HOOPS v18 Technical Overview 인트라테크 주식회사 Technical Support Center & Marketing Agent
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HOOPS 란? HOOPS 3D Application Framework 3D와 2D 응용 프로그램 개발을 위한 라이브러리로 구성됨
1) HOOPS/3dGS (3D Graphic System)는 코어 지오메 트릭 데이터베이스, 씬그래프, 드라이버관리 시스템 으로 이루어져 있다. 2) HOOPS/MVO (Model View Operator) 라이브러리는 하이레벨 애플리케이션 레이어로써 GUI 이벤트를 HOOPS/3dAF와 매핑하여준다.
지원되는 플랫폼 OpenGL과 DirectX, 32bit/64bit, C/C++, C#, .NET, Java MS Windows, Apple OSX, Linux, Unix Win32, MFC, .NET Framework, WPF, ActiveX, X11 and QT, Java SWING and SWT © 2009 인트라테크 주식회사
HOOPS Scenegraph
A scenegraph is a directed-graph or tree that describes a 2D or 3D scene, usually in a hierarchical manner. In HOOPS the nodes of the scenegraph are termed ‘segments’. The geometries associated with each segment are termed ‘entities’ and the information describing how each segment should be displayed are termed ‘attributes’.
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The Shell Entity • For 3D systems the primary geometric entity that will be used is the HOOPS shell. The structure is common within computer graphics and is often termed „indexed face set‟ or „polygon-point mesh‟. • A shell defines the boundary surface of an object in 3D using a set of planar polygons. Polygons can be multi-sided and can include holes. For reasons of compactness and performance the shell is defined as a array of vertices (3d points) and an array of indices into the vertex array that define each polygon („face‟). As polygons are multi-side each face definition starts with the number of vertices in that face. • HOOPS supports much advanced functionality relating to shells including the ability to select, highlight and modify individual sub-entities i.e. faces, edges and vertices. Additionally attributes can be set per sub-entity including normals, colours and texture coordinates to enable a variety of complex shading and display. © 2009 인트라테크 주식회사
Line and Text
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Drivers 3D Drivers
Print and 2D Drivers
• DirectX Driver • OpenGL Driver • OpenGL2 Driver
• • • • • • • • • •
CGM3 Driver HPGL2 Driver Image Driver MSW Driver PDF Driver Postscript Qt driver Quartz Driver X11 driver WHIP Driver
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다양한 셀렉션 컨트롤
Edge selection (left), vertex selection (centre) and face selection (right)
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다양한 하이라이트 방법 • Standard override • Conditional highlighting • Quickmoves highlighting • Inverse Transparency highlighting • Dynamic highlighting
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예) Inverse Transparency highlighting
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레벨에 따른 투명도 조정
Depth peeling transparency: one layer (left), two layers (middle) and three layers (right)
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Bounded Section Planes Both OpenGL and DirectX supply support for hardware-based section (“cut”) planes so that the model can be sectioned so the interior can be viewed.
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A bounded 3-sided section
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Point Clouds – Dynamic level of detail
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Advanced geometry utilities
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Shaders
Jaw model with multi-layer transparency and ambient occlusion © 2009 인트라테크 주식회사
HOOPS Visual quality
HOOPS Gouraud shading (left) and Phong shading (right)
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Color interpolation for display of analysis results
Section of an engine block showing mesh edges (top left), colour interpolation (top right), colour index interpolation (bottom left) and blended index interpolation (bottom right) © 2009 인트라테크 주식회사
Isolines and contour lines
Isolines calculated from values on an engine block mesh.
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Advanced Hidden Line Fake hidden line with silhouette edges and ambient occlusion
Hybrid rendering of hidden line, transparency and shadows © 2009 인트라테크 주식회사
Texture
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Texture
A structural steel model with normal lighting (left) and enhanced silhouette edges (right)
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Real time Shadow
Real time shadows on a turbine model © 2009 인트라테크 주식회사
Ambient Occlusion
An architectural interior with flat lighting (top), ambient occlusion (middle) and real-time shadows (bottom)
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Bloom
Radial bloom (left) and Star bloom (right)
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Depth of field
Depth of field applied to a cityscape.
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Gooch Shading
A Formula 1 car with normal shading (left) and cartoon-style Gooch shading (right)
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Hemispheric Ambient Lighting
Scene with textures and ambient occlusion (left), interactive shadows and hemispheric lighting (right) © 2009 인트라테크 주식회사
Reflection Planes
A car model using ambient occlusion, real-time shadows, silhouette edges, bloom a reflection plane. © 2009 인트라테크 주식회사
Advanced Feature
HOOPS/MVO OPERATORS
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네비게이션 Camera Orbit, Camera Pan and Camera Zoom Turn Table Orbit Relative Zoom Box Manipulate Walk Look Up/Down
o DOOM Style Keyboard control or flight-style mouse control o Gravity and Collision detection o Walk speed controllable relative to bounds of scene © 2009 인트라테크 주식회사
셀렉션 컨트롤
Area select (left), polyline select (middle) and polygon select (right)
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인터랙티브 엔티티 생성
Circles, cones, cuboids, cylinders, NURBS curves and surfaces, polylines, rectangles, spheres and cut/section planes.
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Annotation and Markup
HOOPS-Based Annotations in Solidworks eDrawings © 2009 인트라테크 주식회사
Animation
Animation of landing gear showing changes in stress on a strut.
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Animation
Animation of interpolated values in an engine block
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Graph, Charts and Plots
An interactive plot of four hundred thousand points using HOOPS © 2009 인트라테크 주식회사
Manipulator handles
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Interactive Scene Widgets
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Clash Detection HOOPS offers a range of utilities to support advanced clash and collision detection. These include • Detecting collisions with the camera during interactive walkthroughs - so the viewer cannot walk through walls for example • Sweep-based dynamic collision detection for simulation of moving objects e.g. robotic workcells, CMM probes, multi-axis machine tools and fixtures, material flow through factories. • Static clash detection for identifying design errors in large capital projects with multiple suppliers e.g. construction, plant and shipbuilding projects. • Point-based clash detection for adding new geometry to laser-scans of existing environments HOOPS collision detection is based on polygonal and point geometry and is heavily optimised for performance. A spatial hierarchy is created so that individual triangles and points are spatially localised so that expensive triangle-triangle or triangle-point intersection calculations are minimised. Both hard (intersecting) and soft (touching) clashes can be identified, and nearest distance calculations are available to determine whether non-intersecting geometry lies within a specified tolerance – for example electric cabling that has been placed too near a hot pipe. Clash detection in HOOPS is provided in several layers. The core geometry functions are available in the HOOPS/3dGS library and can be used to rapidly develop a custom clash or collision framework to a custom specification. Additionally HOOPS/MVO provides an extra framework for static clash detection that includes an example MFC-based user interface in the HOOPS Partviewer demonstration application. © 2009 인트라테크 주식회사
Clash Detection
The sample interface includes options for controlling calculation and results, selecting which parts of the model tree to compare with which other parts, a variety of highlight modes and the ability to identify each clashing object in the model tree. © 2009 인트라테크 주식회사
HOOPS Streaming Format (HSF) The HOOPS Stream Format is an open, extendible, highly-compressed and streamable file format designed for lightweight communication of graphical and geometrical information. Reading and writing HSF is supported by the HOOPS Stream libraries. • Open: Membership of the OpenHSF initiative allows companies to read and write the HSF format. The specification for HSF is published at www.openhsf.org. For example, both Dassault Systemes Catia v5 and Solidworks products export directly to HSF. • Extendible: HSF and the supporting read/write libraries, is token-based. Tokens to support all HOOPS primitives and entities are pre-defined. Application developers can add their own tokens to extend the format. When read into HOOPS using standard code tokens that have not been recognised are simply ignored. • Highly-Compressed: HSF supports both lossless LZ compression and advanced edge-breaking algorithms. Lossy compression allows vertices and normals to be written in a compressed format that is significantly smaller than standard floating point • Streamable: HSF supports o object revisiting – objects can be tagged to be revisited later in the import or export o piecemeal reading and writing - user-specified chunks of data can be read or written o data dictionary – the scenegraph can be written first followed by the geometry allowing the structure of the file to be quickly read in and then the required nodes to be read first o automatic object prioritisation – shell primitives can be prioritised based on their size and vertex density The HOOPS Stream Format has been adopted by a number of major Mechanical CAD vendors as the basis for their proprietary lightweight file formats. © 2009 인트라테크 주식회사
HOOPS/HIO Module HIO stands for HOOPS Input/Output. The HIO modules are based around a plug-in architecture to HOOPS/MVO. At runtime, if the appropriate DLLs are available then HOOPS/MVO will automatically extend the input and output options from HOOPS to include that file format.
In HOOPS 18 the following HIO modules are available: • Autodesk DWG, based on Autodesk RealDWG libraries • Adobe PRC, based on Adobe Acrobat Pro Extended • Bentley DGN, based on the Open Design Alliance DGN libraries o A DGN to HSF exporter plugin to Microstation is also provided as standard to HOOPS • Autodesk DWF, based on the Autodesk DWF Toolkit • U3D, based on Intel’s U3D libraries • Google Sketchup, based on the Google Sketchup SDK. © 2009 인트라테크 주식회사
3D 모델 파일변환 모듈 (별도 라이선싱 필요)
HOOPS 3D EXCHANGE
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HOOPS 3D Exchange •
임포터
– CATIA V4, V5 – SolidWorks – CGR
•
– – – – – –
– NX – JTOpen – Parasolid(XT) – Pro/Engineer – PRC
퍼블리셔
IGES Parasolid(XT) PC STEP STL(Stereo Lithography) U3D(Universal 3D)
•
3D PDF SDK
• •
SolidEdge 임포터 I-DEAS 임포터
– Inventor – – – – –
IGES IFC (Industrial Foundation Classes) STEP STL(Stereo Lithography) U3D(Universal 3D)
HOOPS 3D Exchange (3DX 3.0 beta)는 Windows 7, Vista, XP (32 , 64 bit) 플랫폼을 지원합니다. © 2009 인트라테크 주식회사
Techsoft3D 사
주요 고객
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감사합니다.
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