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AN EFFICIENT METHOD FOR CREATING VIRTUAL SPACES FOR VIRTUAL REALITY

机译:一种为虚拟现实创建虚拟空间的有效方法

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A virtual space (VS) is an indispensable component of a virtual environment (VE) in virtual reality (VR). Usually, it is created using general tools and skills that are independent of the users' specific applications and intents. Creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time consuming and complicated. This renders the construction of VEs difficult, impairs their flexibility and hampers their widespread usage. In this paper, an efficient method for creating VSs with a handheld camera is introduced. In this approach, the camera is used as a measuring tool that scans the real scene and obtains the corresponding surface information. This information is then used to generate a virtual 3D model through a series of data processing procedures. Firstly, the camera's pose is traced in order to locate the points of the scene's surface, whereby these surface points form a point cloud. Then, this point cloud is meshed and the mesh elements are textured automatically one by one. Unfortunately, the virtual 3D model resulting from this procedure represents an impenetrable solid and thus collision detection would prevent the avatars from entering into this VS. Therefore, an approach for eliminating this restriction is proposed here. Finally, a game-based virtual laboratory (GBVL) for an undergraduate mechanical engineering class was developed to demonstrate the feasibility of the proposed methodology. The model format used in Garry's Mod (GMod) is also found in other VEs, and therefore the method proposed here can be straightforwardly generalized to other VE implementations.
机译:虚拟空间(VS)是虚拟现实(VR)中虚拟环境(VE)的不可或缺的组件。通常,它是使用独立于用户的特定应用程序和意图的一般工具和技能来创建的。通过使用传统的测量工具进行测量或使用CAD软件创建虚拟功能来创建VS涉及许多步骤,因此耗时和复杂。这使得VES的构造困难,损害了它们的灵活性并妨碍了他们广泛的使用。在本文中,介绍了一种利用手持式相机创建VSS的有效方法。在这种方法中,相机用作扫描真实场景的测量工具并获得相应的表面信息。然后使用该信息通过一系列数据处理过程来生成虚拟3D模型。首先,追踪相机的姿势以定位场景表面的点,由此这些表面点形成点云。然后,将该点云呈现,并且网格元素逐个自动纹理。遗憾的是,由该过程产生的虚拟3D模型表示难以合行的实体,因此碰撞检测将阻止化身进入该VS。因此,这里提出了一种消除这种限制的方法。最后,开发了一个基于游戏的虚拟实验室(GBVL),用于证明所提出的方法的可行性。在其他VES中也发现Garry Mod(Gmod)中使用的模型格式,因此这里提出的方法可以直接推广到其他VE实现。

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