CN117235988A - Experimental simulation method based on meta universe - Google Patents
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- 238000004088 simulation Methods 0.000 title claims abstract description 59
- 238000000034 method Methods 0.000 title claims abstract description 52
- 238000009877 rendering Methods 0.000 claims abstract description 22
- 238000005516 engineering process Methods 0.000 claims abstract description 12
- 238000004519 manufacturing process Methods 0.000 claims abstract description 7
- 230000000694 effects Effects 0.000 claims description 18
- 230000008569 process Effects 0.000 claims description 18
- 239000002245 particle Substances 0.000 claims description 15
- 230000007246 mechanism Effects 0.000 claims description 14
- 239000000463 material Substances 0.000 claims description 9
- 239000011159 matrix material Substances 0.000 claims description 7
- 238000004422 calculation algorithm Methods 0.000 claims description 6
- 238000002474 experimental method Methods 0.000 claims description 6
- 150000002500 ions Chemical class 0.000 claims description 4
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- 230000003993 interaction Effects 0.000 description 7
- 238000013515 script Methods 0.000 description 5
- 230000008602 contraction Effects 0.000 description 4
- 238000010586 diagram Methods 0.000 description 4
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- 238000010276 construction Methods 0.000 description 1
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- 238000007654 immersion Methods 0.000 description 1
- 230000006698 induction Effects 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 238000011835 investigation Methods 0.000 description 1
- 238000009533 lab test Methods 0.000 description 1
- 238000011173 large scale experimental method Methods 0.000 description 1
- 238000013507 mapping Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
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Abstract
The invention discloses an experimental simulation method based on metauniverse, which is realized based on a simulation system, wherein the simulation system combines a virtual reality technology, solidWorks is used as a modeling tool, 3ds Max is used as a model rendering tool, and Unity 3D is finally used as a manufacturing engine, so that a traditional work virtual experimental environment with interactivity is designed, and a teacher can be helped to better achieve a teaching task.
Description
Technical Field
The invention belongs to the technical field of meta-universe and virtual technology, and particularly relates to an experimental simulation method based on meta-universe.
Background
VR (Virtual Reality) is a novel breakthrough technological means and technology. Different from the traditional research means, the VR technology breaks through physiological constraints and limitations of human beings on time, space, vision, hearing, smell and the like, so that a research method which cannot be realized in reality temporarily can be displayed in a virtual world. VR technology, while enabling users to obtain immersive experiences, will accelerate the breakthrough of the difficult problems and bottlenecks in various fields, and is an emerging technological means with broad prospects.
The experiment simulation system simulates a virtual experiment environment, so that teachers and students can efficiently complete professional teaching contents. However, as experimental environments become more complex in recent years, requirements for experimental effects are increasingly increased, and limitations including reality and interactivity have arisen in conventional experimental simulation systems, it is becoming increasingly important to improve existing experimental simulation systems and invent new experimental simulations.
In the experimental simulation system in the present university, there are two types of phenomena: the experimental simulation system mainly based on interactivity is often a simple basic experiment, most of the experimental simulation systems with interactive functions are simple tools, and the superiority of the virtual experimental simulation system cannot be highlighted; in the simulation system of the large-scale experiment, though the simulation system has large-scale equipment, the simulation system often only has a virtual 3D demonstration function, lacks interactivity among all parts in the equipment, cannot be well applied to teaching application of the large-scale equipment, or cannot intuitively embody the relation among all parts of the large-scale equipment.
Disclosure of Invention
Aiming at the problems, the invention mainly aims to design an experimental simulation method based on metauniverse, which solves the interaction problem of experimental equipment and users in a simulation system of a large experiment.
The invention adopts the following technical scheme for realizing the purposes:
the experimental simulation method based on the meta universe is realized based on a simulation system, wherein the simulation system combines a virtual reality technology, combines a modeling tool with a model rendering tool, and finally uses an engine tool to manufacture a virtual experimental environment with interactivity;
the specific implementation steps are as follows:
step 1: constructing a three-dimensional model, modeling the three-dimensional model of each part of the experimental equipment by adopting a modeling tool based on basic information of the experimental equipment, and assembling the three-dimensional model of each part of the experimental equipment;
step 2: model rendering and optimizing, namely importing the experimental equipment into a model rendering tool in an assembly form of a three-dimensional model, isolating each part in the three-dimensional model by using an isolating command, and optimizing the three-dimensional model of each isolated part to obtain an optimized three-dimensional model;
step 3: giving interactivity, guiding the optimized three-dimensional model into an engine tool, and selecting a collision device by combining the characteristics of each part model in the three-dimensional model;
introducing a VRTK plug-in into an engine tool, adjusting the parameters of a collision device of the three-dimensional model, and selecting a proper grabbing mechanism to grab the three-dimensional model of each component of the experimental equipment;
step 4: and (3) judging the model movement effect, namely judging whether the grabbing stroke track of the three-dimensional model of each part of the experimental equipment is matched with the preset or not based on the three-dimensional model grabbed in the step (3) and through the handheld equipment imported with the engine tool.
As a further description of the present invention, in the simulation system, the modeling tool is set to SolidWorks, the model rendering tool is set to 3ds Max, and the engine tool is set to Unity 3D.
As a further description of the present invention, in step 1, the model selection of the experimental apparatus is determined based on the model, the size and the dimension of the experimental apparatus, and then the three-dimensional model of each component of the experimental apparatus is modeled by the SolidWorks software, and the three-dimensional model of each component of the experimental apparatus is assembled.
As a further description of the present invention, in step 1, when a large number of curved surfaces are included in the three-dimensional modeling process, the number of curved surfaces of the model is reduced by using an iterative shrinkage algorithm:
(1)
wherein,representing the set of vertices in the mesh,>for the vertices of the three-dimensional model parts, +.>Is vector dimension;
is provided withIs vertex v= [ -for ]>, />, />, 1]Error of->Is vertex->Then there are:
= /> (2)
wherein,for the associated plane set of the current vertex, +.>Is->Transpose of->Transpose of vertex v>Is plane->Is expressed as:
=/> (3)
is provided withIs vertex->The secondary error measure matrix of (a) includes:
= /> (4)
the folded back edge is arranged, />) Become->The error after folding is:
= /> (5)
wherein,transpose of folded edge vector, < >>,/>And respectively a quadratic error measure matrix of the vertexes i and j.
As a further description of the present invention, in step 2, material parameters, which are physical characteristics in appearance including texture, material, and glossiness, are set for each component of the imported three-dimensional model by a material editor in 3ds Max software.
As a further description of the invention, in step 3, the collider of each component in the three-dimensional model comprises one or more.
As a further description of the present invention, in step 3, the described grabbing mechanism includes a VRTK_ Child Of Controller Grab Attach component, a VRTK_ Climbable Grab Attach component, a VRTK_ Fixed Joint Grab Attach component, a VRTK_ Rotator Track Grab Attach component.
As a further description of the present invention, in step 4, the model motion effect is determined based on the virtual handheld device carried by the importing Unity 3D itself.
As a further description of the invention, the experimental device types include fixed morphology models and dynamic flow model types.
As a further description of the present invention, in the process of simulating the model type of dynamic flow, the process of effectively simulating the dynamic flow of fluid in the experiment by using the ion system is specifically as follows:
(6)
wherein,representing a monocot property, ">For vector dimension +.>For a single attribute +.>Dimension is set for all attributes of the ions;
setting the particle at timeThe state of the moment is->Then from->To->Can be expressed as:
(7)
wherein,state mapped for single particle at time t +.>Is a set of time dimensions;
a particle system is a set of multiple particles mapped in multiple time periods, and can be expressed as:
(8)
the initial state of the particles is defined as。
Compared with the prior art, the invention has the technical effects that:
the invention provides an experimental simulation method based on metauniverse, which is realized based on a simulation system, wherein the simulation system combines a virtual reality technology, solidWorks is used as a modeling tool, 3ds Max is used as a model rendering tool, and Unity 3D is finally used as a manufacturing engine, so that steps of modeling, rendering and interactivity giving are integrated, a traditional engineering virtual experiment environment with interactivity is designed, interactivity between experimental equipment and a user can be better given on the basis of larger traditional engineering experimental equipment, and the experimental simulation method is applied to virtual experimental teaching according to the metauniverse and virtual reality concept, thereby efficiently helping teachers to better achieve teaching tasks.
In the implementation process of the method, the human-computer interaction is realized through the VRTK plug-in the Unity 3D engine, in large experimental equipment, the VRTK plug-in can adopt a proper grabbing mechanism aiming at different parts of the model, the interactivity of users is improved, the VR technology simulates the reality of the real world and the natural human-computer interactivity, the teaching and research quality of universities is improved to a great extent, the users in the virtual environment can have better immersive experience, the visibility is higher in the process of teaching of traditional experimental courses, and the convenience and teaching effect of the traditional experimental courses are improved.
Drawings
FIG. 1 is a schematic diagram of an overall flow frame of a simulation method of the present invention;
FIG. 2 is a block diagram of a three-dimensional model design flow of the present invention;
FIG. 3 is a block diagram of a three-dimensional model rendering flow of the present invention;
FIG. 4 is a block diagram of an interactivity imparting flow of the present invention.
Description of the embodiments
The invention is described in detail below with reference to the attached drawing figures:
the technical terms involved in this embodiment are briefly described below:
VRTK is also known as Virtual Reality Toolkit, which was preceded by a stem VR tool, and is renamed to VRTK because subsequent versions begin to be able to support SDKs of other relevant VR platforms. The VRTK is used for realizing most of interaction effects in VR development technology, and most of VR interaction functions are packaged very effectively, so that a developer can realize most of interaction functions only by mounting a few basic scripts.
Iterative contraction algorithm: the method comprises the steps of carrying out iterative shrinkage on vertexes of triangular surfaces in a three-dimensional model to simplify the model, and tracking approximation errors generated by the simplified three-dimensional model and an original three-dimensional model by using a secondary matrix, wherein the method is mostly used for simplifying images and 3D models.
In the embodiment, an experimental simulation method based on metauniverse is disclosed, and is realized based on a simulation system, as shown in fig. 1-4, wherein the simulation system combines a virtual reality technology, a modeling tool is combined with a model rendering tool, and finally an engine tool is used for manufacturing a virtual experimental environment with interactivity;
the specific implementation steps are as follows:
step 1: constructing a three-dimensional model, modeling the three-dimensional model of each part of the experimental equipment by adopting a modeling tool based on basic information of the experimental equipment, and assembling the three-dimensional model of each part of the experimental equipment;
step 2: model rendering and optimizing, namely importing the experimental equipment into a model rendering tool in an assembly form of a three-dimensional model, isolating each part in the three-dimensional model by using an isolating command, and optimizing the three-dimensional model of each isolated part to obtain an optimized three-dimensional model;
step 3: giving interactivity, guiding the optimized three-dimensional model into an engine tool, and selecting a collision device by combining the characteristics of each part model in the three-dimensional model;
introducing a VRTK plug-in into an engine tool, adjusting the parameters of a collision device of the three-dimensional model, and selecting a proper grabbing mechanism to grab the three-dimensional model of each component of the experimental equipment;
step 4: and (3) judging the model movement effect, namely judging whether the grabbing stroke track of the three-dimensional model of each part of the experimental equipment is matched with the preset or not based on the three-dimensional model grabbed in the step (3) and through the handheld equipment imported with the engine tool.
Specifically, the embodiment is directed to the above disclosed simulation system and the simulation method based on the simulation system for performing specific analysis, where the analysis content is as follows:
1. simulation system
In the simulation system, a modeling tool is set as SolidWorks, a model rendering tool is set as 3ds Max, and an engine tool is set as Unity 3D; the simulation system is realized by: modeling a three-dimensional model through SolidWorks, rendering the three-dimensional model through 3ds Max, and then designing a traditional industrial and scientific virtual experimental environment with interactivity through a Unity 3D manufacturing engine.
2. Simulation method
Specific analysis is carried out on the implementation steps of the simulation method, and the content is as follows:
1. three-dimensional model construction
In step 1, first, consulting related data to conduct investigation of experimental equipment, determining a specific model of the experimental equipment, comprehensively judging the size, the dimension and related characteristics of the experimental equipment, determining the model of the experimental equipment, then using SolidWorks software to respectively model three-dimensional models of all parts of the experimental equipment, assembling the three-dimensional models of all parts of the experimental equipment, and storing the three-dimensional models in a virtual reality text format (wrl format).
In addition, it should be noted that, in step 1, when the three-dimensional model of each component of the experimental apparatus contains features such as a round angle, a curved surface, a cylindrical surface, etc., a large number of triangular surfaces are formed in the 3ds Max software, which affects the smoothness of the operation of the simulation system, so unnecessary features and parts should be removed in the modeling process using the SolidWorks software.
Specifically, in step 1, when a large number of curved surfaces are included in the three-dimensional modeling process, the number of curved surfaces of the model is reduced by using an iterative shrinkage algorithm;
the iterative contraction algorithm is as follows:
(1)
wherein,representing the set of vertices in the mesh,>for the vertices of the three-dimensional model parts, +.>Is vector dimension;
is provided withIs vertex v= [ -for ]>, />, />, 1]Error of->Is vertex->Then there are:
= /> (2)
wherein,for the associated plane set of the current vertex, +.>Is->Transpose of->Transpose of vertex v>Is plane->Is expressed as:
=/> (3)
is provided withIs vertex->The secondary error measure matrix of (a) includes:
= /> (4)
the folded back edge is arranged, />) Become->The error after folding is:
= /> (5)
wherein,transpose of folded edge vector, < >>,/>And respectively a quadratic error measure matrix of the vertexes i and j.
In addition, in the process of using the iterative contraction algorithm, scripts combining triangular surfaces in experimental equipment can be used for reducing the number of curved surfaces of the three-dimensional model, so that the workload of rendering is reduced, and the running efficiency of the system is improved.
The folded edge is edge contraction operation, specifically, two end points of one edge are moved to enable the two edges to coincide so as to eliminate the one edge.
2. Model rendering and optimization
In step 2, the three-dimensional model of the experimental equipment in the form of an assembly is imported into the 3ds Max software in a virtual reality text format (wrl format), and when the 3ds Max software is used for rendering the three-dimensional model, the mapping effect in the texture editor is utilized, so that details of the three-dimensional model, such as surface roughness and the like, can be well increased on the basis of not changing the basic geometric shape of the three-dimensional model of the experimental equipment, and the immersion degree of a user can be effectively improved.
And setting material parameters for each part of the imported three-dimensional model, wherein the material parameters are descriptions of physical characteristics on appearance, including but not limited to texture, material and glossiness of the three-dimensional model, and deriving the three-dimensional model in a 3D file format (FBX format) after obtaining a required proper three-dimensional model.
In addition, when the three-dimensional model is rendered, each part in the three-dimensional model is isolated by utilizing the isolated command, so that the interference of other parts in the scene is effectively eliminated, and the scene editing efficiency is greatly improved.
3. Imparting interactivity
In the step 3, according to the three-dimensional model file generated in the step 2, selecting a proper Collider (Collider component) by combining the characteristics and features of the three-dimensional model of each component, and fully considering the appearance of the three-dimensional model when the type of the Collider component is selected so as to avoid unnecessary induction areas; in addition, for some more complex models, the Mesh Collider should be avoided as much as possible, and since the wrapping shape of the Mesh Collider is determined by the Mesh shape of the model itself, the precision of using the collision body is very high, and a large amount of memory is occupied, so that the performance is reduced, and therefore, the Mesh Collider should be avoided as much as possible, and a plurality of simple colliders can be used for replacing the Mesh Collider.
In addition, in step 3, after the above process is completed, the VRTK plug-in is imported and manually mounted, and then a proper grabbing mechanism is selected according to the appearance of the three-dimensional model and the requirement of experimental equipment, so that the display effect of the parts and the immersive experience of the user are maximized.
The grabbing mechanism comprises a VRTK_ Child Of Controller Grab Attach component, a VRTK_ Climbable Grab Attach component, a VRTK_ Fixed Joint Grab Attach component and a VRTK_ Rotator Track Grab Attach component.
The following description is given to the above grabbing mechanism:
(1) VRTK_ Child Of Controller Grab Attach component
The assembly defines the most basic gripping method, which will follow the user's controls when the object is gripped.
(2) VRTK_ Climbable Grab Attach component
The assembly defines a basic climbing mode, when an object is contacted, the object does not move, but the controller controlled by a user is relatively displaced, and the VRTK_Player Climb assembly needs to be used.
(3) VRTK_ Fixed Joint Grab Attach component
The component does not define the type of direct contact controller, when the object is grabbed, a component (simulating string, spring, etc.) is formed between the controller and the object, the movement trend between the two accords with the rule of the component, and the Force value is regulated through Break Force.
(4) VRTK_ Rotator Track Grab Attach component
When the component is used for grabbing, the component does not move directly, but adds a rotating force to an object to enable the object to rotate, and the component is mostly used for achieving the effect of opening and closing a door.
According to the embodiment, the experimental equipment is disassembled and assembled through the grabbing mechanism, so that the purpose is to realize demonstration, observation and interaction of the internal structure of the experimental equipment in the teaching process, and the teaching can be better realized.
In view of the above teaching objectives, the vrtk_ Child Of Controller Grab Attach component is generally used when selecting the grabbing mechanism in this embodiment, and the grabbing mechanism of the Grab may be set in Grab Attach Mechanic Script and Secondary Grab Action Script, so that the component can be better adapted to the assembly and disassembly techniques of the large-scale conventional laboratory experiment equipment involved in the present example.
When the effect of the independent parts cannot be well displayed for the important parts or the grabbing mechanism using VRTK packaging, the script written by the user is manually mounted on the selected parts, so that the effect is maximized.
4. Model motion effect determination
In step 4, the model motion effect is determined based on the virtual handheld device carried by the importing Unity 3D itself.
The specific experimental simulation effect is realized through the above disclosure, and the experimental equipment type is usually a fixed form model, but the experimental equipment type also comprises a dynamic flowing model type in the actual operation process, when the experimental type to be performed belongs to the flowing model type, in the simulation process, the ionic system is used for effectively simulating the dynamic flowing process of the fluid in the experiment, and the ionic system is specifically as follows:
(6)
wherein,representing a monocot property, ">For vector dimension +.>For a single attribute +.>Dimension is set for all attributes of the ions;
setting the particle at timeThe state of the moment is->Then from->To->Can be expressed as:
(7)
wherein,state mapped for single particle at time t +.>Is a set of time dimensions;
a particle system is a set of multiple particles mapped in multiple time periods, and can be expressed as:
(8)
the initial state of the particles is defined as。
The experimental simulation method based on the metauniverse is realized based on a simulation system, the simulation system combines the virtual reality technology, solidWorks is used as a modeling tool, 3ds Max is used as a model rendering tool, and Unity 3D is finally used as a manufacturing engine, so that steps of modeling, rendering and interactivity giving are integrated, a traditional engineering virtual experimental environment with interactivity is designed, interactivity between experimental equipment and a user can be better given on the basis of larger traditional engineering experimental equipment, and the experimental simulation method is applied to virtual experimental teaching according to the metauniverse and virtual reality concept, so that teachers can be effectively helped to better achieve teaching tasks.
In the implementation process of the method, the human-computer interaction is realized through the VRTK plug-in the Unity 3D engine, and in large experimental equipment, the VRTK plug-in can adopt a proper grabbing mechanism aiming at different parts of the model, so that the interactivity of users is improved, the VR technology simulates the reality of the real world and the natural human-computer interactivity, the teaching and research quality of universities is improved to a great extent, the users in the virtual environment can have better immersive experience, the visibility is higher in the process of the traditional experimental course teaching, and the convenience and teaching effect of the traditional experimental course are improved, so that most of traditional industrial experimental teaching is not paper-going.
The above embodiments are only for illustrating the technical solution of the present invention, but not for limiting, and other modifications and equivalents thereof by those skilled in the art should be included in the scope of the claims of the present invention without departing from the spirit and scope of the technical solution of the present invention.
Claims (10)
1. An experimental simulation method based on meta universe is characterized in that: the method is realized based on a simulation system, wherein the simulation system combines a virtual reality technology, combines a modeling tool with a model rendering tool, and finally uses an engine tool to manufacture a virtual experiment environment with interactivity;
the specific implementation steps are as follows:
step 1: constructing a three-dimensional model, modeling the three-dimensional model of each part of the experimental equipment by adopting a modeling tool based on basic information of the experimental equipment, and assembling the three-dimensional model of each part of the experimental equipment;
step 2: model rendering and optimizing, namely importing the experimental equipment into a model rendering tool in an assembly form of a three-dimensional model, isolating each part in the three-dimensional model by using an isolating command, and optimizing the three-dimensional model of each isolated part to obtain an optimized three-dimensional model;
step 3: giving interactivity, guiding the optimized three-dimensional model into an engine tool, and selecting a collision device by combining the characteristics of each part model in the three-dimensional model;
introducing a VRTK plug-in into an engine tool, adjusting the parameters of a collision device of the three-dimensional model, and selecting a proper grabbing mechanism to grab the three-dimensional model of each component of the experimental equipment;
step 4: and (3) judging the model movement effect, namely judging whether the grabbing stroke track of the three-dimensional model of each part of the experimental equipment is matched with the preset or not based on the three-dimensional model grabbed in the step (3) and through the handheld equipment imported with the engine tool.
2. The meta-universe-based experimental simulation method of claim 1, wherein: in the simulation system, the modeling tool is set to SolidWorks, the model rendering tool is set to 3ds Max, and the engine tool is set to Unity 3D.
3. The meta-universe-based experimental simulation method of claim 2, wherein: in the step 1, the model selection of the experimental equipment is judged and determined based on the model, the size and the dimension of the experimental equipment, then the three-dimensional model of each part of the experimental equipment is modeled through SolidWorks software, and the three-dimensional model of each part of the experimental equipment is assembled.
4. A meta-universe based experimental simulation method in accordance with claim 3, wherein: in the step 1, when a large number of curved surfaces are included in the three-dimensional modeling process, the number of curved surfaces of the model is reduced by using an iterative shrinkage algorithm:
(1)
wherein,representing the set of vertices in the mesh,>for the vertices of the three-dimensional model parts, +.>Is vector dimension;
is provided withIs vertex v= [ -for ]>, />, />, 1]Error of->Is vertex->Then there are:
= /> (2)
wherein,for the associated plane set of the current vertex, +.>Is->Transpose of->Transpose of vertex v>Is plane->Is expressed as:
=/> (3)
is provided withIs vertex->The secondary error measure matrix of (a) includes:
= /> (4)
the folded back edge is arranged, />) Become->The error after folding is:
= /> (5)
wherein,transpose of folded edge vector, < >>,/>And respectively a quadratic error measure matrix of the vertexes i and j.
5. The meta-universe-based experimental simulation method of claim 2, wherein: in step 2, material parameters, which are physical characteristics in appearance including texture, material and glossiness, are set for each part of the imported three-dimensional model through a material editor in 3ds Max software.
6. The meta-universe-based experimental simulation method of claim 1, wherein: in step 3, the collider of each component in the three-dimensional model includes one or more.
7. The meta-universe-based experimental simulation method of claim 6, wherein: in step 3, the grabbing mechanism includes a VRTK_ Child Of Controller Grab Attach component, a VRTK_ Climbable Grab Attach component, a VRTK_ Fixed Joint Grab Attach component, and a VRTK_ Rotator Track Grab Attach component.
8. The meta-universe-based experimental simulation method of claim 2, wherein: in step 4, the model motion effect is determined based on the virtual handheld device carried by the importing Unity 3D itself.
9. The meta-universe-based experimental simulation method according to any one of claims 1 to 8, wherein: the experimental equipment types comprise a fixed morphology model and a dynamic flow model type.
10. The meta-universe-based experimental simulation method of claim 9, wherein: in the process of simulating the model type of dynamic flow, the ionic system is used for effectively simulating the process of dynamic flow of fluid in an experiment, and the method specifically comprises the following steps:
(6)
wherein,representing a monocot property, ">For vector dimension +.>For a single attribute +.>Dimension is set for all attributes of the ions;
setting the particle at timeThe state of the moment is->Then from->To->Can be expressed as:
(7)
wherein,state mapped for single particle at time t +.>Is a set of time dimensions;
a particle system is a set of multiple particles mapped in multiple time periods, and can be expressed as:
(8)
the initial state of the particles is defined as。
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