer like OpenGL or Direct3D. For efficiency reasons, it is limited to only store objects which are necessary for the render process, i.e. graphical primitives, triangle mesh, lights, groups etc. Other scene graph information is usually file format specific and is kept in so called external scene graphs (XSG) (Ohlenburg et al. 2005). Since the RSG uses an abstraction layer for the existing frame buffers, it can be used on a wide variety of devices including PDA’s. The RSG has special functionality to support AR solutions, such as phantom objects, and supports different AR rendering modes for AR see-through and video-augmented AR. The latter uses the input of a video camera or a web-cam and superimposes the contents of the scene graph onto it. The contents of the frame buffer may be published in real-time as a video stream over the internet by another component.
From Graphics to Visualization
Published in Alexandru Telea, Data Visualization, 2014
This chapter introduces data visualization in an informal manner and from the perspective of computer graphics. We start with a simple problem that every reader should be familiar with: plotting the graph of a function of two variables f (x, y) = z. We illustrate the classical solution of this problem, the height plot, in full detail. For this, we shall use code fragments written in the C++ programming language. For the graphics functionality, we use the popular OpenGL graphics library.
The construction of virtual simulation platform for pingtan experimental area based on HTML5 and WebGL
Published in Enterprise Information Systems, 2020
Web Graphics Library (WebGL), released by Khronos and is a free and cross-platform 3D API based on OpenGL ES2. The drawing technology standard allows JavaScript and OpenGL ES 2.0 to be combined together. By adding a JavaScript binding of OpenGL ES 2.0, WebGL can provide HTML5 Canvas with hardware 3D accelerated rendering and provide support for the drawing environment of 2D and 3D graphics in web pages. Thus, web developers can use system graphics CARDS to present 3D scenes and models more smoothly in the browser, create complex navigation and data visualisations, and allow users to interact with them. As personal computers and browsers have stronger performance, increasingly beautiful and complex 3D graphics can be created on the Web. WebGL is not yet widely used, but it can be used to create web pages with complex 3D structures, so it has huge potential and imagination space. WebGL perfectly solves two problems of existing Web interactive 3D animation. Firstly, it realises the production of Web interactive 3D animation through HTML script itself, without any browser plug-in support. Secondly, it uses underlying graphics hardware acceleration function for graphics rendering through a unified, standard, cross-platform OpenGL interface. In addition, WebGL has been supported by Google Chrome, Safari, Firefox, Opera and other browsers. Therefore, in this development, Web3D virtual reality display technology was used to present interactive model data of Pingtan Experimental Area online, so as to provide the field practice platform with a friendly 3D virtual simulation interface.
A method of using image-view pairs to represent complex 3D objects
Published in Cogent Engineering, 2018
Lihong Luo, Jianqing Mo, Xian Yang
Figure 2 is an example of a sculpture. We built it as an IVP model and loaded it into a 3D computer scene, and then we obtained the results shown in Figure 4. The program was developed using C++, VegaPrime, and OpenGL. The IVP model contains 32 images. When the observer moves in real time, the images change fluently. The four pictures in Figure 4 are from four different directions. In Figure 4(b) and (c), the edges of the rectangles are drawn. We can see that the sculpture model mixes well in the 3D scene, looks realistic, and has a shielding relationship with surrounding objects. Figure 4(d) is from the same direction as (c), but the viewpoint is far away. The image is a texture on a face. When the viewpoint is far away, the face appears small and the image (texture) on it also appears small. Thus, the IVP object appears large when observed from a nearby point and small when observed from a point far away, consistent with the features of a 3D object. IVP objects can also have other 3D object features, such as shadow and collision. We will discuss these features in Sections 2.5 and 2.6.
Automatic 3D human body landmarks extraction and measurement based on mean curvature skeleton for tailoring
Published in The Journal of The Textile Institute, 2022
Haoyang Xie, Yueqi Zhong, Zhicai Yu, Azmat Hussain, Guanmin Chen
The software system is developed using C++ and OpenGL. We implement the whole algorithm on a laptop with four cores processor at 2.8 GHz and 16GB RAM. The entire process takes less than one second to measure a 3D human with about 12k vertices. Additionally, the automatic and accurate extraction of the waist can be more challenging than it appears to be. For the diversity of the human shape and pose space, it is indeed hard to give an exact definition for such an area. We thus provide a free-hand toolkit to calculate the size measurement as well. Based on the techniques presented in this paper, the user can click on any part on the human shape as a user-defined landmark, and the calculation will conduct accordingly.