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2011 | Buch

Virtual Reality & Augmented Reality in Industry

The 2nd Sino-German Workshop

herausgegeben von: Dengzhe Ma, Xiumin Fan, Jürgen Gausemeier, Michael Grafe

Verlag: Springer Berlin Heidelberg

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Über dieses Buch

"Virtual Reality & Augmented Reality in Industry" collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and presents readers with innovative methods, typical case studies and the latest information on VR/AR basic research results and industrial applications, such as 3D rendering, innovative human-machine design, VR/AR methodology and new tools for assisting in industry, virtual assembly, virtual factory, training and education, etc.

The book is intended for computer scientists, IT engineers as well as researchers in Mechanical Engineering.

Dr. Dengzhe Ma and Dr. Xiumin Fan are both professors at Shanghai Jiao Tong University, China; Dr.-Ing. Jürgen Gausemeier is a professor of Computer-Integrated Manufacturing at the Heinz Nixdorf Institute, University of Paderborn, Germany; Dipl.-Ing. Michael Grafe is a senior engineer in the Product Engineering Research Group at the Heinz Nixdorf Institute, University of Paderborn.

Inhaltsverzeichnis

Frontmatter
Design and VR/AR-based Testing of Advanced Mechatronic Systems
Abstract
Advanced mechatronic systems with inherent partial intelligence, so-called self-optimizing systems, react autonomously and flexibly on changing environmental conditions. Such systems are capable of learning and optimizing their behavior during operation. Their principle solution represents a significant milestone because it is the result of the conceptual design as well as the basis for the concretization of the system itself, which involves experts from several domains, such as mechanics, electrical engineering/electronics, control engineering and software engineering. Today, there is no established design methodology for the design of advanced mechatronic systems. This contribution presents a new specification technique for the conceptual design of advanced mechatronic systems along with a new approach to manage the development process of such systems. We use railway technology as a complex example to demonstrate, how to use this specification technique and to what extent it facilitates the development of future mechanical engineering systems. Based on selected virtual prototypes and test beds of the RailCab we demonstrate, how VR- and AR-based approaches for a visual analysis facilitate a targeted testing of the prototypes.
Jürgen Gausemeier, Jan Berssenbrügge, Michael Grafe, Sascha Kahl, Helene Wassmann
From Space to the Forest and to Construction Sites: Virtual Testbeds Pave the Way for New Technologies
Abstract
In recent years, virtual reality has emerged as a key technology for improving and streamlining design, manufacturing and training processes. Based on experience in the fields of space robotics, industrial manufacturing and multi-physics virtual prototyping, “virtual testbeds” are currently being designed and implemented. Building on experiences gained in space robotics applications, the idea of virtual testbeds currently conquers new fields of applications in the manufacturing industry, on construction sites and even “in the woods”. Interestingly, all fields can be supported with a rather generic and common basis so that the different applications can be realized very cost-efficiently.
Jürgen Roßmann
Collaborative Virtual Assembly Operation Simulation and Its Application
Abstract
Nowadays complex products such as automobiles and ships are usually developed at geographically dispersed locations, which bring the difficulties for component model verification and assembly process evaluation. Collaborative virtual assembly (CVA) environment with VR technology is a good solution. However, the existing collaborative environments have many disadvantages in data management, reliability, function, etc, and furthermore they are difficult to meet the higher requirement of the users. In this paper, with the aim of solving the problems of model verification and assembly evaluation, two implement schemes for CVA system are analyzed, key technologies are discussed and prototype systems are developed. Finally, some applications of CVA are given to verify the scheme above.
Dengzhe Ma, Xijin Zhen, Yong Hu, Dianliang Wu, Xiumin Fan, Hongmin Zhu
Integration of Realtime Ray Tracing into Interactive Virtual Reality Systems
Abstract
Current processors provide high performance through parallelism by integrating more and more computational cores on a single chip instead of increasing the clock rate. This is true for both the CPU (multi-core of up to 8 cores) and even more so for the GPU (many-core of up to 240 cores). GPUs are still being programmed in vendor specific languages (like Nvidia’s CUDA) but cross-vendor initiatives like OpenCL will allow for providing performance on a standard desktop PC that was previously only possible on supercomputers. With is upcoming Larrabee processor, Intel goes one step further and tries to combine the concepts and advantages of multi-core CPUs with that of many-core GPUs. It moves the entire rendering process into software providing more flexibility to realtime graphics applications like games or visualization applications.
In this paper we present a highly parallel System consisting of the completely new Realtime Ray Tracing engine “RTfact” and the Realtime Scene Graph “RTSG” that allow making good use of modern parallel hardware. RTfact accelerates rendering via ray tracing to the point where it can be used for interactive Virtual reality applications, while RTSG allows for flexible and high-level descriptions of 3D environments on the basis of the X3D standard that enable the description of 3D objects and their behavior. RTSG is thus the interface between Virtual Reality systems and a number of different rendering modules that includes ray tracing as well as fast rasterization via the OGRE library.
RTSG currently is the fastest X3D browser that optimally supports construction and design decisions through high image quality, exceptional visual realism, as well as the high degree of detail in scenes.
Hilko Hoffmann, Dmitri Rubinstein, Alexander Löffler, Michael Repplinger, Philipp Slusallek
Instantreality — A Framework for Industrial Augmented and Virtual Reality Applications
Abstract
Rapid development in processing power, graphic cards and mobile computers open up a wide domain for Mixed Reality applications. Thereby the Mixed Reality continuum covers the complete spectrum from Virtual Reality using immersive projection technology to Augmented Reality using mobile systems like Smartphones and UMPCs. At the Fraunhofer IGD the Mixed Reality Framework instantreality (www.instantreality. org) has been developed as a single and consistent interface for AR/VR developers. This framework provides a comprehensive set of features to support classic Virtual Reality (VR) as well as mobile Augmented Reality (AR). The goal is to provide a very simple application interface which includes the latest research results in the fields of high-realistic rendering, 3D user interaction and total-immersive display technology. The system design is based on various industry standards to facilitate application development and deployment.
Johannes Behr, Ulrich Bockholt, Dieter Fellner
Interactive Simulation Data Exploration in Virtual Environments
Abstract
In the last few years, simulation of technical and physical processes has become an important pillar in engineering. Computational Engineering Science (CES) is nowadays an indispensable and essential tool for the development of, e.g., airplanes, cars, combustion engines, turbines etc. In this work, we present a framework that tackles the growing complexity of these simulations. For simulations of highly complex processes, we enable interactive exploration in 3D space by application of Virtual Reality (VR) technology. For simulation data that is only a part of a complete process simulation, we propose methods that facilitate data analysis within the global context of an interdisciplinary project. By considering a single simulation as well as its part in a larger context, this framework enables engineers to explore their data on multiple scales of complexity.
Marc Wolter, Thomas Beer, Philippe Cerfontaine, Bernd Hentschel, Torsten Kuhlen
Digital Olympic Museum and Sports Simulation
Abstract
Digital Olympic Museum is one promising form to demonstrate the history, culture and highlights of Olympic Games. To provide functionalities of both sports and entertainment, several sports simulation systems are developed, which are Virtual Bowling, Virtual Pingpang, and Virtual Network Marathon. Virtual network marathon is implemented as one fitness-oriented virtual network game. Framework of prototype is illustrated. Three sports modes meet different users’ requirements. Engine based scene and human edit enable users to deeply immerse into virtual environment and enable realtime rendering. Implementation of such system validates the feasibility to be used in digital Olympic museum.
Zhigeng Pan, Ruwei Yun
Research on Key Technologies of Full Mission Navigation Simulation System
Abstract
As an important application field of virtual reality and a typical man-in-loop simulation system, how to evaluate the performance of Full Mission Navigation Simulation System is very important. The paper presents three realism specifications to evaluate a Full Mission Navigation Simulation System: behavioural realism, environmental realism and physical realism. The three realism specifications are related with the key technologies used in the Full Mission Navigation Simulation System, which are system architecture, ship hydrodynamic mathematic model, visual system and simulated equipments. Behavioural realism is determined by ship hydrodynamic mathematic model, environmental realism is mainly determined by visual system and physical realism is determined by the simulated bridge and equipments. The paper introduces functions and requirements from three kinds of evaluation realism and key technologies in details.
Yong Yin, Yicheng Jin, Hongxiang Ren, Xiufeng Zhang, Xiuwen Liu, Junsheng Ren
Virtual Assembly Environment for Product Design Evaluation and Workplace Planning
Abstract
DFX technologies require evaluating the multiple aspects of product performance as early as possible, while virtual assembly with digital model can be used to realize the DFX idea. By using human-friendly oriented VR technology, the digital model evaluation for assembleability can be performed at the early stage of product development, so as to replace the evaluation of real physical model as much as possible. With the purple of building a virtual assembly experimental environment, system architecture of virtual assembly environment for product design and assembly workplace evaluation has been proposed, and key technologies for implementing virtual assembly environment have been discussed, such as VR application oriented general software development platform, virtual model descriptions, virtual assembly operation based on constraint and degree of freedom analysis, multiple interaction mode and ergonomic evaluation for user’s assembly operation and so on. At the end, two kinds of applications for ship pipeline and auto engine have been carried out respectively to demonstrate the feasibility and effectiveness of virtual assembly environment technology.
Xiumin Fan, Rundang Yang, Dianliang Wu, Dengzhe Ma
Numerically Controlled Virtual Models for Commissioning, Testing and Training
Abstract
The increasing complexity of machines is demanding significantly more time and effort to commission them. At the Fraunhofer IFF Virtual Development and Training Centre VDTC in Magdeburg, components of a machine control system can be tested on a virtual model of a machine before the real machine goes into operation.
Marco Schumann, Michael Schenk, Eberhard Bluemel
Virtual Reality Boosting Automotive Development
Abstract
Several Virtual Reality (VR) centers have been built in the automotive companies in China since 2004. This article analysed the current status, achievement and issues in these VR centers, and described how to make better use of the VR technology, from the view of VR recognition, VR process and VR application. Then it explored how to improve the hardware and software of VR to meet the requirements of research and development of automotive industry so that the virtual reality could play the even more significant role in boosting the research and development of automotive products.
Mangqin Jiang
Potentials of Innovative Technologies within the Scope of Complex Products and Services
Abstract
Today’s requirements in product development, product quality and production process efficiency combined with the increasing product and production complexity represent a great challenge for staff members at all levels (from the assembly workers to the plant manager). The ultimate goal is the fine-tuning of the engineering and production process to perfectly fulfill customer orders and to keep the overall efficiency at high levels. In this context Virtual Reality and Mobile Computing seem to be the promising technologies to fill this gap. This paper describes the potentials of these innovative technologies and shows examples in different fields of application.
Frank Thielemann
From Immersive Engineering to Selling and Teaching
Abstract
The development of immersive applications is demonstrated based on the COVISE software: started as a tool for the analysis of numerical simulations it has been extended to the whole field of engineering. Based on the realisation that the communication of complex three-dimensional data is not limited to the development teams of enterprises, COVISE is today also used in the field of sales and marketing. And it now finds its way into universities and schools in order to make it easier to understand three-dimensional phenomena.
Martin Zimmermann, Andreas Wierse
Backmatter
Metadaten
Titel
Virtual Reality & Augmented Reality in Industry
herausgegeben von
Dengzhe Ma
Xiumin Fan
Jürgen Gausemeier
Michael Grafe
Copyright-Jahr
2011
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-17376-9
Print ISBN
978-3-642-17375-2
DOI
https://doi.org/10.1007/978-3-642-17376-9

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