基于虚拟现实技术的光伏建筑一体化工程漫游及实时人机交互设计【自动化毕业论文开题报告外文翻译说明书】.zip

基于虚拟现实技术的光伏建筑一体化工程漫游及实时人机交互设计【自动化毕业论文开题报告外文翻译说明书】.zip

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基于虚拟现实技术的光伏建筑一体化工程漫游及实时人机交互设计【自动化毕业论文开题报告外文翻译说明书】.zip,自动化毕业论文开题报告外文翻译说明书,基于虚拟现实技术的人机交互,论文基于虚拟现实技术的人机交互,基于虚拟现实技,虚拟现实技术,基于虚拟现实技术的,虚拟现实技术的
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基于虚拟现实技术的光伏建筑一体化工程漫游及实时人机交互设计【自动化毕业论文开题报告外文翻译说明书】.zip,自动化毕业论文开题报告外文翻译说明书,基于虚拟现实技术的人机交互,论文基于虚拟现实技术的人机交互,基于虚拟现实技,虚拟现实技术,基于虚拟现实技术的,虚拟现实技术的
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毕 业 设 计(论 文)任 务 书1本毕业设计(论文)课题应达到的目的: 通过毕业设计,加强应用研究训练,使学生能够理论联系实际,进一步提高分析、解决实际工程问题的能力;锻炼文献检索能力,熟悉相关文献、规范的内容,并在设计中参考使用;培养学生科学严谨的工作态度和习惯,掌握应用研究一般流程和步骤,提高实践能力和综合素质。2本毕业设计(论文)课题任务的内容和要求(包括原始数据、技术要求、工作要求等): 基于虚拟现实技术的光伏建筑一体化工程漫游及实时人机交互设计课题以金陵科技学院江宁校区大学科技园12KW屋顶太阳能并网发电系统为原型,对光伏建筑一体化系统的结构组成、工作原理、工作过程等进行分析和研究,实现设计方案的三维仿真界面立体展示(初步决定使用U3D、3Dmax软件),采用Lumion技术实时人机交互,实现设计方案及控制工艺优化,节约物理成本。本毕业设计课题,要求学生通过毕业设计,对光伏建筑一体化系统的结构组成,太阳能电池板、逆变器、蓄电池组等光伏设备的工作原理、工作过程等进行分析和研究,采用虚拟现实与计算机仿真技术,对太阳光方向、强度进行仿真,对太阳能电池板、逆变器、蓄电池组等光伏设备的工作状态进行仿真,设计并实现一个交互式、可扩展、符合工程规范的光伏建筑一体化系统,并提出光伏建筑一体化系统的优化设计方案及网络环境下的实时传输技术解决方案。毕 业 设 计(论 文)任 务 书3对本毕业设计(论文)课题成果的要求包括图表、实物等硬件要求: (1) 画出主要部件工作原理图、软件设计流程图等(2) 说明主要控制原理及方案(3) 完成毕业设计报告(包括中英文摘要、设计依据的标准和规范、方案比对优化及确定等)(4) 毕业设计完成的作品应符合规范要求,设计合理,设计计算准确,设计能达到工程应用要求4主要参考文献: 1 刘晓艳,林 晖,张 宏.虚拟城市建设原理与方法M.北京:科学出版社,2003.2 于雪芹,张 涛,尹 楠.基于Google Earth和Sketch Up的虚拟校园建设J.吉林建筑工程学院报,2011,(5):22-25.3 陈丁山,乔 波.三维全景虚拟校园的研究与应用J.福建电脑,2008,(5):96-98.4 张茂军.虚拟现实系统M.北京:科学出版社,2006.5 曾芬芳.虚拟现实技术M.上海:交通大学出版社,1997.6 黄心渊.虚拟现实技术与应用M.北京:科学出版社,1999.7 刘桦,翁同秋.发达国家光伏建筑推广政策实施效果的启示J.生态经济,2011(1).8 朱玉知,孙海彬,李国荣.光伏发电政策工具与政府选择-基于德国日本和中国的比较研究J.生态经济,2011(8).9 肖潇,李德英.太阳能光伏建筑一体化应用现状及发展趋势B.2010.10 孙颖.太阳能光伏建筑一体化及应用研究A.2009.11 朱震宇.国外太阳能光伏产业发展政策借鉴及启示A.2010.12 李芳,席晖.光伏建筑一体化在教学建筑中的应用设计初探A.2003.13 刘京华,庄向东,景丹阳.太阳能光伏与建筑集成化及发展前景J.河北省科学院研究报,2000,17(1):62-62.14 李文婷.建筑一体化光伏并网发电的前景和应用J.青海科技,2004(3):25-2615 高辉,何泉.太阳能利用与建筑的一体化设计J.华中建筑2004(22):70-72. 毕 业 设 计(论 文)任 务 书5本毕业设计(论文)课题工作进度计划:起讫日期工 作 内 容2015.11.102015.12.13调研、收集相关资料、对学生进行初步辅导,拟题、选题、填写任务书。2015.12.152015.12.31学生查看任务书,为毕业设计的顺利完成,进行前期准备。12月31日前正式下发任务书。12月21日两个系提交专业选题分析总结(撰写要求详见对内通知中附件2)2016.01.092016.04.05学生在指导教师的具体指导下进行毕业设计创作;拟定论文提纲或设计说明书(下称文档)提纲;撰写及提交开题报告、外文参考资料及译文、论文大纲;在2016年4月5日前学生要提交基本完成的毕业设计创作成果以及文档的撰写提纲,作为中期检查的依据。指导教师指导、审阅,定稿由指导教师给出评语,对论文主要工作未通过的学生下发整改通知。2016.04.062016.04.10提交中期课题完成情况报告给指导教师审阅;各专业组织中期检查(含毕业设计成果验收检查)。2016.04.112016.05.10进行毕业设计文档撰写;2016年5月8日为学生毕业设计文档定稿截止日。2016年5月9日-13日,指导教师和评阅教师通过毕业设计(论文)管理系统对学生的毕业设计以及文档进行评阅,包括打分和评语。5月1日前,做好答辩安排,通知学生回校进行答辨2016.05.142016.05.15查看答辩安排,毕业设计(论文)小组答辩2016.05.162016.05.29对未通过答辨的学生进行二次答辨完成毕业设计的成绩录入2016.05.302016.06.07根据答辩情况修改毕业设计(论文)的相关材料,并在毕业设计(论文)管理系统中上传最终稿,并且上交纸质稿。2016年6月7日为学生毕业设计文档最终稿提交截止日。2016.06.072016.06.30各系提交本届毕业设计(论文)的工作书面总结及相关材料。所在专业审查意见:通过负责人: 2015 年 12 月28 日 毕 业 设 计(论文) 开 题 报 告 1结合毕业设计(论文)课题情况,根据所查阅的文献资料,每人撰写不少于1000字左右的文献综述: 光伏建筑一体化,是应用太阳能发电的一种新概念,简单地讲就是将太阳能光伏发电方阵安装在建筑的围护结构外表面来提供电力。根据光伏方阵与建筑结合的方式不同,光伏建筑一体化可分为两大类:一类是光伏方阵与建筑的结合。另一类是光伏方阵与建筑的集成。如光电瓦屋顶、光电幕墙和光电采光顶等。在这两种方式中,光伏方阵与建筑的结合是一种常用的形式,特别是与建筑屋面的结合。由于光伏方阵与建筑的结合不占用额外的地面空间,是光伏发电系统在城市中广泛应用的最佳安装方式,因而倍受关注。光伏方阵与建筑的集成是BIPV的一种高级形式,它对光伏组件的要求较高。光伏组件不仅要满足光伏发电的功能要求同时还要兼顾建筑的基本功能要求。长期以来,建筑师与用户之间的交流只能通过二维的建筑图纸和一些木制模型。然而,除非用户经过良好的训练.能从二维透视图中想象出三维场景,并且对建筑设计符号十分熟悉.否则他们难以从设计图中看出将要建造的建筑物的样子.尤其是建筑物的内部。因此,建筑设计者与用户之间仿佛有一道屏障.设计者们很难根据用户的真正需求设计出用户满意的方案.建筑设计者清楚的意识到了这一点,他们希望缩小和用户的距离,使用户能够参与到设计的过程中来.虚拟现实技术使这一梦想成为现实,虚拟建筑漫游技术应用越来越广泛,虚拟社区漫游可以认为是vR技术应用于建筑领域的一个很成功范例,虚拟建筑漫游系统在建筑物动工之前,先建立一个该建筑物及其所在社区的虚拟模型,设计师和用户可以通过计算机交互设备控制一个假想的观察者(视点)在建筑群模型中移动.而在显示设备上(计算机屏幕或头部跟踪器等)则显示出这个“观察者”所“看”到的景象,这里的视点可以是一个步行者的视点,也可以是一只鸟的视点或者两者都不是.而仅仅是拥有一定高度和运动速度的“眼睛”而已。虚拟建筑漫游系统对于建筑师、室内装潢设计师和用户来说都具有非常重要的意义。建筑师和室内装潢设计师通过它可以向用户展示自己的设计思路,并及时得到用户的意见反馈。同时,设计中如果有什么不合理的地方也可以通过对三维场景的漫游及时发现,并及时更正。而用户则可以通过虚拟建筑漫游系统对自己想要购买的建筑有一个全面的感性认识,做出放心的选择。毕 业 设 计(论文) 开 题 报 告 2本课题要研究或解决的问题和拟采用的研究手段(途径): 一、本课题要解决的问题:1.设计的流程确定。2.虚拟现实技术的运用。3.如何实现人机交互。4.光伏建筑的数据采集。二、拟采用的研究手段:1.查找文献:通过查找资料获得相关文献从而全面地、正确地了解掌握所要研究的问题来帮助确定设备的选用。2.3DMAX的运用:网络学习和书本学习。3.制作模型:制作与课题符合的虚拟模型,通过计算机实现人机交互。4.数据采集:学校附近建筑的数据三、研究途径第一步采集数据,对数据进行处理;第二步3Dmax建立三维模型,将各项数据导入绘画,建立主体,赋予材质,图形导出,重新组合,渲染出图,最后输出模型;第三步建立漫游系统,导入上述模型,设置场景环境,添加景观素材,导出整体图像;第四步分析光伏建筑一体化系统的意义,做出总结。毕 业 设 计(论文) 开 题 报 告 指导教师意见:1对“文献综述”的评语:文献综述的阅读量和相关性符合相关要求,文献综述能清楚表达原文献的相关观点。2对本课题的深度、广度及工作量的意见和对设计(论文)结果的预测:本课题的深度适中、广度及工作量适中,相信通过师生的共同努力能够较好的完成毕业设计(论文)的预期目标和任务。3.是否同意开题: 同意 不同意 指导教师: 2016 年 03 月 14 日所在专业审查意见:同意 负责人: 2016 年 03 月 22 日 Abstract-In the actural production of life in many cases are to consider the ABSTRACTCreating a presentation for the web that drastically differs from standard ones is still a challenge and represents a milestone for many research groups. Virtual university campuses together with virtual learning represent one of these challenges, because it fuses in-place learning with Virtual Learning or education.In this paper we present the in house development of the Virtual Campus for South East European University, the design methodologies, implementation experience, results and possibilities. KeywordsVirtual Campus, Virtual Education, 3-D Modeling1 .INTRODUCTIONVirtual Worlds are environments that tend to look like the physical world and they create a sense of a place where a user can communicate, navigate, and do various things according to its navigation preferences. Virtual worlds have traditionally been developed as games, but lately as virtual campuses, museums or libraries. The virtual campus is an educational community that focuses on increasing student access to quality services. A SEEU virtual campus has been developed in the Computer Science and Technologies Department at the SEEU and it is based on the concept of virtual worlds. Few universities 5 offer a 3-D Modeling of physical facilities. Instead most of them are simple web sites, offering information and services in traditional way (virtual education)2,4,9. Enriching the web with graphic possibilities rather than using the traditional approach, has been the milestone since from its very beginning. Crafting a web that will be able to present 3-D models in different ways is still a challenge. The new trends in 3- Modeling and web, emerged with new concepts and technologies concerning offering better services to customers. This new trend did not overpass universities as well. Educators and students from various research areas run to explore,2 present and collaborate their ideas in 3D.In this paper we present a design methodology and implementation of a virtual campus that allows students to virtually move around the 3-Dimensional world, as well as interact with it. The objectives of the SEEU Virtual Campus actually aim to contribute to the modernization agenda of universities, trying to give relatively new approach by putting users in a virtual 3-D environment and trying to provide him with the necessary information. Approaches not found in 2, 4, 9 . Other approaches like Second life 8 use a complete new infrastructure and different protocols (secondlife protocol) that makes it impossible for usage by ordinary web users without installing new software and protocols that second life demands.The main goal of the SEEU virtual campus is to create a 3-D virtual world based on an existent infrastructure and protocols that web provides, making it this way more usable and accessible. The client that SEEU Virtual campus uses is light weight, easy to install and built upon existent web protocols (http).The rest of this paper is organized as follows: In section 1, a brief introduction and main goal of virtual campus is presented. In Section 2, In section 3, the experience of the project team during implementation is presented . Section 4 presents the results and outcomes of the Virtual Campus with several possibilities and directions for enriching it with new features and section 5 concludes this paper.2. DESIGN METHODOLOGYWe generally understand virtual worlds as a collection of digital media units. People are familiar with hypertext, digital images, digital audio and video, and 3D modeling as presentation tools. The design materials of virtual architecture emerge and take effect during different design processes 1. The stages of the design of our Virtual Campus are grouped into three categories: metaphorical design, analogical design, and implementation.Metaphorical Design: Through the use of metaphor, we express the concepts in one domain in terms of another domain. Until now, known metaphors are: Giant Brain, Information Superhighway and Multiple Metaphors 1. Designing a Virtual Campus falls in the group of Multiple Metaphors together with Digital Library, Electronic Mail and Electronic Marketplace. Using this metaphor, all of these subgroups allows users to interact with the virtual environment.Analogical Design: It deals with using the current design in order to create new insights and possibilities for further enhancements and adaptation for a new design 1. In this stage, the physical architecture of SEEU has been adopted to satisfy the needs of virtual architecture. First step was providing the 2-D map of the University upon which the 3-D model will be built. Second step of this stage was incorporating the map into our chosen software.Implementation: The software solution was developed using Google SketchUp 3 and different design materials listed below.2.1 Design MaterialsThe types of digital media relevant to virtual architecture include: text, digital images, framed based Text: using text is very important because it affects the users of the virtual world. At our University, official languages are Albanian, Macedonian and English; for that reason all used texts are written in the three languages mentioned above.Digital Images: Here we refer to digital images as raster or bitmapped images, represented in computer memory as an array of discrete bits of information where each bit specifies color and intensity 6. Digital images are used to represent the environment out of the Campus in order to give a more real look to the Virtual one that we have designed.Framed-based animation: An animated picture is a sequence of images that are displayed in a fixed order. The frames may be produced by sampling with a movie or video camera 12. A movie file of the Virtual Campus has been created which is used in different presentations held in our University. 3D Modeling: 3D models are the basic resources for producing 3D animation. If the frames of an animated picture are captured by generating a sequence of projected and rendered views from a 3D model, then it will produce 3D animation. Therefore, 3D animation is the postproduction of 3D models. Different 3D animation results can be achieved based on a same 3D model by changing animation methods or camera views and paths 12. A camera is placed at the front door of the Virtual University which helps the users to walk around the Campus as a visualized place.2.2 Users EvaluationIn the design of the Virtual Campus we have involved users on every stage of SEEU virtual campus implementation. We have identified three main stages of implementation where users feedback was valuable. These stages can be summarized as follows.2.2.1 Preliminary Research StageThe first stage is defined as preliminary research stage where we analyze and choose the software and its essential features, collect books and other needed resources like digital camera, campus map, building wall textures etc. As project team we decided to use Google SketchUp because, comparing to other technologies it characterized itself with simplicity, efficiency and scalability.2.2.2 Testing StageThe second stage is defined as testing stage of the first draft. This draft was presented to 60 students who are taking the Computer Graphic course. The questions raised were:How do you evaluate the overall look of SEEU Virtual Campus?How easy do you find the navigation within VC?Are you satisfied with the navigation speed?Does 3-D modeling reflects realistically our university campus?This observation indicated that:They like to walk around their visualized universityThey prefer a more sophisticated texture rather than simple coloring the walls of the buildings They prefer a better speed performanceThey would like to see their Virtual University on the Internet2.2.3 Finalization and Presentation StageThe third stage is defined as finalization stage. At this stage we had the final design which waspresented to a broader audience. The feedback from audience and users indicated that:They liked the general look of the virtual campusThey prefer to use the virtual campus during the University marketing campaignDetails enhancement was recommended3.IMPLEMENTATIONThe design of The Virtual Campus is originally based on the virtual world concept. Understanding the realization of a project, words are abstract ones, if they are not realized in work. This part, has been dealing with description of the steps for implementing the campus itself.The first needed thing was to know about the exact margins of the overall campus. The discussion was done with the responsible university staff, which gave us the sketch of the content that we planned to realize. After this, the mapping could be started.3.1 MappingThe mapping, defined the general parameters that came from the sketch. The mapping has been done in two dimensional environments. At this point, the size of the fields was defined, in base of the wideness and distance of every object from one another. It started with the landscape, after that with the roads, and finally to be finishedwith objend them.3.2 Object extrusionOnce the mapping was completed, the definition of wireframe objects, by raising them in a certain axes was performed. This process is known as object extrusion which creates fully scaled 3D objects.3.3 Surface Definitions and Hidden Surface RemovalWireframe object as shown on figure 2 are suitable only for modeling, but not for general presentation. The next stage is defining the sides of surfaces as well as hiding surfaces that are not visible. A technique which is widely knows as hidden surface removal. With this technique objects gain depth relative to each other.3.4 Texture MappingThe last part of the implementation, surely the most eye valuable, was texture mapping. The main goal was to make as much as appropriate color definition to the object, and the environment with the colors they really have. Some of these color definition can be landscapes grassy texture and vegetation, roads and parking lots, as well as object walls and roofs. Others like, street lights or benches were just for assistance (See Figure 4 in the following section).4.RESULTS AND POSSIBILITIESThe final stage of implementation represents a fully modeled and proportionally scaled virtual SEE University campus. By proportionally scaled models is meant that the sizes of the building are scaled down in accordance with their real proportions in order to give a real 3-D look and feel. Figure 4. shows the completed model of SEEU Virtual Campus.The virtual campus offers a certain degree of interaction for users in the sense that it can walk through the campus as well as in every object there is additional information concerning its name and purpose.Having in mind that the main purpose of the SEEU Virtual Campus was creating a 3D educational environment for the web. This 3D environment was effectively used for university promotion done in several directions such as:Posting the model in Google Earth system, provided by Google Inc. 11 This stage has already been completed.Creating a VRML or X3D model of SEEU Virtual Campus that will be presented in the official site of SEE University. In the mentioned site users will have the possibility to navigate the campus from their VRML enabled web browsers.Creating animated presentations and video files for commercial and marketing purposes.One video presentation has been already done by using and XML based multimedia language such as SMIL12. The above mentioned SMIL presentation represents a two minutes guidelines of the main objects in the Virtual Campus with the possibility of multiple repletions. This makes it suitable for silent background presentations or possibly for commercial spots.5.CONCLUSION AND FUTURE WORKThe 3-D models on the web are becoming more prevalent from day to day. In this paper we presented one approach for modeling an online virtual campus dedicated for promoting a university. Possibilities for developing newer versions with richer features always exists. We envision the further development of the virtual campus project in the following directions:Increasing interaction in the virtualized campus by adding links with media files like audio or video. This can be done by incorporating the so called interaction points. The interaction points are specific regions in the virtual 3-D world that have specific purpose and include a specific resource (like audio, video or some other resources)Exploring the possibilities of X3D which is an XML based version of VRML and at the same time an XML standard for creating and manipulating Virtual Worlds.Considering the possibility for building a complete 3-D based web site with all the features that a normal web site provides like: links, pictures and many other information.Modeling 3-D environments is very interesting and appealing from a user point of view because they offer richer and different environments than ordinary web. In this paper we presented such an environment used for promoting a university and creating more usable and attractive web based presentations. The other developing aspects and possibilities mentioned above are subject for further research and implementations.6。REFERENCES1 Designing Virtual Worlds as Architecture。2 Foothhill college。 The virtual Campus Center。3 Google SketchUp。4 Illinois Virtual Campus。5 IUPUI Virtual Campus。6 Mitchell, W。J。 (1995)。 Digital Design Media (Second Edition), Van Nostrand Reinhold, New York。7 Schmitt, G。 (1998)。 Multimedia, International Journal of Design Computing, Vol 1。 INT J DESIGN8 Second Life。9 Swiss Virtual Campus。1011 The official Google Earth Site。中文译文校园可视化:SEEU大学案例分析摘要创建大大不同于标准的环境仍然是一个挑战,同时也作为许多研究小组的一个里程碑。 虚拟大学校园与虚拟学习代表其中的一个挑战,因为它融合了实地学习与虚拟学习或教育。在本文中,我们提出了在室内开发SEEU虚拟校园的设计方法,实施经验,结果和可能性。 关键词:虚拟校园,虚拟教育,3-D建模1引言虚拟世界是看起来像物质世界并且他们允许用户通信,导航,根据喜好做各种事情的环境。 虚拟世界以前是因游戏开发的,但最近已涉足虚拟校园,博物馆或图书馆。 虚拟校园是一个专注于以优质的服务提高学生访问量的教育社区。 SEEU的计算机科学与技术系已开发出虚拟校园,它是基于虚拟世界的概念。有几所大学5提供了一个的公用设施3-D模型。 相反,他们大多是简单的网站,以传统的方式(虚拟教育)2,4,9提供信息和服务。用图形的来丰富网络而不是使用传统的方法,从一开始就成为了里程碑。制作出能够以不同的方式呈现3-D模型的网页仍然是一个难题。3维建模和网络中的新趋势,出现了新的概念和技术,为客户提供更好的服务。这种新的趋势并没有超过立交桥大学。来自不同的研究领域的教育工作者和学生运行在3D探索,提出和合作他们的想法。在本文中,我们提出了能够让学生在3维世界模拟游走以及与它进行交互的一个虚拟校园设计方法和实施方案。SEEU虚拟校园实际上旨在促进大学的现代化进程,试图把用户放在一个虚拟的三维环境,并给他提供必要的信息的相对较新的方法。文献2,4,9并未提供方案。其他方法,如“第二人生”8,用一个完整的新的基础设施,并采用不同协议SecondLife的协议),使得它无法通过普通的互联网用户使用,无需安装新的软件和协议。SEEU虚拟校园的主要目标是创建基于现有的基础设施和协议的一个三维虚拟世界,增强它的实用性和易用性。虚拟校园SEEU使用的是重量轻,易于安装和建成后存在的Web协议(HTTP)的客户端。本文的其余部分安排如下:在第1部分,提出了一个简单的介绍和虚拟校园的主要目标。在第2部分中,我们提出了SEEU虚拟校园实施的设计方法。在第3部分,提出了项目实施经验。第4节介绍了几个新的功能和丰富的可能性和方向的虚拟校园的业绩和成果。第5部分总结本文。2设计方法第6 / 9页我们通常把虚拟世界理解为一个数字媒体单位的集合。人们所常把超文本,数字图像,数字音频和视频,以及3D建模作为演示工具。虚拟架构的设计材料的出现,并采取在不同的设计过程的影响1。虚拟校园的设计阶段分为三类:隐喻设计,类比设计和实施。隐喻设计:通过隐喻的使用,我们在一个域中另一个域表达概念。到现在为止,已知的隐喻是:巨脑,信息 高速公路和多重隐喻1。 在多重隐喻与数字图书馆,电子信箱和电子市场下设计虚拟校园。使用这个比喻,所有这些分组可以让用户与虚拟环境进行交互。类比设计:它涉及使用目前的设计,以创建一个新的设计1 为进一步增强和适应新的见解和可能性。在此阶段,SEE大学的物理体系结构已被采用,以满足虚拟架构。第一步是提供3-D模型位置的2-D大学地图。这个阶段的第二步,将地图做到我们选择的软件中去。实施:使用谷歌SketchUp软件解决方案3。下面列出了不同的设计材料。2。1 设计材料与虚拟建筑相关的数字媒体类型包括:文字,图像,基于动画的框架,三维模型 7 。 文本:使用文本很重要,因为它影响了虚拟世界的用户。在我们的大学,官方语言是阿尔巴尼亚语,马其顿语和英语;因此所有的文字都是上述三种语言。数字图像:这里我们指的光栅数字图像或位图图像,在计算机内存中的数组的离散比特表示的信息,其中每一位指定颜色和强度 6 。数字图像被用来描述校园环境,为了使我们设计的虚拟校园看起来更真实。以框架为基础的动画:动画图片是一个有特定显示顺序图像。该框架可通过电影或视频摄像机 12 采样产生。虚拟校园的电影文件已经创建,并且被在在我校召开的会议所运用。三维建模:三维模型为制作三维动画
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