Design and Implementation of Virtual Reality Technology in Treadmill

Design and Implementation of Virtual Reality Technology in Treadmill Date:2015-10-23 08:30
Design and Implementation of Virtual Reality Technology in Treadmills Qian Keyan, Hu Juhua (Institute of Graphics and Image, Hangzhou Dianzi University, Hangzhou 310018, China) Cross-platform open source scene-graphics interface ((PnSenGah OSD combined with 3DMAX modeling platform, and MFC Framework, build a large-scale 3D running scene that incorporates a virtual avatar, focuses on the real-time motion algorithm of virtual avatars, and realizes dynamic and real-time interaction between the bodybuilder and the virtual scene. It is an important part of the treadmill. It combines virtual reality technology, completes the efficient roaming and high-speed rendering of 3D models through the OSG interface, and integrates virtual people organically in virtual scenes. Real-time data is sampled by sensors. The exercise state of the bodybuilder is fed back in real time to the motion of the virtual person in the scene, so that the bodybuilder experiences a rich immersive experience while interacting with the virtual running scene in real time. Modular software has matured, such as Mullen Crat, rMu and 3DSMAX, etc., have their own advantages and disadvantages in modeling.Using OPnG or Vega to construct a simple 3D scene requires inputting more data, and the workload is huge, so it is impossible to build a complicated 3D model quickly and efficiently;CaorDSMAX It is also not very good at building complex 3D scenes, but 3DSMAX has the characteristics of strong operability, intuitive, easy to learn, realistic model, strong texture, etc. Therefore, this paper uses 0 platform to model large-scale 3D running scene models. The modeling software's method of finishing the texture of all three-dimensional model scenes is unrealistic and consumes a large amount of system resources, usually the image of some real objects is attached to the solid model, which also makes the scene have a more realistic effect. In the process, a large number of pictures were taken at the scene, and the SP was used for reduction, splicing, etc. Finally, the desired texture map was finally obtained. During the three-dimensional running model process, the work as shown in the figure was completed, ie the processing of the picture and the physical model. Create two parts, in which the virtual person is a three-dimensional field to which a node of the scene is loaded. After the modeling is completed, in order to facilitate the enhancement of the concurrent type between different program platforms, it is necessary to convert the 3D modeling software generation model format, and the 3DMAX format model is introduced into the OJG data structure through the ()sGExP plugin. 4 Scene roaming and rendering software interfaces play an important role in the 3D application hierarchy. As middleware, it provides various advanced rendering features for application software, O and spatial structure organization functions; and lower level OPeGL hardware abstraction. The layer (HAL) implements the driving of the underlying hardware display.It has good modularity, strong ease of use and reuse.So this article uses OSS to realize the roaming and rendering of large-scale 3D running scenes. The machine is a linear movement of the motor drive mode, there is no turning characteristics, so the three-dimensional running scene roaming system combined with the treadmill is different from the free browsing mode roaming system, it is based on the sensor data in motion, combined with three-dimensional virtual scenes An interactive roaming system implemented by a roaming path, that is, data calculation by a speed displacement sensor Step mileage, and reflected in the three-dimensional scene roam path, while the feedback data to the relevant state avatar state of motion. Calculate each corresponding point on the exercise route, adjust the direction of the virtual avatar's running path, perform matrix changes at the corners, realize the turn of the virtual avatar, and also adjust the position of the view point, thereby invoking the OSS function that encapsulates the PenGL interface. Quickly realize the unique interactive roaming of the treadmill. 42OSG Scene Rendering The three-dimensional virtual running scene mainly simulates some running scenes in the real world. Through rendering, the running scene can have a higher sense of reality and three-dimensionality. In the realization of scene rendering, this article uses the O9S scene graphics rendering interface. When traversing the entire scene graph, by setting different states for the different scene graph sub-trees of the Saese class, the OPeGL's state property stack is managed optimally, and then it is processed in the traversing process so as to efficiently complete the rendering. Effect: Since there are many objects in the realistic 3D running scenes such as Hefang Street and stadiums after modeling, the total number of one-sided scenes exceeds 1 million, and the scene simulation needs three-dimensional roaming and real-time interaction to require 30-50 frames per second. The display rate is synchronous, so the complexity of such scenes is beyond the capabilities of the general graphics processing system.To this end, the model organization, level-detail nodes (LD), and switching nodes (SVTH) real-time effects in the three-dimensional running scene are required. The aspect provides a fast algorithm that meets the requirements of virtual running scenes.This article mainly applies LD technology, LD can call different child nodes according to the distance of the observer, and use a set of models with different details to represent the same object with different distances. Observe a certain object, call a more elaborate model; when distant When observing a Moi object, a relatively rough model is called, as shown in the figure.Because the 3D model is composed of a number of facets consisting of 3 angles, the fine model means more faces, and the rough model has fewer faces. Less, LD technology can not only guarantee more realistic visual effects, but also improve the generation and display speed of complex scenes.Using OST:LD class, you can easily implement a model scheduling algorithm based on distance or pixel size.Call LCD: eRangMade ), and/* judge based on pixel or distance based *F (close distance, high pixel), then call fine model; Elsef medium distance, medium pixel) call ordinary model; Ele long distance, low pixel) call coarse model . 5 Virtual Avatar's Motion Algorithm A realistic 3D virtual avatar in a virtual running scene system, and real-time feedback of the state of the runner through the data sampled by the sensor, making the virtual avatar perform realistic synchronous motion in the 3D running scene, which can greatly improve The entire system is interactive and entertaining. The human body has more than 200 degrees of freedom and complex movements. How to simulate this kind of movement and effectively control the movement is the key point of the study. The virtual avatar model adopted by this system is in the form of an MD2 file. In the MD2 file, various state information of three-dimensional human body motion is contained in a plurality of frames, ie, so-called key frames. After the virtual avatar model is read into the program, key frame information of each running posture is extracted, and as shown, vertex data, texture data, and normal vector data of the key frame are extracted at the same time. Since the key frame is discontinuous, in order to guarantee the continuous inertia of the virtual avatar, the solution is to dynamically generate the intermediate frame through linear interpolation. As shown, the interpolation frame is drawn according to the provided key frame, and A more realistic 3D avatar can be displayed by pasting the corresponding texture image on the corresponding texture coordinates. The mathematical formula of the linear interpolation algorithm is: Pt=P(PP1) is a function about time and key frame POP1, t is the time interval between two frames, if it is expressed as uniform motion, it only needs to be inserted in the key frame at medium pitch For n interpolations, the time gap T between key frames is divided into n+1 segments. The time interval is: Therefore, the mathematical derivation of uniform velocity interpolation is: P() = (P1 - P0), where: At an interpolation factor , Unitization Order T = 1, then,

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