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dc.contributor.authorPlumb, Caolan
dc.contributor.authorThomas, Hannah
dc.contributor.authorClark, Nigel
dc.contributor.authorPour Rahimian, Farzad
dc.contributor.authorPandit, Diptangshu
dc.date.accessioned2024-04-02T15:46:44Z
dc.date.available2024-04-02T15:46:44Z
dc.date.issued2023
dc.identifierONIX_20240402_9791221502893_75
dc.identifier.issn2704-5846
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/89106
dc.description.abstractAs mixed-reality (XR) technology becomes more available, virtually simulated training scenarios have shown great potential in enhancing training effectiveness. Realistic virtual representation plays a crucial role in creating immersive experiences that closely mimic real-world scenarios. With reference to previous methodological developments in the creation of information-rich digital reconstructions, this paper proposes a framework encompassing key components of the 3D scanning pipeline. While 3D scanning techniques have advanced significantly, several challenges persist in the field. These challenges include data acquisition, noise reduction, mesh and texture optimisation, and separation of components for independent interaction. These complexities necessitate the search for an optimised framework that addresses these challenges and provides practical solutions for creating realistic virtual representations in immersive training environments. The following exploration acknowledges and addresses challenges presented by the photogrammetry and laser-scanning pipeline, seeking to prepare scanned assets for real-time virtual simulation in a games-engine. This methodology employs both a camera and handheld laser-scanner for accurate data acquisition. Reality Capture is used to combine the geometric data and surface detail of the equipment. To clean the scanned asset, Blender is used for mesh retopology and reprojection of scanned textures, and attention given to correct lighting details and normal mapping, thus preparing the equipment to be interacted with by Virtual Reality (VR) users within Unreal Engine. By combining these elements, the proposed framework enables realistic representation of industrial equipment for the creation of training scenarios that closely resemble real-world contexts
dc.languageEnglish
dc.relation.ispartofseriesProceedings e report
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UT Computer networking and communications::UTV Virtualization
dc.subject.otherDigital twin
dc.subject.other3D reconstruction
dc.subject.otherVirtual reality
dc.subject.otherLaser scanning
dc.subject.otherPhotogrammetry
dc.subject.otherTraining simulation
dc.subject.otherUnreal Engine
dc.titleChapter A Framework for Realistic Virtual Representation for Immersive Training Environments.
dc.typechapter
oapen.identifier.doi10.36253/979-12-215-0289-3.26
oapen.relation.isPublishedBybf65d21a-78e5-4ba2-983a-dbfa90962870
oapen.relation.isbn9791221502893
oapen.series.number137
oapen.pages14
oapen.place.publicationFlorence


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