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International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
DOI:10.5121/ijcsit.2014.6609 123
GENERATING 3D MODEL IN VIRTUAL REALITY AND
ANALYZING ITS PERFORMANCE
Filip Popovski, Igor Nedelkovski and Svetlana Mijakovska
1
Faculty of Technical Sciences, St.Kliment Ohridski University - Bitola, Macedonia
ABSTRACT
In this paper is presented an virtual environment of a real model. Here are given all analyzes for
making and vizualization of virtual environment in Quest3D. All analyzes of performance of the system in
real time is presented.We described advantages and disadvantages of interactions in virtual environment
and made a critical analysis on a rendering speed and quality on different machines.
KEYWORDS
Virtual reality, Virtual environments, Scientific visualization, Computer design, Techniques of interaction.
1. INTRODUCTION
Virtual reality is use of computer technology to create effect of an interactive 3D world in which
objects have a sense of spatial presence [1]. The primary difference between conventional 3D
computer graphics and Virtual Reality is that in Virtual Reality we are working with things
instead of pictures of things. Interaction is an essential characteristic of virtual environments.
Much has been published about interaction techniques in VR, but searching for truly intuitive and
natural interaction techniques is still going on. Interaction between users and virtual environments
is very complex. Users must be able to navigate through 3D space, manipulate with virtual
objects or control parameters of a simulation and interact with 3D GUI inside the virtual
environment in a user-friendly way.
2. SCIENTIFIC VISUALIZATION IN VIRTUAL REALITY
For making 3D model, first step is collecting information about the real object and how it will be
developed. Second step is collecting all necessary information, dimensions, colors, etc. Next step
is creating textures for a given model. Each required texture is processed in Adobe Photoshop and
then imported into software for virtual reality. For this research we used real model, a sports hall
with dimensions 40m x 20 m with capacity for 500 peoples.
International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
124
Figure 1. 3D model of a sport hall
After completing the process of modeling objects, space etc. in 3D Studio Max, we approach to
their preparation for entry into Quest3D.
Figure 2. Virtual environment
On figure 3 is shown a comparison of the model in both softwares, 3D Studio Max and Quest3D.
From it can be seen the difference of graphic quality on the same computer system. The quality of
rendering in Quest3D is much better, with stronger colors and tones and much more realistic look.
With that feeling, user have a better sense of comfort and immersion in virtual world.
International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
125
Figure 3. Comparation of a sport hall in 3D studio Max and Quest3D
Last comparation is performed on the objects in Quest3D, when displaying on various computer
systems with different configurations. The purpose of this comparation is to show the dependence
of aplication of computer components, especially graphics card. From images and configuration
of computer systems can be seen that the difference in quality of rendering is very small. HP
computer system rendered with slightly greater speed and quality versus computer system
Toshiba. It it is due to better graphics card, faster processor and better screen resolution
1920x1200 pixels. However, rendering on computer system Toshiba has excellent quality and
speed. On both computers the whole process was in real time.
Table 1.Virtual reality on different machines
Category
Specification - Toshiba Satellite
A660
Specification – HP Z210
Workstation
CPU Intel Core I5 2.27GHz Intel Core I7 3.2GHz
RAM Memory 4GB 8GB
Graphic cards
NVIDIA GeForce GT 330M, 1GB
DDR3 меморија
AMD Firepro V5900
2GB GDDR5 меморија
Resolution 1366x768, 60Hz 1920х1200, 60Hz
Hard Disk Space 640GB 1TB
Operating System Windows 7 64 Bit Windows 7 64 Bit
Quest 3D VR Ver. 4.0 Ver. 4.0
3D Studio Max 2013 2013
Photoshop CS5 CS5
International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
126
3. TECHNIQUES OF INTERACTION IN VR
Interaction between the objects in our model gives a sense of reality in virtual environment. In
this case it relates to the interaction on shadows of the objects and their movement in real time.
With every movement of objects in sport hall such as movement of the ball, shadows move
together with ball under physical laws. Movements are in real time so that the user feels
comfortable and real in a virtual environment.
Figure 4. Real time simulation in virtual environment
Interactions with environment are an important characteristic of the virtual world that captures the
user's view of virtual environment. It relates to the falling of sunlight on objects in virtual
environment and their behavior or motion of their shadows, depending on the light source. Also,
by reducing the intensity of light energy, decline the strength of a shadows. By moving light
source from east to west, movements of a shadows of the objects in sports hall and its
surroundings are opposite of the light source. External light enter through the windows in the hall,
but also is strengthened with two spotlights which were added inside the hall .
Figure 5. Real time interactions in virtual environment
International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
127
4. CONCLUSIONS
From the performed comparation, system performance is a very important feature when rendering
proces is in real time. If application displays min. 10 frames per second, it is considered that it is
in real time. Models presented in this paper displayed 25 frames per second. In extreme
situations, it can speed up to 60 frames per second. This means that the user feels comfortable in
our virtual environment. From the comparison on different computer systems is conducted that
working in virtual environment in real-time, computer system should have min. 1GB RAM and a
solid graphics card that supports DirectX 9. Graphical cards that we used in testing were good and
with solid performance that had no problems. CPU speed should be at least 1GHz but our systems
were stronger than that. Due to the high speed of rendering in some cases it have effect of motion
blur.
Table 2. Analysis of the obtained results
Category Toshiba Satellite A660 HP Z210 Workstation
Rendering Quality Good Excelent
Rendering Speed Excelent Excelent
Real Time Rendering Yes, with 25 frames/sec. Yes, with 25 frames/sec.
Interactions between
objects in Real Time
Yes Yes
Interactions with
environment
Yes Yes
Minimum performace of
computer sistem for Real
Time rendering
CPU Speed - 1GH
System memory – 1GB
Graphic card with DirectX 9
CPU Speed - 1GH
System memory – 1GB
Graphic card with DirectX 9
At our Faculty of Technical Sciences, we developed a model for interactive scientific
visualization that is based on the following principles:
 User friendly interface;
 Using open soure libraries;
 Using computer monitor or LED TV;
 Unexpensive accessories needed for virtual navigation (HMD, virtual stick).
REFERENCES
[1] Bryson S., Virtual Environmenst in Scientific Visualisation, Proc. ACM VRST 94.
[2] Debevec P., Modelling and Rendering architecture from Photographs, University of California, 1996.
[3] Hill F., Computers Graphics Using Open GL, 2001.
[4] Moller T., Haines E., Hoffman N., Real Time Rendering, 2008.
[5] Parent R., Computer Animation – Algorithms and Techniques, Academic Press, San Diego, 2002.
[6] Pharr М., Humphreys G., Physically Based Rendering, Elsevier, San Francisco, 2004.
[7] Slusallek P., Vision An Architecture for Physically-Based Rendering, University of Erlangen, 1995.
[8] Smith B., 3ds Max 2008 Architectural Visualization, 3dats, 2007.
[9] Solomon D., Computer graphics and Geometric modelling, Springer, 1999.
[10] Turk S., Računarska grafika osnovi teorije i primena, Školska knjiga, Zagreb, 1980.
International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014
128
[11] Bowman D. Hodges L., An Evaluation of Techniques for Grabbing and Manipulating Remote
Objects in Immersive Virtual Environments, Proceedings of the ACM Symposium on Interactive 3D
Graphics, New York, 2007
[12] Bowman D., Koller D., Hodges, L., Travel in Immersive Virtual Environments: An Evaluation of
Viewpoint Motion Control Techniques, Proceedings of Virtual Reality Annual International
Symposium, 1997.
[13] Hougaard M.H., Kolbe N., Larsen F.N.,Comparison of Tools for Developing Virtual Reality
Application, Intermedia, Aalborg University, 2001.
[14] Kjeldskov, J.; Stage, J.; Interaction Styles in Development Tools for Virtual Reality Applications,
Springer-Verlag, Berlin, 2003.
[15] Boudoin, P.; Otmane, S.; Mallem, M.;, Design of a 3D Navigation Technique Supporting VR
Interaction, CISA, Annaba, Algeria, 2008.
[16] Vogelmeier, L.; Neujahr, H.; Sandl, P.;, Interaction Methods for Virtual Reality Applications, Virtual
Media for Military Applications, West Point, NY, 2006.
Authors
Mr.Filip Popovski is an Assistant Professor in Graphic Engineering, Faculty of Technical
Sciences, Bitola, Macedonia. He is currently working on his doctoral thesis, and he is
interested in computer graphics, visualization.
Mr.Igor Nedelkovski is a Doctor of Technical Sciences, Faculty of Technical Sciences,
Bitola, Macedonia. He is interested in Computer Aided Engineering.
Ms.Svetlana Mijakovska is an Assistant Professor in Graphic Engineering, Faculty of
Technical Sciences, Bitola, Macedonia. She is currently working on her doctoral thesis, and
she is interested in computer graphics, 3d modelling, graphic design, web design and
computer vision.

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Generating 3 d model in virtual reality and analyzing its performance

  • 1. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 DOI:10.5121/ijcsit.2014.6609 123 GENERATING 3D MODEL IN VIRTUAL REALITY AND ANALYZING ITS PERFORMANCE Filip Popovski, Igor Nedelkovski and Svetlana Mijakovska 1 Faculty of Technical Sciences, St.Kliment Ohridski University - Bitola, Macedonia ABSTRACT In this paper is presented an virtual environment of a real model. Here are given all analyzes for making and vizualization of virtual environment in Quest3D. All analyzes of performance of the system in real time is presented.We described advantages and disadvantages of interactions in virtual environment and made a critical analysis on a rendering speed and quality on different machines. KEYWORDS Virtual reality, Virtual environments, Scientific visualization, Computer design, Techniques of interaction. 1. INTRODUCTION Virtual reality is use of computer technology to create effect of an interactive 3D world in which objects have a sense of spatial presence [1]. The primary difference between conventional 3D computer graphics and Virtual Reality is that in Virtual Reality we are working with things instead of pictures of things. Interaction is an essential characteristic of virtual environments. Much has been published about interaction techniques in VR, but searching for truly intuitive and natural interaction techniques is still going on. Interaction between users and virtual environments is very complex. Users must be able to navigate through 3D space, manipulate with virtual objects or control parameters of a simulation and interact with 3D GUI inside the virtual environment in a user-friendly way. 2. SCIENTIFIC VISUALIZATION IN VIRTUAL REALITY For making 3D model, first step is collecting information about the real object and how it will be developed. Second step is collecting all necessary information, dimensions, colors, etc. Next step is creating textures for a given model. Each required texture is processed in Adobe Photoshop and then imported into software for virtual reality. For this research we used real model, a sports hall with dimensions 40m x 20 m with capacity for 500 peoples.
  • 2. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 124 Figure 1. 3D model of a sport hall After completing the process of modeling objects, space etc. in 3D Studio Max, we approach to their preparation for entry into Quest3D. Figure 2. Virtual environment On figure 3 is shown a comparison of the model in both softwares, 3D Studio Max and Quest3D. From it can be seen the difference of graphic quality on the same computer system. The quality of rendering in Quest3D is much better, with stronger colors and tones and much more realistic look. With that feeling, user have a better sense of comfort and immersion in virtual world.
  • 3. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 125 Figure 3. Comparation of a sport hall in 3D studio Max and Quest3D Last comparation is performed on the objects in Quest3D, when displaying on various computer systems with different configurations. The purpose of this comparation is to show the dependence of aplication of computer components, especially graphics card. From images and configuration of computer systems can be seen that the difference in quality of rendering is very small. HP computer system rendered with slightly greater speed and quality versus computer system Toshiba. It it is due to better graphics card, faster processor and better screen resolution 1920x1200 pixels. However, rendering on computer system Toshiba has excellent quality and speed. On both computers the whole process was in real time. Table 1.Virtual reality on different machines Category Specification - Toshiba Satellite A660 Specification – HP Z210 Workstation CPU Intel Core I5 2.27GHz Intel Core I7 3.2GHz RAM Memory 4GB 8GB Graphic cards NVIDIA GeForce GT 330M, 1GB DDR3 меморија AMD Firepro V5900 2GB GDDR5 меморија Resolution 1366x768, 60Hz 1920х1200, 60Hz Hard Disk Space 640GB 1TB Operating System Windows 7 64 Bit Windows 7 64 Bit Quest 3D VR Ver. 4.0 Ver. 4.0 3D Studio Max 2013 2013 Photoshop CS5 CS5
  • 4. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 126 3. TECHNIQUES OF INTERACTION IN VR Interaction between the objects in our model gives a sense of reality in virtual environment. In this case it relates to the interaction on shadows of the objects and their movement in real time. With every movement of objects in sport hall such as movement of the ball, shadows move together with ball under physical laws. Movements are in real time so that the user feels comfortable and real in a virtual environment. Figure 4. Real time simulation in virtual environment Interactions with environment are an important characteristic of the virtual world that captures the user's view of virtual environment. It relates to the falling of sunlight on objects in virtual environment and their behavior or motion of their shadows, depending on the light source. Also, by reducing the intensity of light energy, decline the strength of a shadows. By moving light source from east to west, movements of a shadows of the objects in sports hall and its surroundings are opposite of the light source. External light enter through the windows in the hall, but also is strengthened with two spotlights which were added inside the hall . Figure 5. Real time interactions in virtual environment
  • 5. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 127 4. CONCLUSIONS From the performed comparation, system performance is a very important feature when rendering proces is in real time. If application displays min. 10 frames per second, it is considered that it is in real time. Models presented in this paper displayed 25 frames per second. In extreme situations, it can speed up to 60 frames per second. This means that the user feels comfortable in our virtual environment. From the comparison on different computer systems is conducted that working in virtual environment in real-time, computer system should have min. 1GB RAM and a solid graphics card that supports DirectX 9. Graphical cards that we used in testing were good and with solid performance that had no problems. CPU speed should be at least 1GHz but our systems were stronger than that. Due to the high speed of rendering in some cases it have effect of motion blur. Table 2. Analysis of the obtained results Category Toshiba Satellite A660 HP Z210 Workstation Rendering Quality Good Excelent Rendering Speed Excelent Excelent Real Time Rendering Yes, with 25 frames/sec. Yes, with 25 frames/sec. Interactions between objects in Real Time Yes Yes Interactions with environment Yes Yes Minimum performace of computer sistem for Real Time rendering CPU Speed - 1GH System memory – 1GB Graphic card with DirectX 9 CPU Speed - 1GH System memory – 1GB Graphic card with DirectX 9 At our Faculty of Technical Sciences, we developed a model for interactive scientific visualization that is based on the following principles:  User friendly interface;  Using open soure libraries;  Using computer monitor or LED TV;  Unexpensive accessories needed for virtual navigation (HMD, virtual stick). REFERENCES [1] Bryson S., Virtual Environmenst in Scientific Visualisation, Proc. ACM VRST 94. [2] Debevec P., Modelling and Rendering architecture from Photographs, University of California, 1996. [3] Hill F., Computers Graphics Using Open GL, 2001. [4] Moller T., Haines E., Hoffman N., Real Time Rendering, 2008. [5] Parent R., Computer Animation – Algorithms and Techniques, Academic Press, San Diego, 2002. [6] Pharr М., Humphreys G., Physically Based Rendering, Elsevier, San Francisco, 2004. [7] Slusallek P., Vision An Architecture for Physically-Based Rendering, University of Erlangen, 1995. [8] Smith B., 3ds Max 2008 Architectural Visualization, 3dats, 2007. [9] Solomon D., Computer graphics and Geometric modelling, Springer, 1999. [10] Turk S., Računarska grafika osnovi teorije i primena, Školska knjiga, Zagreb, 1980.
  • 6. International Journal of Computer Science & Information Technology (IJCSIT) Vol 6, No 6, December 2014 128 [11] Bowman D. Hodges L., An Evaluation of Techniques for Grabbing and Manipulating Remote Objects in Immersive Virtual Environments, Proceedings of the ACM Symposium on Interactive 3D Graphics, New York, 2007 [12] Bowman D., Koller D., Hodges, L., Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques, Proceedings of Virtual Reality Annual International Symposium, 1997. [13] Hougaard M.H., Kolbe N., Larsen F.N.,Comparison of Tools for Developing Virtual Reality Application, Intermedia, Aalborg University, 2001. [14] Kjeldskov, J.; Stage, J.; Interaction Styles in Development Tools for Virtual Reality Applications, Springer-Verlag, Berlin, 2003. [15] Boudoin, P.; Otmane, S.; Mallem, M.;, Design of a 3D Navigation Technique Supporting VR Interaction, CISA, Annaba, Algeria, 2008. [16] Vogelmeier, L.; Neujahr, H.; Sandl, P.;, Interaction Methods for Virtual Reality Applications, Virtual Media for Military Applications, West Point, NY, 2006. Authors Mr.Filip Popovski is an Assistant Professor in Graphic Engineering, Faculty of Technical Sciences, Bitola, Macedonia. He is currently working on his doctoral thesis, and he is interested in computer graphics, visualization. Mr.Igor Nedelkovski is a Doctor of Technical Sciences, Faculty of Technical Sciences, Bitola, Macedonia. He is interested in Computer Aided Engineering. Ms.Svetlana Mijakovska is an Assistant Professor in Graphic Engineering, Faculty of Technical Sciences, Bitola, Macedonia. She is currently working on her doctoral thesis, and she is interested in computer graphics, 3d modelling, graphic design, web design and computer vision.