An overview of physically-based modelling techniques for virtual environments

2000 ◽  
Vol 5 (3) ◽  
pp. 117-131 ◽  
Author(s):  
P. M. Chapman ◽  
D. P. M. Wills
Author(s):  
Abhishek Seth ◽  
Hai-Jun Su ◽  
Judy M. Vance

Virtual Reality (VR) technology holds promise as a virtual prototyping tool for mechanical assembly; however, several developmental challenges still need to be addressed before virtual prototyping applications can successfully be integrated into the product realization process. This paper describes the development of SHARP (System for Haptic Assembly & Realistic Prototyping), a portable VR interface for virtual assembly. SHARP uses physically-based modeling for simulating realistic part-to-part and hand-to-part interactions in virtual environments. A dual handed haptic interface for realistic part interaction using the PHANToM® haptic devices is presented. The capability of creating subassemblies enhances the application’s ability to handle a wide variety of assembly scenarios. Swept volumes are implemented for addressing maintainability issues and a network module is added for communicating with different VR systems at dispersed geographic locations. Support for various types of VR systems allows an easy integration of SHARP into the product realization process resulting in faster product development, faster identification of assembly and design issues and a more efficient and less costly product design process.


Author(s):  
Andrew Cram ◽  
Russell Lowe ◽  
Katy Lumkin

There is growing interest in adopting three-dimensional virtual environments within spatial design courses to use digital modelling techniques to support students' learning. One pedagogical issue that has received little attention so far is the question of how 3D virtual environments can be used to implement assessment techniques that support students' learning of spatial design expertise. This chapter seeks to assist spatial design educators who are considering digital modelling by presenting two case studies that highlight assessment practices within spatial design courses using virtual environments. Rubrics and student work samples are included. These courses both involve students creating architectural designs within virtual environments, yet contrast in several ways: learning outcomes, 3D modelling technologies, and student cohorts. The cases examine how the affordances of virtual environments for iterative, immersive, and collaborative design can enable formative and summative assessment, with both design process and the final artefact playing important roles.


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