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Summary
Summary
Bridges the gap between virtual reality and computer vision in manufacturing
What will it take to make virtual manufacturing a reality? In this groundbreaking book, leading VR researchers reveal the latest findings in key areas that are driving the development of this revolutionary new technology. In addition to workcell management, real-time exact collision detection, motion modeling, avatar modeling, and virtual-real environment interaction in training, Virtual Manufacturing explores camera self-calibration, stereo vision, and other connections between VR and computer vision. These connections enable automation techniques that can expedite the creation of virtual environments.
Introducing virtual manufacturing, illustrating applications, and highlighting research issues, this cutting-edge volume:
* Presents principles of computer graphics, virtual reality, depth extraction, and shape reconstruction
* Develops numerous virtual manufacturing applications
* Features a color insert with screen shots of applications
The first book to cover what may be the most significant development in manufacturing since the assembly line, Virtual Manufacturing is must reading for researchers, engineers, and scientists working in mechanical engineering, industrial engineering, and computer science as well as for students and academics in these areas.
Author Notes
PRASHANT BANERJEE, PhD, is a professor in the Department ofMechanical Engineering at the University of Illinois-Chicago andDirector of the Industrial Virtual Reality Institute, a jointR&D entity set up by the University of Illinois-Chicago,Northwestern University, and Argonne National Laboratory. He is oneof the top researchers in the areas linking virtual reality andWeb-based production to manufacturing.
DAN ZETU, PhD, is a research engineer with Automated AnalysisCorporation performing on-site consulting at General MotorsTechnical Center in Warren, Michigan. He completed his PhD at theIndustrial Virtual Reality Institute.
Table of Contents
Preface | p. ix |
1 Introduction to Virtual Manufacturing and Automation | p. 1 |
1.1 Virtual Manufacturing and Automation | p. 1 |
1.2 Brief Tour of Virtual Reality | p. 3 |
1.3 Representative Applications | p. 8 |
1.4 Important Outcome of Virtual Manufacturing: Virtual Factories of the Future | p. 10 |
1.5 Consideration in the Development of Virtual Manufacturing Models | p. 12 |
2 Principles of Three-Dimensional Computer Graphics and Geometrical Transformations | p. 15 |
2.1 Introduction | p. 15 |
2.2 Virtual World and Observer Space | p. 16 |
2.2.1 Positioning the Virtual Observer | p. 16 |
2.2.2 XYZ Fixed Angles | p. 17 |
2.2.3 XYZ Euler Angles | p. 21 |
2.2.4 Quaternions | p. 23 |
2.3 Perspective Projection | p. 36 |
2.3.1 Perspective Projection and Field of View | p. 39 |
2.3.2 Mapping to the Display Device | p. 40 |
2.4 Viewing Frustum, Field of View, and Clipping Planes | p. 41 |
2.5 Z-Buffer for Hidden Surface Removal | p. 41 |
2.6 Illumination Models | p. 42 |
2.6.1 Point Light Sources | p. 42 |
2.6.2 Multiple Light Sources | p. 43 |
2.7 Reflection Models | p. 44 |
2.7.1 Diffuse Reflection | p. 44 |
2.7.2 Specular Reflection | p. 44 |
2.7.3 Ambient Reflection | p. 44 |
2.8 Color Models | p. 45 |
2.9 Rendering | p. 46 |
2.10 Antialiasing | p. 48 |
2.11 Geometric Transformations for Objects | p. 49 |
3 Principles of Virtual Reality | p. 55 |
3.1 Stereo Perspective Projection | p. 55 |
3.2 Simple Three-Dimensional Modeling | p. 59 |
3.2.1 Polygonal Mesh | p. 59 |
3.2.2 Useful Model Building Techniques | p. 64 |
3.2.3 Useful Model Assembly Techniques | p. 65 |
3.2.4 Model Preparation, Validation, and Repair: Rapid Prototyping Example | p. 66 |
3.3 Real-Time Image Generation | p. 70 |
3.3.1 Delays and Frame Rates | p. 71 |
3.4 Level of Detail | p. 72 |
3.5 User-Object Interactions | p. 91 |
3.5.1 Two-Dimensional Shape Picking | p. 92 |
3.5.2 Three-Dimensional Object Picking | p. 92 |
3.5.3 Flying | p. 95 |
4 Telemetry-Based Depth Recovery | p. 101 |
4.1 Introduction | p. 101 |
4.2 Recovering the Third Dimension From Stereo | p. 402 |
4.3 Feature Extraction and Matching | p. 104 |
4.3.1 Digital Image Quantization | p. 104 |
4.3.2 Image Filtering | p. 106 |
4.3.3 Image Segmentation | p. 110 |
4.3.4 Edge Detection | p. 114 |
4.3.5 Edge Linking | p. 120 |
4.3.6 Corner Detection | p. 122 |
4.3.7 Methods for Stereo Correspondence | p. 124 |
4.4 Camera Model and Calibration | p. 127 |
4.4.1 Perspective Camera Model | p. 127 |
4.4.2 Camera Calibration | p. 128 |
4.4.3 Finding the Calibration Points in an Image | p. 132 |
4.4.4 Stereo Vision Revisited | p. 133 |
4.5 Calibration-Free Depth Recovery | p. 136 |
4.5.1 What is State-of-the-Art? | p. 136 |
4.5.2 Telemetry-Based Three-Dimensional Reconstruction | p. 138 |
4.5.3 Simultaneous Depth and Focal Length Optimization in the Presence of Noise | p. 141 |
5 Viewpoint-Based Shape Recovery from Multiple Views | p. 155 |
5.1 Introduction | p. 155 |
5.2 Delaunay Triangulation Preliminaries | p. 156 |
5.3 Current Shape Recovery Techniques and Limitations | p. 160 |
5.3.1 Boissonnat's Technique | p. 160 |
5.3.2 Three-Dimensional Alpha Shapes | p. 161 |
5.4 Viewpoint-Based Approach for Shape Recovery | p. 165 |
5.4.1 The Algorithm | p. 166 |
5.4.2 Point-in-Polygon Testing | p. 168 |
5.4.3 Removing Redundant Tetrahedra | p. 170 |
5.4.4 Removing Hidden Triangles | p. 171 |
5.4.5 Correcting Face Normals | p. 172 |
5.4.6 Performance and Complexity Analysis | p. 173 |
5.4.7 Examples | p. 174 |
6 Hybrid Tracking for Manufacturing Systems Automation | p. 179 |
6.1 Introduction | p. 179 |
6.2 Description of the Hybrid Tracking System and Generic Methodology for Motion Tracking | p. 181 |
6.3 Hybrid Tracker Pre-Calibration | p. 184 |
6.4 Violation of the Line-of-Sight Constraint | p. 186 |
6.5 Operating the Hybrid Tracker | p. 186 |
6.6 Application to Human Motion | p. 188 |
7 Exact Collision Detection | p. 197 |
7.1 Introduction | p. 197 |
7.2 General Techniques for Collision Detection | p. 198 |
7.2.1 Analytical Techniques | p. 198 |
7.2.2 Geometric Techniques | p. 199 |
7.3 Specialized Local Collision Detection Technique for Virtual Manufacturing | p. 204 |
8 Motion Modeling | p. 219 |
8.1 Introduction | p. 219 |
8.2 Trajectory Specification | p. 220 |
8.3 Trajectory Modeling | p. 222 |
8.4 Determination of Motion Parameters | p. 226 |
9 Telecollaborative Virtual Manufacturing Architecture | p. 231 |
9.1 Virtual Manufacturing Lattice Data Structure | p. 231 |
9.1.1 Scenegraph Limitations | p. 231 |
9.1.2 VML Structure and Object Library | p. 234 |
9.2 The Four-Tuple Node Structure | p. 237 |
9.3 Virtual Manufacturing Script | p. 241 |
9.3.1 The Need for VMS | p. 241 |
9.3.2 VMS Classification | p. 241 |
9.3.3 VMS Description | p. 243 |
9.4 Example: Automated Task Execution Using VML-VMS | p. 245 |
9.5 Example: Interactive Task Execution Using VML-VMS | p. 249 |
9.5.1 Network Planning | p. 249 |
9.5.2 Bandwidth Study | p. 249 |
10 Specialized Room Airflow Design Using Computational Fluid Dynamics and Virtual Reality | p. 253 |
10.1 Introduction | p. 253 |
10.2 Ventilation in the Manufacturing Industry | p. 254 |
10.3 CFD and VR for Contamination Control | p. 256 |
10.4 Design of Experiment: Parameterization of Room Configuration | p. 259 |
10.5 Results | p. 264 |
10.6 Analytical Approach | p. 271 |
10.7 Application of Virtual Reality | p. 281 |
10.8 Conclusions | p. 286 |
Appendix A1 B-Spline Curve Fitting | p. 289 |
Appendix A2 Pseudoinverse Method for Overdetermined Systems of Linear Equations | p. 295 |
Appendix A3 Introduction to Kalman Filtering | p. 297 |
Appendix A4 Kalman Filter for Hand and Head Tracking | p. 301 |
Appendix A5 Virtual Reality Modeling Language | p. 303 |
Index | p. 317 |