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Session 904DS CATIA V5 and Virtools in Aircraft Interiors: Helping Design DecisionsFernando F. Toledo National Institute for Aviation Research Wichita State University
Contact:[email protected]
Imagine & Shape byWilliam Johnson NIAR/WSU
The National Institute for Aviation Research … • provides research• certification testing• technology transfer• trainingto…• aerospace industry• aviation‐related companies• non‐aviation companies• federal aviation research sponsors
Some facts about NIAR… • Ranks # 3 among US universities in Aeronautical R&D according to NSF in 06• Funding of $35.3M for FY07 (FAA, NASA, DOD, Industry and State/WSU)• Staff of 345 (including 65 PhDs, 35 Masters, 105 Bachelors)• 15 Laboratories totalizing 15,000 sq. ft. in facilities
Dassault Systemes Products at NIAR …• DS CATIA has been our primary MCAD for several years• DS CATIA/ENOVIA is used in professional courses offered by CADCAM
Lab, in CAD‐related services and in all projects related to PLM/Virtual Prototyping and Digital Ergonomic Simulations at NIAR
• DS 3DVIA Virtools is used in real‐time visual and behavioral simulations to address R&D and services to aircraft conception, customer services and 3D‐based marketing areas
• Currently NIAR Virtual Reality Center uses DS CATIA V5R18 for 3D model and 3DVIA Virtools 4.1 for run‐time simulation in full immersion, semi‐immersion and desktop systems
Aircraft Interior at Conception Phase
Current and Future Market Requirements
Conception Study and Layout Analysis
3D Visual Simulation
Final Decision for Design Selection
Sub‐Phase
Existing and Potential Clients Interviews, Competitors, Style Tendency, etc…
DS CATIA V5 or CAID (only surfaces or mix of surface/solid), ERGONOMICS; FAA/EASA rules; etc…
DS CATIA V5 (KBE,RTR2, PhotoStudio, CAA plugins) and DS 3DVIA Virtools
Enablers or Tools
Physical Mockup; Virtual Reality;Collaboration Rooms; Desktop Computers
Detail Design Engineering Analysis
CertificationManufacturing
MarketingCostumer Service
Subjec
t of this se
ssion
Very Cyc
lical and Dyn
amic
(A potential route for aircraft manufacturers and partners)
Virtual Aircraft Interior Tools at Conception Phase
Differences between DS CATIA V5 and DS 3DVia Virtoolswhen focusing Real‐Time Aircraft Interior Simulation
Selected Feature Comparison DS CATIA V5 DS 3DVIA VirtoolsModel Size Limitation 64‐bit / 32‐bit 32‐bit
Surface and SolidModeling and Modification
Yes No
Interactive Simulation Technique
Knowledge Based Engineering Behavioral Based
Scene Graph andHierarchical Occlusion Tree
No (Z‐Buffer Occlusion no hierarchy tree)
Yes
Global Illumination AwareNo
(available only for non real‐time thruPhoto Studio WB or CAA plug‐ins)
Yes(reads baked‐material of radiosity and ra‐tracing renderings from majors CAID)
Native Multi‐Texture Material No Yes
Advanced Shaders NVIDIA CgFX (OpenGL)NVIDIA CgFX (OpenGL)
Microsoft's HLSL (DirectX9)
Ergonomics Simulation Yes No
Virtual Reality Aware(multi‐channel, stereo, cluster and
interactive devices aware)
Limited to CAA plug‐ins Yes
NIAR Approach to Real‐Time Aircraft Interior Simulation
DS CATIA V5:
• Model creation• Material Library• RTR2• KnowledgewareAdvisory Rules
• Fitting Simulator• Ergonomics Design & Analysis
•CgFX Shaders•Textures
DS 3DVIAVirtools
3D XML
RH Deep Exploration:• Polygonal Reduction;• Normals and Windings Normalization
• 3DS exportation
Autodesk 3DS MAX:•Global Illumination Solution (Radiosity)
• Render‐to‐Texture• Hierarchical Tree
Diffuse Texture
EnvMap Texture
Mental Mill CgFX Shaders
Example: a DS CATIA V5 R18SP3 model using Imagine & Shape, Generative Shape Design and Part Design
A simple Imagine & Shape demo for a seat cushion
step 1 step 2
step 3 step 4
A simple Imagine & Shape demo for a seat cushion
step 5
step 6
step 7
Imagine & Shape: Live Demo
Appling KBE simulation in DS CATIA V5 (Knowledgeware+ RTR2) for variations in layout, seat type and color
User Defined Parameters shown on the Specification Tree
An example of a layout configuration rule fromKnowledgeware Advisorworkbench
Appling KBE simulation in DS CATIA V5 (Knowledgeware+ RTR2) for variations in layout, seat type and color
Human Factors Analysis in DS CATIA V5 (Human Analysis Simulation & Fitting/Kinematics Simulation)
Two Approaches:• Traditional Desktop• Immersive VR‐based
A top level infrastructure example:PC‐based Clusters or PC multi‐channel graphical cards/GPUsLarge Field‐of‐View HMDMotion TrackersCAA Middleware
Motion AnalysisMechdyne’s CDVI/ConduitHaption IFC Core
RestrictionsErgonomics Design and Analysisparameters are not exposed. Thismeans that it’s not possible to have User Defined parameters associated with Knowledgeware (Rules,Reactions,etc…) for variations on interior layout. However manikins end‐effectors can be constrained to CATParts in DMUFitting Simulator or Kinematics. This can be useful in real‐time simulations of accessibility, line‐of‐sight andposture.
Advanced Shaders in DS CATIA V5: NVIDIA CgFXMental Images’ Mental Mill: example of a simple OpenGL Diffuse_LightMap_CubicEnv_Shaders
•Alternative creation for Shaders to programmers: NVIDIA FX Composer• DS CATIA V5 is not compatible to Microsoft’s HLSL•CgFX Shaders in DS CATIA V5R18 and R17 still does not work in stereoscopic • 3DXML still does support CgFX Shaders
Real‐Time Simulation in DS CATIA V5R18: a live demo
Global Illumination (GI) for Real‐Time SimulationShading and Lighting equation for one local light source
Simple equation: itotal = iamb + idiff + ispec
Complete equation: itotal = aglobal x mamb + memi + cspot (iamb + d(idiff + ispec))
where : aglobal = parameter used in OpenGL or Direct3D APIs for global ambient lighting for constantbackground light coming everywhere
mamb = ambient material parameter
mamb = emissive material parameter
cspot = spot light factor = max (‐l x sdir,0)
where l = light vector; sdir = direction of the spot light; sexp = factor fall‐off control
sexp
d = 1/(sc + sl(spos – p) + sq(spos‐p)where (spos – p) = distance from the light source position “spos” to the point “p” that is to be shaded
sc = constant attenuation parametersl = linear attenuation parametersq = quadratic attenuation parameter
for physically correct distance attenuation sc = 0, sl = 0, sq = 1
2
DS CATIA V5 RTR2 and several others wb
DS CATIA V5 PhotoStudio, CAA Plug‐ins (OPTIS, etc…), DS 3DVIA Virtools + Global Illumination results
GI Process for Real‐Time Simulation in 3DVIA VirtoolsCurrent aircraft passenger’s interior cabin reading lights are based on two types of technologies:
Incandescent/Halogen LED
General recommendations *:* CCT: 3600 to 5200 K* Illuminance at beam center:‐Gaussian: 220 to 400 lx‐Top‐hat: 160 to 400 lx
3DS MAX can replicate real light real conditions by usingappropriated parametersand global illuminationrender solution
* SAE Subcommittee A‐20A/C, Interior and Crew Rest Lighting, LED Reading Light Study by Nadarajah Narendran, Lighting Research Center, Rensselaer Polytechnic Institute, Troy, NY
Global Illumination on Autodesk 3DS MAX 2009 – Light Setup
GI Process for Real‐Time Simulation in 3DVIA Virtools• 3DS MAX offers two global illumination algorithms: Ray‐Tracing and Radiosity;• Radiosity produces accurate photometric simulations of light by using radioactive thermal analysis techniques. Rather than determining the color for each pixel on a screen (i.e. ray‐tracing) radiosity calculates the intensity for all surfaces in the environment. • Radiosity solution can be export to 3DVIA Virtools by lighting maps or vertex color;• Lighting maps works by having 3DS MAX render out radiosity solution as textures, by using Render‐to‐Texture command in 3DS MAX;• 3DVIA Virtools is material multi‐texture aware and it combines diffuse maps, lighting maps, normal maps and environment maps;•Units in 3DS MAX must match the units of the interior model because radiosity engine always uses an inverse square falloff for lights.
GI Process for Real‐Time Simulation in 3DVIA Virtools• In 3DS MAX select the object(s) to render‐to‐texture (aka baked texture)
• From Render‐to‐Texture command panelselect the texture element output(in our case LightingMap and HeightMap)
• Lighting Map by default will apply thefollowing components from radiosity solution:
shadowsdirect light shadingindirect light shading
• Select map size to be a power of 2 resolution;•The bitmap output render is in TGA format.You can convert it to DDS format using abitmap editor like Adobe Photoshop
• Render‐to‐Texture creates an automatic flatten or it can use manual defined unwrapcoord. map atop all current UVW coord. maps
• 3DVIA Virtools ‘s 3DSMAX plug‐in willautomatic read those render‐to‐texture andalso its flatten coordinates texture maps. Results will be showed in Virtools Mesh and Material
Lighting coordinate texture map (Automatic Flatten Unwrap UVW Modifier) applied over a diffuse coordinate map (UVW Map).
GI Process for Real‐Time Simulation in 3DVIA VirtoolsEnvironment Cubic Map creation on Adobe Photoshop
•Joint the environment cubic mapimages from 3DS MAX (or from DSCATIA V5 PhotoStudio) to be usedin 3DVIA Virtools env cubic mapby using the following reference:
Front viewBack viewTop viewBottom viewLeft viewRight view
• Save the jointed file to DDSformat using NVIDIA DDS plug‐in *for Adobe Photoshop selectingCube Map and No MIP maps
*http://developer.nvidia.com/object/photoshop_dds_plugins.html)
Real‐Time Simulation in DS 3DVIA Virtools 4.1
Real‐Time Simulation in DS 3DVIA Virtools 4.1
SchematicLevel Manager
Mesh Setup
Material Setup
CgFX Shader
Lighting Map > ShadingColor Texture > Diffuse color
CubeMap > Reflection
layo
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Layo
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Real‐Time Simulation in DS 3DVia Virtools 4.1: a live demo
What’s coming to Real‐Time Aircraft InteriorVisual Simulation
• Traditional GI method presented here is physically correct but it takes time for geometry conversion, pre‐rendering (radiosity or ray‐tracing) and render‐to‐texture. Time frame preparation can vary from hours to days.
• Some new emerging technologies uses a combination of Screen Space Ambient Occlusion (SSAO) and Pre‐Computed Radiance Transfer (PRT). It’s not 100% accurate but it eliminates the time‐consuming pre‐rendering and render‐to‐texture. Time frame preparation may vary from minutes to hours.
• At SIGGRAPH’08 NVIDIA presented a 2M‐polygon model, textured (including bump‐mapping), with movable light source and adaptive anti‐aliasing running at 30fps in HD resolution (1920x1080). It’s the first fully interactive multi GPU‐based ray tracer.