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Construction of interior design platform based on 3D virtual vision and wireless network

作     者:Zhao, Shengling Nie, Bin Zhang, Canlin Geng, Xiaochen 

作者机构:Qilu Univ Technol Coll Art & Design Jinan 250353 Shandong Peoples R China Shandong Yahui Culture Commun Co Ltd Jinan 250353 Shandong Peoples R China Circulo Hlth Columbus OH 43215 USA Nantong Univ Sch Art Nantong 226019 Jiangsu Peoples R China 

出 版 物:《SOFT COMPUTING》 (Soft Comput.)

年 卷 期:2023年

页      面:1-11页

核心收录:

学科分类:08[工学] 0812[工学-计算机科学与技术(可授工学、理学学位)] 

主  题:Interior design platform Indoor positioning algorithm 3D virtual vision Wireless network 

摘      要:Virtual reality is the use of computer simulation technology to generate a three-dimensional virtual world, which can provide users with visual, auditory, and tactile simulations as in the real world. Users can interact with things in this space, move with their own will, and have a sense of integration and participation. The virtual reality is a virtual reality technology based on panoramic images. A panoramic image is a panoramic image formed by splicing one or several groups of images at a 360-degree angle and realizes three-dimensional interaction through computer technology. A wireless network refers to any type of radio computer network, commonly combined with a telecommunication network, that links nodes to each other without cables. However, the current interior design platform can only carry out the layout from the perspective of space. Based on the existing research results, this paper combines the positioning of the indoor space with the realistic stereoscopic images and uses the three-dimensional virtual vision to design the indoor space. On this basis, an indoor space localization method based on indoor environment is proposed and studied in detail. And the positioning algorithm in the indoor environment is optimized and perfected, and the simulation and simulation are carried out on this basis. Finally, combined with the specific realization of the indoor environment, the test results are analyzed. The experimental results show that, taking the average score of 5 questionnaires as a sample, the method of this research has a score of 95 in practice. Compared with the conventional method, its score is far more than 80 points, and the ease of use is also more than 90 points. It shows that the method proposed in this paper is superior to the traditional design method, has high practicability and artistry, and obtains high user satisfaction.

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