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2016 | Book

Bridging the Gap between Rendering and Simulation Frameworks

Concepts, Approaches and Applications for Modern Multi-Domain VR Simulation Systems

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About this book

Taking into account aspects of semantic world models and graph databases, Nico Hempe presents concepts for a new class of modern Multi-Domain VR Simulation Systems based on the principles of the research field of eRobotics. Nico Hempe not only shows how to overcome structural differences between rendering and simulation frameworks to allow attractive and intuitive representations of the generated results, he also demonstrates ways to enable rendering-supported simulations. The outcome is an intuitive multi-purpose development tool for multiple applications, ranging from industrial domains over environmental scenarios up to space robotics.

Table of Contents

Frontmatter
Chapter 1. Introduction
Abstract
Virtual Reality (VR) is an omnipresent term, which designates the conversion of real world information to computer generated virtual worlds. Due to the wide availability of high-performance computer hardware at low costs, VR already found acceptance in many day-to-day areas like movies or video games. Apart from entertainment, VR is widely used in the industry and typically combined with a simulation software in a VR Simulation System, which addresses aspects of computer simulation as well as computer graphics.
Nico Hempe
Chapter 2. State of the Art
Abstract
VR simulation systems are complex software systems that have to manage a large variety of tasks in order to fulfill the desired simulation and rendering goals. In this chapter, state of the art related to acceleration algorithms for graphics applications as well as concepts and principles of scene descriptions and management approaches are presented, which are currently used to realize such systems.
Nico Hempe
Chapter 3. Concept and Realization of a Multi-Domain VR Simulation System
Abstract
It is still a challenge to develop a comprehensive VR Simulation System that has the capabilities to serve as a development basis in a wide range of domains. When investigating multiple application areas, a large number of specific software components and libraries are required to fulfill all desired goals. By the definition of flexible but comprehensive and standardized interfaces, system structures and communication possibilities, the number of applied frameworks, which can work together in a system without affecting each other in a negative way, can drastically be increased.
Nico Hempe
Chapter 4. Real-Time Rendering Approaches for Dynamic Outdoor Environments
Abstract
eRobotics systems should provide new opportunities through the combination of complex simulations at scientific level with attractive real-time computer graphics. An important precondition for the realization of such a unifying approach is to provide possibilities that enable the creation and rendering of realistic virtual environments with minimal effort. These attractive virtual environments not only increase the user acceptance, they are also well suited to be applied as virtual test grounds, which enable close-to-reality testing of novel approaches and virtual prototypes under defined but dynamic conditions.
Nico Hempe
Chapter 5. Simulation Aspects
Abstract
Modern real-time VR simulation systems have to be capable of providing attractive virtual worlds and similarly perform complex simulation tasks for scientific applications. Regarding the first aspect, matching approaches have been presented in the previous chapter, which not only fulfill aesthetic requirements of eRobotic applications but also provide realistic virtual test grounds. While this area can be regarded as the traditional task of a rendering framework, the application of rendering techniques for specific simulation purposes has not yet reached its full potential.
Nico Hempe
Chapter 6. Applications
Abstract
The applications that will be presented in this chapter should demonstrate the broad applicability of the presented concepts and the realized multi-domain VR simulation system. This chapter also points out benefits that arise from knowledge transfers from one project to another as well as advantages from the convenient usage of integrated approaches in multiple application areas. Currently, more than 30 eRobotics applications have been realized with the VEROSIM simulation system.
Nico Hempe
Chapter 7. Summary, Conclusion and Outlook
Abstract
Over the last decades, VR simulation systems have become an omnipresent part in many application areas ranging from edutainment over virtual training up to engineering and virtual prototyping. Each task and each domain demand specific features, data structures and functionalities, which are difficult to combine in an efficient way. This is particularly true in the areas of simulation and rendering, which lead to the new idea of a unifying approach based on the principles of the novel research field of eRobotics.
Nico Hempe
Backmatter
Metadata
Title
Bridging the Gap between Rendering and Simulation Frameworks
Author
Nico Hempe
Copyright Year
2016
Electronic ISBN
978-3-658-14401-2
Print ISBN
978-3-658-14400-5
DOI
https://doi.org/10.1007/978-3-658-14401-2

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