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Real-time 3D Reconstruction to Extend Game-based Virtual Reality Used in Training

机译:实时3D重构以扩展用于训练的基于游戏的虚拟现实

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摘要

Training based on virtual reality is often referred to as virtual training. It is an alternative to traditional physical training. It has the advantages with respect to high-level integration of multiple training methods (nearly all traditional training methods can be realized in the virtual world), high flexibility and convenience (no strict constraints of time and location if Internet service is available), economy (no requirement of space and materials, no need for real people), safety and reliability (necessary in dangerous circumstances and no risk of malfunctioning of virtual devices).;Although virtual training seems attractive, several disadvantages undermine its development. Firstly, the deployment of virtual training highly depends on the research of computer vision, computer graphics, artificial intelligence, dynamics, sensors, smart controllers, remote communication techniques and so on. Secondly, the feel of immersion coming from humans' five senses is insufficient. Thirdly, virtualization of the real world in order to create the virtual environments for virtual training is complicated and time consuming. In order to facilitate the development of virtual training systems, the short-comings of virtual training are discussed and then, the corresponding solutions are given.;The solution for increasing the feel of immersion is to augment VR by integrating physical devices into virtual reality. The contribution of this solution is to make virtual reality extendable and cross-platform operable using dynamic link libraries and shared memory. The solution to improve the efficiency of the creation of virtual environments is to employ real-time 3D reconstruction. The contribution of this solution is to give an algorithm used to estimate the pose of a Kinect and to fuse data while enabling the recognition for scanned objects. In addition, in order to improve the quality of the reconstruction, a new digital filter that reduces the periodic and quasi-periodic noise in the acquired data is developed.
机译:基于虚拟现实的训练通常称为虚拟训练。它是传统体育锻炼的替代方法。它具有以下优点:高级集成多种培训方法(几乎所有传统培训方法都可以在虚拟世界中实现),高度灵活性和便利性(如果可以使用Internet服务,则不受时间和位置的严格限制),经济(不需要空间和材料,不需要真正的人),安全性和可靠性(在危险情况下是必需的,并且没有虚拟设备发生故障的风险)。;尽管虚拟培训似乎很吸引人,但是有一些缺点会破坏其发展。首先,虚拟培训的部署高度依赖于计算机视觉,计算机图形学,人工智能,动力学,传感器,智能控制器,远程通信技术等方面的研究。其次,来自人类五种感官的沉浸感是不够的。第三,为了创建用于虚拟训练的虚拟环境而对现实世界进行虚拟化既复杂又耗时。为了促进虚拟训练系统的开发,讨论了虚拟训练的不足,然后给出了相应的解决方案。增加沉浸感的解决方案是通过将物理设备集成到虚拟现实中来增强VR。该解决方案的作用是使用动态链接库和共享内存使虚拟现实具有可扩展性和跨平台可操作性。提高虚拟环境创建效率的解决方案是采用实时3D重建。该解决方案的作用是提供一种算法,用于估计Kinect的姿态并融合数据,同时能够识别扫描的对象。另外,为了提高重建的质量,开发了一种新的数字滤波器,其减少了所获取的数据中的周期性和准周期性的噪声。

著录项

  • 作者

    Zhang, Zhou.;

  • 作者单位

    Stevens Institute of Technology.;

  • 授予单位 Stevens Institute of Technology.;
  • 学科 Mechanical engineering.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 129 p.
  • 总页数 129
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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