2nd Sino-German Workshop Virtual & Augmented Reality in Industry April 2009, Shanghai, P.R. China
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1 2nd Sino-German Workshop Virtual & Augmented Reality in Industry April 2009, Shanghai, P.R. China 1. instantreality A Framework for industrial Augmented and Virtual Reality Applications Prof. Dr. techn. Dieter Fellner Dr.-Ing. Johannes Behr Dr.-Ing. Ulrich Bockholt 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 Institute for Computer Graphics (IGD) the Mixed Reality Framework instantreality ( 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. 2. URay: A Flexible Framework for Distributed Rendering and Display Michael Repplinger Dmitri Rubinstein Philipp Slusallek Abstract: The available rendering performance increases constantly, primarily by new hardware in the form of faster GPUs. Additionally, we also see increasingly more powerful many-core processors that have enabled more flexible and continuously faster software-based graphics such as real-time ray tracing. Despite this tremendous hardware progress in rendering power, there are and will always be applications that require distributed configurations for rendering and display. In this paper we present URay, consisting of an X3D-based scene graph system that supports different rendering modules (e.g., rasterization, and ray tracing) and combines it with NMM, a system for distributed multimedia processing and streaming. Together, URay supports all of the above scenarios. URay is highly modular and flexible, and can easily be reconfigured even at runtime to meet the changing demands of the application. Even better, we demonstrate that this great flexibility of URay even comes at a negligible cost over specialized and highly-optimized implementations. URay will be made available as Open Source.
2 3. From Immersive Engineering to Selling and Teaching Martin Zimmermann Dr. Andreas Wierse 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. 4. Interactive Flow Exploration in Virtual Environments Dipl.-Inform. Marc Wolter Prof. Dr. rer. nat. Torsten Kuhlen Abstract: In the last few years, simulation of technical and physical processes has become an important pillar in engineering. In particular, the simulation of flow phenomena also known as Computational Fluid Dynamics (CFD) is nowadays an indispensable and essential tool for the development of, e.g., airplanes, cars, combustion engines, turbines etc. Due to the high complexity of nowadays simulated phenomena, traditional methods of analysis, like producing static images or at best animations, are neither an effective nor an efficient approach to understanding the simulated flow fields anymore. Instead, engineers demand interactive exploration of their data in 3-D space, which eventually leads to the use of Virtual Reality (VR) technology. The main challenge is to enable VR-based exploration with complex data while maintaining interactivity, which is a key criteria for VR. To tackle this challenge, we propose to apply a hybrid visualization environment which consists of different components, each suitable for different problem sizes and different interactivity demands. We propose two visualization techniques which benefit from this hybrid environment setup and demonstrate how engineers can profit from the immersive visualization and interaction capabilities of VR for interactive flow exploration. 5. Virtual Testbeds: Advanced Applications of Virtual Reality Technologies for Space, Industry, Construction Sites and even the Forest Prof. Dr.-Ing. Jürgen Roßmann 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 test beds" are currently being designed and implemented. Building on experiences gained in space robotics applications, the idea of virtual test beds 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.
3 6. Potentials of Innovative Technologies within the Scope of Complex Products and Services Dr.-Ing. Frank Thielemann 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 worker 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 seems to be promising technologies to fill this gap. This paper describes the potentials of these innovative technologies and shows examples in different fields of application. 7. Research on Key Technologies of Full Mission Navigation Simulation System Prof.Yong Yin; Prof.Yi-cheng Jin Hong-xiang Ren Xiu-feng Zhang Xiu-wen Liu Jun-sheng Ren Abstract: Three realism specifications are used to evaluate a Full Mission Navigation Simulation System: behavioural realism, environmental realism and physical realism. 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 equipments. The paper introduces the key technologies used in the Full Mission Navigation Simulation System: system architecture, ship hydrodynamic mathematic model, visual system and equipments simulated. Navigation simulator is a typical man-in-loop simulation system and also an important application field of virtual reality. The six degrees of freedoms (6-DOF) hydrodynamic mathematic model is created for each simulating object- Ownship in the sysetm. The model will calculate ship s motion parameters in real-time according to real ship s particular data, navigational environment and control command during simulator running. The motion parameters will be transferred to visual system and console for displaying such as: meters and conning display. After visual system received the parameter, it can calculate visual parameters and generate 3-D virtual environment. PC-cluster and multi-projector are used in the visual system for generating and displaying the virtual environment. Seamless tiling technology using edge blending and geometry correction is adopted in large field of view cylindrical screen projection system for providing a strong immersion feeling. Operators within the virtual environment, which replicates movements of own ship according to 6-DOF can drive the ship in the virtual harbor by operating the equipments installed in the ship bridge simulated such as throttle, rudder, thruster, anchor and communication equipments etc.
4 8. Virtual reality propels research and development of new vehicle product Mangqin Jiang Abstract: Several Virtual Reality (VR) centers have been built in the domestic automotive companies since VR came to Chinese car industry 5 years ago. The article will analysis the current status, achievement and issues in these VR centers, then to discuss how to make better use of the VR technology, from a view of how to understand VR, VR process and VR development direction. Also it discusses how to improve the hardware and software to meet with the requirement of VR in automotive development. So that VR can be more powerful to boost the automotive development. 9. Collaborative virtual assembly operation simulation and its application Prof.Dr.Ing. Deng-Zhe MA Prof. Dr. Xiu-Min FAN Dr. Dian-liang WU Xi-jin ZHEN Yong HU Hong-min ZHU Abstract: Nowadays complex products such as automobiles and ships are usually developed at geographically dispersed locations; it brings the difficulty 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 user for high requirement. In this paper, aiming to solve the problems of model verification and assembly evaluation, two implement schemes for CVA system are analyzed. Key technologies are also discussed in detail and prototype systems are developed. Finally some applications of CVA are given to verify the scheme above. 10. Digital Olympic Museum and Sports Simulation Prof.Dr.Zhigeng Pan Ruwei Yun 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. They 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 provide users deeply immersing into virtual environment and enable real-time rendering. Implementation of such system validates the feasibility to be used in digital Olympic museum.
5 11. Numerically Controlled Virtual Models for Commissioning, Testing and Training Marco Schumann Prof. Michael Schenk Dr. Eberhard Bluemel 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. 12. Design and VR/AR-based Testing of Advanced Mechatronic Systems Prof. Dr.-Ing. Jürgen Gausemeier Dr.-Ing. Jan Berssenbrügge Dipl.-Ing. Michael Grafe Dipl.-Wirt.-Ing. Sascha Kahl 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 the 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. 13. Mixed Reality Display Systems and Applications Prof.Yongtian Wang, Dongdong Weng, Yue Liu, Jing Chen School of Information Science and Technology, Beijing Institute of Technology Abstract: Introductions are given to various display systems developed and realized at Beijing Institute of Technology for mixed reality applications. These include (1) an interactive projection system based on infrared tracking and its application in a large-scale exhibition showcase, (2) a fixed-position viewing system and its application in the on-site digital reconstruction of a historical site, (3) an ultra-light wide-angle head-mounted display system and its application in an interactive exhibit item in a scientific museum, and (4) a volumetric 3D display system and its application in surgery guidance.
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