机械专业毕业设计(论文)外文翻译延长搅拌机:开发触觉工具.doc
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1、Extending Blender: Development of a Haptic Authoring ToolAbstract -In this paper, we present our work to extend a well known 3D graphic modeler - Blender - to support haptic modeling and rendering. The extension tool is named HAMLAT (Haptic Application Markup Language Authoring Tool). We describe th
2、e modifications and additions to the Blender source code which have been used to create HAMLAT Furthermore, we present and discuss the design decisions used when developing HAMLAT, and also an implementation road map which describes the changes to the Blender source code. Finally, we concludewith di
3、scussion of our future development and research avenues. Keywords - Haptics, HAML, Graphic Modelers, Blender, Virtual Environments. I. INTRODUCTION A. Motivation The increasing adoption of haptic modality in human-computer interaction paradigms has led to a huge demand for new tools that help novice
4、 users to author and edit haptic applications. Currently, the haptic application development process is a time consuming experience that requires programming expertise. The complexity of haptic applications development rises from the fact that the haptic application components (such as the haptic AP
5、I, the device, the haptic rendering algorithms, etc.) need to interact with the graphic components in order to achieve synchronicity.Additionally, there is a lack of application portability as the application is tightly coupled to a specific device that necessitates the use of its corresponding API.
6、 Therefore, device and API heterogeneity lead to the fragmentation and disorientation of both researchers and developers. In view of all these considerations, there is a clear need for an authoring tool that can build haptic applications while hiding programming details from the application modeler
7、(such as API, device, or virtual model).This paper describes the technical development of the Haptic Application Markup Language Authoring Tool (HAMLAT). It is intended to explain the design decisions used for developing HAMLAT and also provides an implementation road map, describing the source code
8、 of the project.B. BlenderHAMLAT is based on the Blender 1 software suite, which is an open-source 3D modeling package with a rich feature set. It has a sophisticated user interface which isnoted for its efficiency and flexibility, as well as its supports for multiple file formats, physics engine, m
9、odem computer graphic rendering and many other features.Because of Blenders open architecture and supportive community base, it was selected as the platform of choice for development of HAMLAT. The open-source nature of Blender means HAMLAT can easily leverage its existing functionality and focus on
10、 integrating haptic features which make it a complete hapto-visual modeling tool, since developing a 3D modeling platform from scratch requires considerable development time and expertise in order to reach the level of functionality of Blender. Also, we can take advantage of future improvements to B
11、lender by merging changes from its source code into the HAMLAT source tree.HAMLAT builds on existing Blender components, such as the user-interface and editing tools, by adding new components which focus on the representation, modification, and rendering of haptic properties of objectsin a 3D scene.
12、 By using Blender as the basis for HAMLAT, we hope to develop a 3D haptic modeling toolwhich has the maturity and features of Blender combinedwith the novelty of haptic rendering.At the time of writing, HAMLAT is based on Blender version 2.43 source code.C. Project Goals As previously stated, the ov
13、erall goal for the HAMLAT project is to produce a polished software application which combines the features of a modem graphic modeling tool with haptic rendering techniques. HAMLAT has the look and feel of a 3D graphical modeling package, but with the addition of features such as haptic rendering a
14、nd haptic property descriptors. This allows artists, modelers, and developers to generate realistic 3D hapto-visual virtual environments. A high-level block diagram of HAMLAT is shown in Figure 1. It illustrates the flow of data in the haptic modeling. HAMLAT assists the modeler, or application deve
15、loper, in building hapto-visual applications which may be stored in a database for later retrieval by another haptic application. By hapto-visual application we refer to any software which displays a 3D scene both visually and haptically to a user in a virtual setting. An XML file format, called HAM
16、L 2, is used to describe the 3D scenes and store the hapto-visual environments built by a modeler for later playback to an end user. Traditionally, building hapto-visual environments has required a strong technical and programming background. The task of haptically rendering a 3D scene is tedious si
17、nce haptic properties must be assigned to individual objects in the scene and currently there are few high-level tools for accomplishing this task. HAMLAT bridges this gap by integrating into the HAML framework and delivering a complete solution for development of hapto- visual applications requirin
18、g no programming knowledge. The remainder of the paper is organized as follows: in Section 2, we present the proposed architecture extensions and discuss design constraints. Section 3 describes the implementation details and how haptic properties are added and rendered within the Blender framework.
19、In Section 4 we discuss related issues and future work avenues. II. SYSTEM OVERVIEW AND ARCHITECTURE The Blender design philosophy is based on three main tasks: data storage, editing, and visualization. According to the legacy documentation 3, it follows a data- visualize-edit development cycle for
20、the 3D modeling pipe line. A 3D scene is represented using data structures within the Blender architecture. The modeler views the scene, makes changes using the editing interface which directly modifies the underlying data structures, and then the cycle repeats.To better understand this development
21、cycle, consider the representation of a 3D object in Blender. A 3D object may be represented by an array of vertices which havebeen organized as a polygonal mesh. Users may choose to operate on any subset of this data set. Editing tasks may include operations to rotate, scale, and translate theverti
22、ces, or perhaps a re-meshing algorithm to cleanup redundant vertices and transform from a quad to a triangle topology. The data is visualized using a graphical 3D renderer which is capable of displaying the object as a wireframe or as a shaded, solid surface. The visualization is necessary in order
23、to see the effects of editing on the data. In a nutshell, this example defines the design philosophy behind Blenders architecture.In Blender, data is organized as a series of lists and base data types are combined with links between items in each list, creating complex scenes from simple structures.
24、This allows data elements in each list to be reused, thus reducing the overall storage requirements. For example, a mesh may be linked by multiple scene objects, but the position and orientation may change for each object and the topology of the mesh remains the same. A diagram illustrating the orga
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