scholarly journals Ink Art Three-Dimensional Big Data Three-Dimensional Display Index Prediction Model

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xiaonan Cao

This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to realize the rapid construction and rendering of ink art 3D virtual reality scenes in a big data environment. A two-dimensional cellular automaton is used to simulate a brushstroke model with ink and wash style, and outlines are drawn along the path of the brushstroke to obtain an effect close to the artistic style of ink and wash painting. Set the surface of the model with ink style brushstroke texture patterns, refer to the depth map, normal map, and curvature map information of the model, and simulate the drawing effect of the method by procedural texture mapping. Example verification shows that the rapid visualization analysis model of ink art big data designed in this paper is in line with the prediction requirements of ink art big data three-dimensional display indicators. The fast visibility removal method is used to deal with large-scale three-dimensional ink art in a big data environment. High efficiency is achieved in virtual reality scenes, and the multiresolution fast rendering method better maintains the appearance of the prediction model without major deformation.

2014 ◽  
Vol 513-517 ◽  
pp. 3882-3885
Author(s):  
Tian Qi Zhao ◽  
Xun Bo Yu ◽  
Xin Zhu Sang ◽  
Chong Xiu Yu ◽  
Da Xiong Xu ◽  
...  

An non-vertical stereoscopic 3-D display method by changing the parallax value of the parallax images is proposed. This method is capable of displaying virtual reality with high-immersion sense because the observing depth only depends on the parallax value. An experimental 3-D display system capable of producing high-immersion and virtual reality video images at 45 degree is developed. Furthermore, the effectiveness of the method is demonstrated by using this system.


2015 ◽  
Vol 6 ◽  
Author(s):  
Elodie Chiarovano ◽  
Catherine de Waele ◽  
Hamish G. MacDougall ◽  
Stephen J. Rogers ◽  
Ann M. Burgess ◽  
...  

2021 ◽  
Vol 48 (1) ◽  
pp. 55-71
Author(s):  
Xiao-Bo Tang ◽  
Wei-Gang Fu ◽  
Yan Liu

The scale of know­ledge is growing rapidly in the big data environment, and traditional know­ledge organization and services have faced the dilemma of semantic inaccuracy and untimeliness. From a know­ledge fusion perspective-combining the precise semantic superiority of traditional ontology with the large-scale graph processing power and the predicate attribute expression ability of property graph-this paper presents an ontology and property graph fusion framework (OPGFF). The fusion process is divided into content layer fusion and constraint layer fusion. The result of the fusion, that is, the know­ledge representation model is called know­ledge big graph. In addition, this paper applies the know­ledge big graph model to the ownership network in the China’s financial field and builds a financial ownership know­ledge big graph. Furthermore, this paper designs and implements six consistency inference algorithms for finding contradictory data and filling in missing data in the financial ownership know­ledge big graph, five of which are completely domain agnostic. The correctness and validity of the algorithms have been experimentally verified with actual data. The fusion OPGFF framework and the implementation method of the know­ledge big graph could provide technical reference for big data know­ledge organization and services.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Fei Tian

The virtual reality visual display system creates a realistic virtual product display system, allowing users to swim in a three-dimensional virtual environment and perform interactive operations, fully simulating the process of shopping selection and payment in reality, so that users have an immersive feeling. The purpose of this article is to realize the design of an immersive 5G virtual reality visual display system through big-data digital city technology. This paper uses big-data digital city technology to design and implement an immersive virtual reality visualization system from the three-dimensional display mode of vision, hearing, and touch, creating a real and interactive three-dimensional visualization environment for users to have a more intuitive visual experience. The experimental results of this paper show that the smoothness of the virtual reality visualization system test can reach 60FPS, the excellent rate reaches nearly 33%, and the model scene-realistic feedback excellent rate is about 62.5%.


2008 ◽  
Vol 575-578 ◽  
pp. 709-715 ◽  
Author(s):  
Zhen Xin Liang ◽  
Jian Xun Zhang ◽  
Yi Pei

Gas shield Tungsten Arc Welding (GTAW) is an important process method in material processing. Welding quality is vital for the product quality. It is an important way to improve the quality of product by raising the personal capability and handling technique of the welder. In this investigation, because of the deficiency in classic welding training scheme, some new technology were introduced into classic welding training field to improve the efficiency of welding training and reduce training cost. A computer simulation system that can be used to train primary welders was developed combined with three-dimensional stereoscopic vision and API interface of OpenGL, virtual reality is the kernel technology. In this system, welders were trained not in the real operating environment but in the virtual environment where has experience personally effect that simulated by computer. There is unnecessary with welding material and welding energy in virtual environment simulated by computer. It has highly automatic and intelligent and lower required to welding teachers. It is healthy to welder because that intensive arc and harmful dust are disappeared in virtual environment. It is a lower cost and high efficiency method by use of virtual training system to training new welder.


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