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How DaimlerChrysler is interfacing the real and the unreal
VIRTUAL REALITIES
Virtual Reality is
being used more
and more to not
only design vehicles
but to find the
possible pitfalls in
manufacture and
minimise assembly
time and costs.
DaimlerChrysler
has built a specialist
VR facility in Ulm,
Germany, where
designers and
engineers use VR
tools to make their
work more efficient.
12 Silicon Chip
T
he Virtual Reality Cometence
Centre (VRCC) makes VR tools
available to developers at their
workstations. Depending on the task
at hand, employees can select the
required degree of immersion in the
visual world they wish to enter.
Not only that, they can mix “real”
and “virtual” worlds!
State-of-the-art facilities at Ulm
include:
a PC-operated holobench;
a holostage, a new semi-circular
projection which has recently been
successfully patented;
a fully-equipped mixed and augmented reality laboratory.
Holobench – the technology
The holobench, a virtual workbench,
comprises a vertical and a horizontal
surface onto which projectors display
images from behind and from below.
The holobench in Ulm is the first
of its kind in the world to be operated
using “Infitec technology”, which enables stereo-vision through the separate
control of the left and right eyes using
interference filter technology. The
result is a bright, three-dimensional
image.
It also uses DLP projectors, which
give much greater luminous intensity
than do tube projectors.
The computer filters out the ambient
light in the room so that the user can
work on the holobench in daylight
rather than in a dimmed setting.
The VRCC holobench is operated by
four PCs, with two more functioning as
servers. The latter also carry out collision calculations and determining the
position of the user.
Research on the virtual workbench
Long before the first physical model
of a newly developed product is tested, designers need to know whether
the individual components can be
installed easily and cost-effectively.
Such construction feasibility studies
can now be simulated to a great extent
on the holobench.
The engineer puts on a data glove
with sensors that measure the movewww.siliconchip.com.au
ments of his or her hand. A corresponding virtual hand, which can
install or remove virtual components,
appears on the holobench surface.
Sensors calculate the exact position
of the hand in the virtual space. If the
electronic hand touches any components, it does not move on any further
but a wire-grid hand passes through
the part and the point of collision is
highlighted in color.
As an example of the many investigations the VRCC has carried out, they
examined the removal of the alternator
from the Chrysler PT Cruiser. The research revealed that in order to remove
the alternator quickly and easily, it was
necessary to move another component
by just a few centimetres.
The practical aspect in investigations
like this one is that the computer “feels”
when contact takes place with another
component, even in places where the
point of contact is obscured by the
image of the component. The software
makes the components behave “realistically” by simulating their physical
and dynamic properties. This means
they can even slip along obstacles,
altering their position in the space.
In the past, it was only possible to
research rigid objects in installation
and removal studies. Now, however,
DBView — visualisation software developed by DaimlerChrysler — is able
www.siliconchip.com.au
to automatically calculate the amount
of space required for flexible objects
such as cables or tubing.
One example is vehicle seating that
has four different axes of movement.
Each variant means that a different
amount of space is available in the
vehicle. The data comes directly from
the CATIA construction system onto
the holobench surface.
Whereas it was previously only
possible to visualise the components,
they can now also be altered directly
and in real-time. When the collision
detection system is in operation, the
relevant components are marked – or
the virtual seat adjustment does not
function to the intended degree.
Even a complicated mechanism, such
as a moveable steering column, can be
manipulated to estimate its behavior
when construction alterations are made.
Engineers are particularly interested in
how much space the steering column
can take up in extreme situations. DBView can make this calculation.
Another typical use of the holobench
is the interactive simulation of
deep-drawing processes. The settings
of the virtual equipment are controlled
via a three-dimensional menu, which
is operated by a so-called flying mouse.
The sheet metal thickness is represented by different colors before, during and after processing. It is thereby
easier to check the stresses acting on
the metal sheet during the stamping
process.
Semi-circular projection +
CAVE = HoloStage
The VRCC has combined the advantages of semi-circular projection with
the advantage of the CAVE. This is a
room where the floor can also be used
as a projection surface but where only
one person has good-quality 3D vision.
A semi-circular floor was built into
the semi-circular projection area.
Projection onto the floor is by means
of two projectors and mirrors on the
ceiling. The result is a stereo-capable
holostage, which was recently successfully registered as a patent.
Another feature of the holostage is
the tracking system, which allows the
observer to see an extremely realistic
picture, depending on the angle.
No cables or wires are necessary. Six
cameras monitor the position of the
user. The boundaries between the horizontal floor and the vertical, semi-circular wall are blurred by the computer,
which “softly” masks the edges. The
observer sees an edgeless, three-dimensional picture on the holostage.
HoloStage – factory planning
In factory planning it is just as important to consider the movements
November 2001 13
people make, as is the correct positioning of the assembly line or the storage
of materials.
Researchers use a virtual model of
a person, which moves around independently within the data field of the
semi-circular projection. The starting
and finishing positions of a particular
route are already given but the number
of steps taken or the movements made
on the way are generated directly by
the computer.
Being able to represent or measure routes and distances is only one
important factor in factory planning.
Another is calculating stresses acting
on the spine when an employee has
to lift or install a component into a
vehicle. These calculations, based on
a large amount of medical data, are
made on a virtual model to simulate
real conditions.
HoloStage – robot teaching
VR technologies serve not only as
output media (ie, to represent computer-generated data) but can also be
used to input data.
In the case of a robot that installs
components or works on a car body
in the semi-circular projection area,
movements can be planned to the millimetre. To achieve this feat, the robot is
taken by the hand, so to speak, by the
engineer wearing a data glove. It is then
led to the point where a component or
tool is to be picked up and then to the
point of contact with the vehicle.
Carrying out robot teaching in this
way is quicker and easier than entering
the complex coordinates step-by-step
on a computer.
The information gained from using
virtual models of humans for ergonom14 Silicon Chip
ic studies, teaching robots and calculating likely component collisions
on the assembly lines helps planners
select the optimal factory layout. It is
hardly possible to imagine modern,
process-optimised factory planning
without VR technologies today.
Mixed reality/augmented
reality
The “Mixed-Reality Laboratory” at
the VRCC is used to study applications
in which it makes sense to combine
elements from the real world with
images from virtual reality. In this
way, it is possible to teach company
employees how to undertake complex
manufacturing processes long before
the launch of a new production series.
The user wears a special head-mounted display fitted with a tiny video camera, which supplies images of what is
actually happening. These video images are then exactly combined with a
virtual image of the part or component
under investigation.
This perfect “fit” between the video
images and the computer-generated
image of the virtual component is
made possible by the fact that all the
real components have been given socalled markers.
Markers consist of symbols or numbers on a flat surface, which are registered by the video camera and then
transmitted to the computer. They tell
the computer the precise angle at which
the virtual image has to be positioned.
In addition to this combination of
images, the user is also provided with
further information — in the form of
text, graphics or video images — on
how to install a component. This
might include information on which
tool should be used, as well as where
to start. It is also conceivable that
live images of an instructor could be
superimposed.
The new technology also has numerous applications in the fields of
maintenance, vehicle diagnostics and
service.
For example, a mechanic is faced
with a defect. Equipped with a
semi-transparent head-mounted display, he or she is provided with the
relevant information about the state of
the vehicle. To guide the mechanic, an
instructor establishes the precise nature
of the problem through a natural language dialog. Images, graphics or arrows
pointing to specific vehicle components
indicate where the problem might lie.
Even in a normal workshop situation, the use of mixed and augmented
reality could help combine the usual
toing-and-froing between reading the
manual and actually working on the
vehicle into a single activity and, as
such, help cut repair times.
Such a system would be particularly
www.siliconchip.com.au
attractive in remote regions where the
workshop may not have a lot of experience on a particular make or model. In
such a case, the mechanic or even the
driver would be able to obtain direct
advice on the nature of the problem.
Mobile VR
To increase the flexibility of maintenance and inspection routines for large
fleets of vehicles, VR technology is also
set to become increasingly mobile.
A portable video unit strapped to an
engineer’s belt will be able to transmit
images to the computer. Once there,
virtual reality images will be integrated and then sent back to the engineer’s
head-mounted display.
In such a context, the navigation
aids — including hints about the
source of the problem or tips on how
it could be remedied — are once again
set to play a major role.
Text information could be superimposed on the images at the appropriate
point. Such procedures are likely to
result in substantial time savings as
well a considerable improvement in
quality.
On the one hand, there will no
longer be any need to consult technical
manuals and on the other, the quality
of the work can be checked as it occurs.
Cockpit ergonomics
Although virtual reality can be
seen, it cannot be touched or felt. In
certain situations, it makes sense to
use relatively simple elements in order
to create real mock-ups containing all
the basic physical components that the
user needs to establish a tactile contact
with reality.
As soon as it is possible to harmonise the virtual and the real worlds in
this way, the user is able not only to see
objects but also to “grasp” them – ie,
touch and manipulate them. As a result, immersion in the world of virtual
reality is made all the more realistic.
Another task at the VRCC is to examine various vehicle cockpit designs
from an ergonomic point of view. This
is also an example of what is known as
collaborative rapid prototyping. Here,
the designer and user work hand in
hand. The user sits in a wooden cockpit mock-up, containing instruments
positioned according to the designer’s
specifications (who sits close by).
Via a head-mounted display, the
user is supplied with images of both
the planned cockpit and the road or
www.siliconchip.com.au
landscape through which the vehicle
is virtually travelling – similar to an
aircraft simulator. At the same time, the
user can also try out the various arrangements of cockpit instrumentation and
displays. With the aid of a data glove,
the controls can be moved around or
reformed into a different shape.
The wooden surface of the cockpit
mock-up provides the user with the
necessary tactile sensations. The designer is also able to make immediate
changes to the cockpit layout during
the testing process. As a result, optimal
cockpit ergonomics can be achieved
more quickly and efficiently.
Flow visualisation
CAD models are made up of an agglomeration of surfaces. However, the
process of vehicle design also makes
substantial use of aerodynamic flow
data and the flow of air inside the
vehicle cockpit.
As a rule, flow data is three-dimensional. Here, the complex challenge
facing the VRCC researchers was to
combine flow data with surface data
in one single representation. The
idea was to be able to see the effect
of various flow patterns, the data for
which had been processed in advance
by mainframe computers working in
overnight shifts.
This visualised flow data is mixed
with “real” images superimposed via
video as well as VR data relating to
the vehicle interior. In this way, various design alternatives can be tested.
This might involve the impact that
the size and shape of headrests have
on the supply of fresh air to rear-seat
passengers or the effect that the shape
and settings of the air vents have on
temperature control in the vehicle.
VR meetings
If VR truly is the intuitive, fully
immersive man-machine interface
of the future, then it certainly makes
sense to extend its scope beyond the
current dialog between engineer and
computer. In the future, the aim is to
use VR in a group context.
All the information relevant to
product development must be made
available over and beyond system and
even company boundaries.
Indeed, such availability must
function along the entire length of the
chain. In this way, virtual reality could
well help bring the twin processes of
product planning and product development together even more.
For a graphic example as to what the
VRCC researchers have in mind for this
exciting new technology, consider the
following scenario:
Designers and engineers seated
around a conference table are discussing
the latest version of a component under
development. Each person is wearing
a special head-mounted display. In the
middle of the conference table is a turntable marked with a range of symbols.
Each participant sees a virtual image of the component from exactly
the same perspective as he or she
would were it a real visual experience.
The 3D model can therefore be fully
visualised, with participants able to
discuss the latest stage of component
development.
Participants do not even need to be
in the same room, or even the same
country.
SC
Acknowledgement: Text and photos
courtesy of DaimlerChrysler.
November 2001 15
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