scholarly journals A Technology to Synthesize 360-Degree Video Based on Regular Dodecahedron in Virtual Environment Systems

2020 ◽  
pp. paper1-1-paper1-11
Author(s):  
Petr Timokhin ◽  
Mikhail Mikhaylyuk ◽  
Klim Panteley

The paper proposes a new technology of creating panoramic video with a 360-degree view based on virtual environment projection on regular dodecahedron. The key idea consists in constructing of inner dodecahedron surface (observed by the viewer) composed of virtual environment snapshots obtained by twelve identical virtual cameras. A method to calculate such cam-eras’ projection and orientation parameters based on “golden rectangles” geometry as well as a method to calculate snapshots position around the ob-server ensuring synthesis of continuous 360-panorama are developed. The technology and the methods were implemented in software complex and tested on the task of virtual observing the Earth from space. The research findings can be applied in virtual environment systems, video simulators, scientific visualization, virtual laboratories, etc.

Author(s):  
Petr Timokhin ◽  
Mikhail Mikhaylyuk

The paper considers the task of real-time rendering of dynamic relief shadows based on ray casting using origin relief data - detailed height map. The solution proposed is based on looking for shadow rays - sun rays, whose tracks on height map are passed through heights occluding the light. GPU-based methods and algorithms for extracting such rays using an accelerating data structure - a mipmap of maximum and minimum relief heights are developed. This structure provides an effective acceleration of shadow rays extraction by skipping long sections of sun ray tracks that are not involved in relief shadowing. In algorithms developed precise traversing such a data structure is implemented, as well as texture filtering is taking into account, which allows the formation of "torn" shadow edges to be prevented. The solution created was implemented in software complex and a number of comparative shadow visualization tests was conducted. The results of the research can be used in virtual environment systems, video simulators, scientific visualization, educational applications, etc.


Author(s):  
Mikhail Mikhaylyuk ◽  
Petr Timokhin

The paper dealt with the task of increasing the efficiency of high-quality visualization of virtual environment (VE), based on video with a 360-degree view, created using cubemap projection. Such a visualization needs VE images on cube faces to be of high resolution, which prevents a smooth change of frames. To solve this task, an effective technology to extract and visualize visible faces of the cube is proposed, which allows the amount of data sent to graphics card to be significantly reduced without any loss of visual quality. The paper proposes algorithms for extracting visible faces that take into account all possible cases of hitting / missing cube edges in the camera field of view. Based on the obtained technology and algorithms, a program complex was implemented, and it was tested on 360-video of a virtual experiment to observe the Earth from space. Testing confirmed the effectiveness of the developed technology and algorithms in solving the task. The results can be applied in various fields of scientific visualization, in the construction of virtual environment systems, video simulators, virtual laboratories, in educational applications, etc.


2010 ◽  
Vol 26-28 ◽  
pp. 728-731
Author(s):  
De Fa Zhang

With the development of times, industry has been making great progress, which varies from primitive manual labor to machines in the age of steam. Then, machines and factories have taken the place of more and more manual labors with the development of mechanical design and relative theory. However, it still fails to reach the stage of full automation. Owing to the birth of computer and development of artificial intelligence, the robot factory is no longer a fresh topic. Undoubtedly, those are linked with graphic and computer’s development. There must be a more advanced theory and technology coming into being as graphic & image reach a higher stage. Then, it was named as the virtual realism technology. This new technology has been widely applied to various fields, such as, automatic production line, air quality automatic detector, war-simulating in army, “simulating space environment” on the earth, virtual laboratories building in the education and etc. Now, here are two basic concepts involved in the long-term development: graphics and image.


2019 ◽  
pp. 32-35
Author(s):  
V. V. Artyushenko ◽  
A. V. Nikulin

In this article we consider a problem of reliable modeling of echo signals and angle noise of distributed objects using twodimensional geometric models with random statistically unrelated signals. The conditions that ensure the invariance of distribution parameters of the angle noise generated by an arbitrary N-point configuration of a two-dimensional geometric model are obtained. In the particular case of a model whose emitters are supplied with signals of equal power, the conditions of invariance are reduced to the location of the model points on the plane in the form of a regular polygon. These results can be used to synthesize mathematical models used for simulating reflections from distributed objects and for developing a hardware-software complex for the simulation of electromagnetic fields reflected from the Earth surface, atmospheric inhomogeneities, the sea surface, etc.


2021 ◽  
Author(s):  
Vishwa Vijay Singh ◽  
Liliane Biskupek ◽  
Jürgen Müller ◽  
Mingyue Zhang

<p>The distance between the observatories on Earth and the retro-reflectors on the Moon has been regularly observed by the Lunar Laser Ranging (LLR) experiment since 1970. In the recent years, observations with bigger telescopes (APOLLO) and at infra-red wavelength (OCA) are carried out, resulting in a better distribution of precise LLR data over the lunar orbit and the observed retro-reflectors on the Moon, and a higher number of LLR observations in total. Providing the longest time series of any space geodetic technique for studying the Earth-Moon dynamics, LLR can also support the estimation of Earth orientation parameters (EOP), like UT1. The increased number of highly accurate LLR observations enables a more accurate estimation of the EOP. In this study, we add the effect of non-tidal station loading (NTSL) in the analysis of the LLR data, and determine post-fit residuals and EOP. The non-tidal loading datasets provided by the German Research Centre for Geosciences (GFZ), the International Mass Loading Service (IMLS), and the EOST loading service of University of Strasbourg in France are included as corrections to the coordinates of the LLR observatories, in addition to the standard corrections suggested by the International Earth Rotation and Reference Systems Service (IERS) 2010 conventions. The Earth surface deforms up to the centimetre level due to the effect of NTSL. By considering this effect in the Institute of Geodesy (IfE) LLR model (called ‘LUNAR’), we obtain a change in the uncertainties of the estimated station coordinates resulting in an up to 1% improvement, an improvement in the post-fit LLR residuals of up to 9%, and a decrease in the power of the annual signal in the LLR post-fit residuals of up to 57%. In a second part of the study, we investigate whether the modelling of NTSL leads to an improvement in the determination of EOP from LLR data. Recent results will be presented.</p>


2011 ◽  
pp. 35-41 ◽  
Author(s):  
G. Damljanovic ◽  
I.S. Milic

During the last century, there were many so-called independent latitude (IL) stations with the observations which were included into data of a few international organizations (like Bureau International de l'Heure - BIH, International Polar Motion Service - IPMS) and the Earth rotation programmes for determining the Earth Orientation Parameters - EOP. Because of this, nowadays, there are numerous astrometric ground-based observations (made over many decades) of some stars included in the Hipparcos Catalogue (ESA 1997). We used these latitude data for the inverse investigations - to improve the proper motions in declination ?? of the mentioned Hipparcos stars. We determined the corrections ??? and investigated agreement of our ?? and those from the catalogues Hipparcos and new Hipparcos (van Leeuwen 2007). To do this we used the latitude variations of 7 stations (Belgrade, Blagoveschtschensk, Irkutsk, Poltava, Pulkovo, Warsaw and Mizusawa), covering different intervals in the period 1904.7 - 1992.0, obtained with 6 visual and 1 floating zenith telescopes (Mizusawa). On the other hand, with regard that about two decades have elapsed since the Hipparcos ESA mission observations (the epoch of Hipparcos catalogue is 1991.25), the error of apparent places of Hipparcos stars has increased by nearly 20 mas because of proper motion errors. Also, the mission lasted less than four years which was not enough for a sufficient accuracy of proper motions of some stars (such as double or multiple ones). Our method of calculation, and the calculated ?? for the common IL/Hipparcos stars are presented here. We constructed an IL catalogue of 1200 stars: there are 707 stars in the first part (with at least 20 years of IL observations) and 493 stars in the second one (less than 20 years). In the case of ?? of IL stars observed at some stations (Blagoveschtschensk, Irkutsk, Mizusawa, Poltava and Pulkovo) we find the formal errors less than the corresponding Hipparcos ones and for some of them (stations Blagoveschtschensk and Irkutsk) even less than the new Hipparcos ones.


2021 ◽  
Vol 11 (9) ◽  
pp. 537
Author(s):  
Laura Plummer ◽  
Lesley Smith ◽  
Elizabeth Cornforth ◽  
Shweta Gore

In March 2020, most physical therapy schools across the globe transitioned to online learning in response to the COVID-19 pandemic. This change posed unique challenges not only because it required adapting to new technology in a short period but, more importantly, it involved developing ways to teach hands-on psychomotor and clinical skills virtually while maintaining the quality of instruction. In response to the rapid transition, the physical therapy program at MGH Institute of Health Professions (IHP)designed and implemented a novel and effective coaching model to address the challenges. The model was developed based on experiential learning theory, constructivism, a coaching framework, and andragogical principles of feedback and reflection. Not only did the model meet its objectives of effectively teaching basic psychomotor skills in the virtual environment, but it may also have andragogical benefits that can be applied to traditional face-to-face methods. This case study describes the theoretical underpinning of the model, its development and implementation, the perceived effectiveness for learning psychomotor skills in a virtual environment, and the potential for broader relevance to future models of physical therapy education.


2021 ◽  
Vol 4 (2) ◽  
pp. 268
Author(s):  
Windi Dwi Saputra ◽  
Yenni Kurniawati

ABSTRACTThe development of technology that is termed ad Industrial Revolution 4.0 is an era of innovation developed rapidly that can help the creation of new technology. The research findings developed an Android based instructional media that was named as WINLAB (Wawasan didalam Pembelajaran Laboratorium), it consisted of the introduction of laboratory equipment, and it was expected to ease students in the learning process. It was Mixed Method Research. The research findings showed that this instructional media had the appropriateness with 85% percentage and very valid criterion by the validators of media experts, 96.92% percentage and very valid criterion by the validator of material experts, practicality test by Chemistry subject teachers showed 92% percentage with very practical criterion, the response test of the tenth-grade student of MIA 1 at State Sport Senior High School Riau Province stated that Android based instructional media was very good with 90% percentage. However, this research still consisted of some shortcomings, so it was expected in the future that the effectiveness test would be done to know the effectiveness of the media.  Keywords: WINLAB, android, chemistry instructional media  ABSTRAK Perkembangan teknologi yang diistilahkan dengan revolusi industri 4.0 merupakan era inovasi yang berkembang sangat pesat sehingga mampu membantu terciptanya teknologi baru. Tujuan penelitian ini adalah mendesain dan uji coba media pembelajaran berbasis android pada materi praktikum pengenalan alat laboratorium kimia yang digunakan sebagai sumber belajar yang mudah di akses bagi peserta didik SMA. Hasil penelitian menghasilkan sebuah media pembelajaran berbasis android yang diberi nama “WINLAB” (Wawasan didalam Pembelajaran Laboratorium) yang berisikan tentang pengenalan alat-alat laboratorium yang diharapkan dapat memudahkan peserta didik dalam proses pembelajaran. Penelitian ini merupakan penelitian Mixed Method. Research. Hasil penelitian menunjukkan bahwa media pembelajaran ini memiliki kelayakan oleh validator ahli media dengan persentase 85% dengan kriteria sangat valid, validator ahli materi dengan persentase 96.92% dengan kriteria sangat valid, uji praktikalitas oleh guru kimia dengan persentase 92% dengan kriteria sangat praktis, dan uji respon peserta didik kelas X MIA 1 SMAN Olahraga Provinsi Riau menyatakan bahwa media pembelajaran berbasis android sangat bagus dengan persentase 90%. Namun, penelitian ini masih memiliki beberapa kekurangan sehingga diharapkan kedepannya dilakukan uji efektifitas untuk mengetahui keefektifan media. Kata kunci: WINLAB, android, media pembelajaran kimia


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