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A low-complexity virtual reality modeling method based on ontology grid sparsity

机译:基于本体网格稀疏性的低复杂度虚拟现实建模方法

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This paper focuses on an innovative low-complexity modeling method for virtual reality. Voxels are the basic unit of pixels in 3D (three dimensions), and when stored and processed in a computer, they contain more data redundancy than the demand for actual human vision presentations. This excess is known as voxel redundancy. The reason for the redundancy is that infinite-dimensional expansion and heterogeneous voxel features have merged in modeling methods. The major voxel compressions and human factors correlations are important to consider. Therefore, we propose a novel low-complexity virtual reality based on ontology grid sparsity. The redundancy performance of the existing virtual reality modeling methods is first analyzed. The high-dimension modeling method is designed to describe the base elements that are needed for humans to distinguish what is actually perceived. Based on the ontology theory, grid sparsity is exploited to construct the correlation model. We set up the relevant degree and sensitivity level calculations to classify the correlations between ontology features and other features. The features with weak sensitivity are ignored or merged, which successfully reduces the dimensions and redundancy that are needed to represent virtual items. Visual feature integration combines human factors into a voxel model. Finally, we build the virtual laboratory as a test case in the Unity 3D and 3DMax environment. The tests demonstrate that the new modeling method offers 21.2% and 34.7% of presentation delay and redundancy improvement, respectively.
机译:本文重点介绍了一种创新的虚拟现实低复杂度建模方法。体素是3D(三维)像素的基本单位,当在计算机中存储和处理时,它们所包含的数据冗余度要比实际人类视觉演示的需求高。这种多余被称为体素冗余。冗余的原因是在建模方法中合并了无限维扩展和异构体素特征。重要的体素压缩和人为因素的相关性是重要的考虑因素。因此,我们提出了一种基于本体网格稀疏性的新型低复杂度虚拟现实。首先分析了现有虚拟现实建模方法的冗余性能。高维建模方法旨在描述人类区分实际感知所需的基本元素。基于本体论,利用网格稀疏性建立相关模型。我们建立了相关的程度和敏感度级别计算,以对本体特征与其他特征之间的相关性进行分类。灵敏度低的功能将被忽略或合并,从而成功减小了表示虚拟物品所需的尺寸和冗余。视觉特征集成将人为因素组合到体素模型中。最后,我们将虚拟实验室构建为Unity 3D和3DMax环境中的测试用例。测试表明,新的建模方法分别提供了21.2%和34.7%的显示延迟和冗余改进。

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