A geometric modeling and animation system for virtual reality

1996 ◽  
Vol 39 (5) ◽  
pp. 46-53 ◽  
Author(s):  
Mark Green ◽  
Sean Halliday
2006 ◽  
Vol 06 (02) ◽  
pp. 251-265 ◽  
Author(s):  
BAIFANG LU ◽  
ZHAOWEI FAN ◽  
JIANMIN ZHENG ◽  
LIN LI

Bio structural and functional research and education is playing an increasingly important role in today's post-genome era. Protein geometry and shape modeling is thus a fundamental issue for protein visualization. The number of protein structures determined by X-ray crystallography or Nuclear Magnetic Resonance (NMR) is expanding in an exponential rate. Recent technology advancement has also made it possible for the determination of larger and more complicated proteins structure. A generic and automatic shape modeling for protein structures is therefore highly desired for effective and efficient protein visualization. We propose a bio-native geometric modeling technique in this paper for constructing protein secondary structure. Our emphasis is placed on the shape compatibility with the protein conformation property. Efforts are also made to handle smooth sweeping for complex protein structures. We describe as well a Virtual Reality (VR) application for protein structure education based on our Bio-native shape modeling and visualization techniques developed in this work.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand

Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control.


Author(s):  
Ming C. Leu ◽  
Aditya Velivelli ◽  
Xiaobo Peng

This paper presents the development of a virtual sculpting system, with the goal of enabling the user to create a freeform model by carving a virtual workpiece with a virtual tool while providing haptic interface during the sculpting process. A virtual reality approach is taken to provide stereoscopic viewing and force feedback, thus making the process of model creation in the virtual environment easier and more intuitive. The development of this system involves integrating techniques and algorithms in geometric modeling, computer graphics, and haptic rendering. Multithreading is used in an attempt to address the different update rates required in the graphic and haptic displays.


2012 ◽  
Vol 588-589 ◽  
pp. 1242-1245 ◽  
Author(s):  
Chun Lin Zhao ◽  
Hao Yuan ◽  
Jian Gong Wang ◽  
Liang Wang

By combining three-dimensional panorama technology with geometric modeling technology, the models of the primary and secondary equipment of substations are built to get a three-dimensional (3D) virtual environment. This method makes it easy to view the equipments and improves the integration of substation monitoring information. This paper analyzes and discusses two kinds of solutions which are based on Virtual Reality Modeling Language (VRML) and Open Scene Graph (OSG) together with Qt as the main technologies.


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