scholarly journals A Generic Multiview Rendering Engine Architecture

2011 ◽  
pp. 195-214
Author(s):  
Francesco Pirotti ◽  
Maria Antonia Brovelli ◽  
Gabriele Prestifilippo ◽  
Giorgio Zamboni ◽  
Candan Eylul Kilsedar ◽  
...  

Author(s):  
Adrian Sfarti ◽  
Brian A. Barsky ◽  
Todd J. Kosloff ◽  
Egon Pasztor ◽  
Alex Kozlowski ◽  
...  

2021 ◽  
pp. 54-61
Author(s):  
Yu Lu

The animation construction of forest scene is a virtual stand scene visualization framework which uses the related technologies of virtual forest modeling and stand scene visualization, and uses the scene graph technology to manage. This paper studies the influence of digital media technology on the animation design of forest scene. In this paper, the model of virtual stand scene is mainly completed by Creator modeling software of MultiGen company. In order to reduce the number of scene patches and ensure realism, the tree model is designed with OpenFlight tree hierarchy. At the same time, the key technologies of Creator modeling and model optimization are analyzed. The virtual stand scene visualization framework uses the open source graphics rendering engine OpenSceneGraph (OSG) as the scene driver to realize the stand scene visualization. This paper provides a variety of roaming control methods. The experimental results show that the virtual forest scene visualization framework can better simulate the forest scene and has a strong sense of reality.


2014 ◽  
Vol 23 (1) ◽  
pp. 33-50 ◽  
Author(s):  
Gabor Aranyi ◽  
Sid Kouider ◽  
Alan Lindsay ◽  
Hielke Prins ◽  
Imtiaj Ahmed ◽  
...  

The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be successfully implemented in VEs. Previous literature has also described the effects of subliminal cues as quantitatively modest, which raises the issue of their inclusion in practical tasks. We used a 3D rendering engine (Unity3D) to implement a masking paradigm within the context of a realistic scene and a familiar (kitchen) environment. We report significant effects of subliminal cueing on the selection of objects in a virtual scene, demonstrating the feasibility of subliminal cueing in VEs. Furthermore, we show that multiple iterations of masked objects within a trial, as well as the speeding of selection choices, can substantially reinforce the impact of subliminal cues. This is consistent with previous findings suggesting that the effect of subliminal stimuli fades rapidly. We conclude by proposing, as part of further work, possible mechanisms for the inclusion of subliminal cueing in intelligent interfaces to maximize their effects.


Author(s):  
Nikolaos Kaklanis ◽  
Konstantinos Moustakas ◽  
Dimitrios Tsovaras

This chapter describes an interaction technique wherein web pages are parsed so as to automatically generate a corresponding 3D virtual environment with haptic feedback. The automatically created 3D scene is composed of “hapgets” (haptically-enhanced widgets), which are three dimensional widgets providing a behavior that is analogous to the behavior of the original HTML components but are also enhanced with haptic feedback. Moreover, for each 2D map included in a web page a corresponding multimodal (haptic-aural) map is automatically generated. The proposed interaction technique enables the haptic navigation through the internet as well as the haptic exploration of conventional 2D maps for the visually impaired users. A rendering engine of web pages that was developed according to the proposed interaction technique is also presented.


Author(s):  
Daniele Gianni ◽  
Steve McKeever ◽  
Tommy Yu ◽  
Randall Britten ◽  
Hervé Delingette ◽  
...  

Sharing and reusing anatomical models over the Web offers a significant opportunity to progress the investigation of cardiovascular diseases. However, the current sharing methodology suffers from the limitations of static model delivery (i.e. embedding static links to the models within Web pages) and of a disaggregated view of the model metadata produced by publications and cardiac simulations in isolation. In the context of euHeart—a research project targeting the description and representation of cardiovascular models for disease diagnosis and treatment purposes—we aim to overcome the above limitations with the introduction of euHeartDB, a Web-enabled database for anatomical models of the heart. The database implements a dynamic sharing methodology by managing data access and by tracing all applications. In addition to this, euHeartDB establishes a knowledge link with the physiome model repository by linking geometries to CellML models embedded in the simulation of cardiac behaviour. Furthermore, euHeartDB uses the exFormat—a preliminary version of the interoperable FieldML data format—to effectively promote reuse of anatomical models, and currently incorporates Continuum Mechanics, Image Analysis, Signal Processing and System Identification Graphical User Interface (CMGUI), a rendering engine, to provide three-dimensional graphical views of the models populating the database. Currently, euHeartDB stores 11 cardiac geometries developed within the euHeart project consortium.


2014 ◽  
Vol 1079-1080 ◽  
pp. 837-842
Author(s):  
Sha Liang

Along with the rapid development,3D virtual reality technology has been applied more and more widely. In order to display the virtual scene better and make user an immersed body experience, 3D rendering engine plays a key role in this field. Unity 3d is a professional gaming rendering engine with strong compatibility and comprehensive integration. In this paper, we focus on the Unity 3D rendering engine, and describe the basic workflow of virtual roaming. We discuss the key technology to realize outdoor roaming through Unity 3D and optimization.


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