This papa describes the use. of the Vial RealityModelingLanguage (V'RML)in the VIM -Vial Interface to Manufacturing system.The VIM prototype demonstrates the technical feasibility of using a variety of intiace techniqu= for data acce.sa.VIM is Web based and contains data for the manufacture of a miter saw. Acceastomamrfacturingd ataisposaiblevia2 D@rarna,snd3D representations (via VRML) of the saw and manufacturing workstations.
This paper describes several methods for using the Virtual Reality Modeling Language (VRML) as the visualization integration technology for manufacturing simulation systems. One of our goals was to develop an integration methodology based on the use of VRML translators to produce reusable VRML components. The use of readily available off-the-shelf VRML models and systems was a major requirement. In addition to the component libraries we also wanted to add a significant analytic system to demonstrate potential application in a real-world manufacturing simulation system. This resulted in the integration of a near real-time dynamics engine with the VRML world. The production and use of intermediate component worlds demonstrates the potential for component libraries of visual manufacturing elements that can be integrated into larger simulation and visualization environments.
In this paper we present a procedure to create animated human models, compliant with the H-Anim standard, from 3D CAESAR scan bodies, which were captured using a whole body scan device. We also present a VRML prototype of an "Animated CAESAR Viewer" to view and manipulate the generated CAESAR body animations interactively on the Web. The animated body model follows the H-Anim skinned body geometry specification. The vertex blending method has been used for smoother skin deformations. The model can be integrated with motion capture data. Although the process to generate an H-Anim body involves several different techniques, the discussion is focused on the methods of creating segments and assigning vertex weights. The Viewer provides the functions for a user to explore the components of the digital human model, to adjust the joint locations, to make body postures with a direct kinematics method, and control the animation using VCR-like controls. The aim of the Viewer is to help digital human modelers create more realistic postures and motion sequences intuitively.
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