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LED Virtual Simulation based on Web3D

Lilan Liu, Liu Han, Zhiqi Lin, Manping Li, and Tao Yu
Shanghai Enhanced Laboratory of Manufacturing Automation and Robotics, Shanghai University, Shanghai, China
Email: lancy@shu.edu.cn, hanliu20070915@163.com



AbstractRegarding to the high price and low market
popularity of current LED indoor lighting products, a LED
indoor lighting platform is proposed based on Web3D
technology. The internet virtual reality technology is
integrated and applied into the LED collaborative e-
commerce website with Virtools. According to the
characteristics of the LED indoor lighting products, this
paper introduced the method to build encapsulated model
and three characteristics of LED lighting: geometrical,
optical and behavior. It also structured the whole system
and the core technology of working principle of page
interaction. At last the authenticity of the scene is improved
by using the advanced rendering language.

I ndex TermsModel Encapsulation; Virtual Reality;
Advanced Render; B/S

I. INTRODUCTION
With the improvement of the living standard, indoor
lighting is not just concerning a simple problem that is to
light up certain space environment, but it has been
improved to the lighting culture level. As a new lighting
product, LED indoor light is a new concept but too
expensive to be afforded. Therefore, its necessary to use
virtual reality technology to demonstrate the effect of the
LED lighting products through website, at the same time,
the companies could show their products and a platform
could be provided for indoor lighting design personnel as
well.
There are plenty of lighting design simulation software
for engineering design personnel, such as Dialux and
AGI32 which have enough functions. However, a design
engineer cant master this kind of software without
professional training, and on the other hand, those
products are not that real on virtual exhibition of scene.
Meanwhile, basing on simplex mode and lacking of
openness makes it difficult for designers to use the
lighting products without the lamp database.
Based on Web3D technology, a LED indoor lighting
platform is proposed with real-time 3D simulation
developing tool Virtools developed by French Dassault
Company. Within the ASP.NET and SQL Server 2005
development environment, the virtual scene is added into
the LED collaborative commerce platform. Using
functions of calculating animations, behavior process and
the scene rendering engine integrated by the virtual
reality software, virtual reality technology is applied into
the network virtual experience on the basis of traditional
server control.
In this paper, virtual simulation technology is applied
into online experience for LED indoor lighting.
According to desktop virtual visualization technology, the
overall structure of the LED indoor lighting simulation
platform is established. Meanwhile, on the basis of
analyzing the way of data communication between virtual
scene and Web page in the network environment, the
method of accessing server through virtual scene in client
browser is designed. At the same time, various interactive
functions of entire front-end display layer in virtual
simulation platform are established through this method.
Secondly, on the basis of simulating calculation for
indoor lighting and researching algorithms for lighting
simulating analysis, light database and indoor lighting
calculation module are combined. With communication
technology between Virtools and Web page and
combination of Virtools script language (VSL), indoor
lighting simulation analysis module is developed, which
provides aided design for lighting design calculation to
engineering personnel.
Finally, aiming to solve the authenticity problem of
virtual scene, model optimization, real-time lighting
rendering and texture mapping technology are deeply
researched. Using the programmability of GPU and
texture mapping technology, the authenticity of the
virtual scene is improved, which leads to higher real-time
performance and real-time interactive operation
processing under network environment in this contest of
meeting scene reality.
The LED indoor lighting simulation platform
developed in this paper belongs to desktop paradigm for
virtual simulation system. It has combined with virtual
experience online, as well as the application of
engineering CAD. Connecting with the e-commerce on
the Internet, the virtual scenes and virtual models are
displayed to demonstrate products, in order to drive sales.
It has a very high application value no matter for the
ordinary consumers, engineers or production enterprise.
LED indoor lighting simulation platform mainly involved
key technologies as following: 3D modeling, computer
graphics, network communication technology, human-
computer interaction theory, software engineering,
simulation data real-time collection, analysis and
evaluation, etc.
The lighting simulation platform equipped with higher
simulation effect and better interaction is able to provide
users with a realistic scenes and operating environment,
fundamentally aiming to break the concept of traditional
plane graphic display.
JOURNAL OF MULTIMEDIA, VOL. 9, NO. 1, JANUARY 2014 43
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doi:10.4304/jmm.9.1.43-50
While lighting products are displayed, personalized
virtual scenes are created based on virtual interaction and
virtual simulation technology at the website. In this kind
of environment, it can make ordinary consumers have
better understanding of the lighting effect of LED
products in a planned and objective way, and then to
prompt consumers to produce delighted purchase
intention. On the other hand, it can provide engineering
personnel with unified and open support of lighting
design platform for indoor lighting layout and lighting
project. At the same time, it also can offer help to the
merchants with better reveal of their lighting engineer
and lighting products.
II. PROPOSED SCHEME
A. Structure Design of the Lighting Platform Based on
B/S
One of the main points in this platform is the whole
structure design and how to integrate the virtual scene
generated by Virtools into LED collaborative e-
commerce website. Based on the structure of B/S, this
platform uses the UCD (User Centered Design) method
to analysis users habits, expected interactive way and
visual experience, thus to guarantee the effectiveness and
efficiency of the information and improve users
satisfaction. The LED indoor illume platform includes
three parts: front presentation layer, logical application
layer and data support layer. The structure is shown in
figure1 below.
ASP.NET
Virtools
Front
Presentation
Layer
Logical
Application layer
Data Support
Layer

Figure 1. Three layer structure of the platform
The front presentation layer consists of two parts: front
page and virtual scene display. Based on the B/S structure,
the front presentation layer is mainly used to display the
scene and information obtained from the data support
layer.
The logical application layer can acquire useful data
from the data support layer through the information input
by a user in the front presentation layer. This layer can
also operate the lamps on the scene, such as replacing or
deleting lamps, and adding scene defined by a user.
Data support layer stored data in a database server,
which is for query and use in the logical application layer.
The above three-layer structure makes it a modularity
system which is much easier to manage and modify. In
this manner, whatever problem occurred in one single
layer wont affect others. Thereby the workload and the
program complexity is reduced.
B. Functions Design of the Lighting Platform
LED indoor illume platform relies on the LED
collaborative e-commerce website, which can meet the
users experience towards the LED indoor lighting. The
overall function frame of the platform is shown below in
Figure 2:
Data Support Layer
Lighting
Library
Model
Library
Material
Library
Lighting
Standard
LED Lighting Platform
Scene Generation
Create New Scene
Import the Scene
Manage Scene
Lighting Simulation
Encapsulate Lighting
Add Lighting
Exchange Lighting
Simulation Process
Arrange Lighting
Render the Scene
Results Output
STF
Data
Exchange
Port

Figure 2. Overall function of the platform
1. Scene generation: import the scene built in Dialux
into the simulation platform through the STF data
exchange format; a user can create a new scene to arrange
lamps through input the parameters and applicable scope
of the scene, and select the exist material from the
material library.
2. Lighting simulation: in this simulation scene,
lighting is not only a 3D model but also a light source
with optical properties. To make it more convenient for
LED supplier to upload their products data on LED
collaborative e-commerce website, this platform provides
a lamp encapsulation interface to exchange the product
model files and optical parameters files (mostly used is
IES international standard) into valid format ones.
3. Simulation process: a user can replace or delete
lamps according to the person-al requirements, by calling
the behavior module sealed in the model of the lamp.
Finishing the layout of lamps, one can perform a real-
time rendering for the scene, while the platform can
automatically judge whether the lamp selection and
arrangement made by user meet the national lighting
standards.
C. Object-Oriented Encapsulation of the Lighting Model
In the virtual scene, a 3D lamp model has the same
properties as other common models, such as geometric
dimension, direction and location. On the other hand,
lighting also is a kind of light source so it has optical
characteristics such as light intensity distribution and
luminous flux. Finally, in order to interact with user such
as changing the position of the lighting or replace it in the
virtual scene, the relevant behavior characteristics must
be established.
The geometrical characteristics of lighting are
established easily, and encapsulated into a model
referring to the Web3D VRML model standard. But in
the virtual scene, each frame of the operation picture is
real-time calculation by video card and CPU. If the model
is very fine, it will decrease the running speed of the
scene and make a long time to download it. So the
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number of model polygons must be reduced as far as
possible. And LED lighting included the data of ma-chine,
electronics, and circuits and so on. It is difficult to
include all data into the model and its go faraway form
the research target which we need. Therefore, only the
external geometric feature of the lamp will be expressed
as elements.
Lightings optical properties are also very important
because another role of the lighting is a light source in a
virtual simulation scene. The optical properties included
the light intensity distribution and luminous flux. The
main affection of the luminous flux is the strength of the
light source. We will adjust the lighting power to control
it in this platform. The light intensity distribution will
influence distribution of the light source in the space. We
used the light intensity distribution table to describe it in
order to calculate the illumination of working plane.
Lighting can be operated by user in the virtual scene,
including choice, move or switch. These behavioral are
classified as characteristics in the platform and en-
capsulated them through the BB module in Virtools.
The lightings model is divided into geometry, optical
and behavior characteristic. And the encapsulated optical
and behavior characteristic are attached to the physical
model to form the various LED lightings by using
Virtools.
The design procedure is as follows:
1. Resource library of the LED lighting must be
established in the database. Except some of the basic
lighting product fields, path field of the lighting model
need to be increased in the product table in order to add
lightings into virtual scene real time through the web
page.

Figure 3. Encapsulated of the optical characteristic
2. Optical properties of the lighting were established in
Virtools, and encapsulated into lighting physical model,
which included the power, flux, the number of the
lighting. The figure 3 shows optical properties which
platform need. The LightS/H field is a boolean type
which used to judge the lighting state in scene; the
LightCoefficient field is a table type which used to
encapsulate the data of light intensity distribution table
and the Moving Obstacle field is used to judge whether
the lighting model was interfered with obstacles in virtual
scene.
3. Behavior characteristic of the lighting is built by BB
module in Virtools. Through to change the lighting status
attributes to control the position of the lighting and judge
whether it is interfered with obstacles. The BB control
script shown below:

Figure 4. Control script of the behavior characteristic
There are a large number of lightings in the website.
Some lightings look difference, but the internal optical
properties are similar; some lightings have similar
appearance, but its optical properties are different. And
all the behavior characteristic of the lighting is
completely the same. It would become a very complex
work if we developed lightings module separately.
Through divided the lighting into geometry, optical and
behavior characteristic, various kinds of lightings can be
formed according to the different optical properties and
geometric model.
D. Integration the Virtual Scene
Based on Web3D, LED illume platform is a significant
part of the LED collaborative e-commerce website, which
is manly designed to simulate the lighting effects of the
lamp in the virtual scene on the website. Therefore, the
communication between the virtual scene created by
Virtools and the LED collaborative e-commerce website
is extremely important.

Figure 5. Browser Script module
The traditional dynamic web interactive technology
records and organizes the data through database, such as
ASP.NET, PHP and JSP. This technology returned the
final result to the front presentation layer through using
SQL language to read and write data in the server side.
But the 3D virtual scene which generated by Virtools has
its own feature: it is set in the web pages as the form of
object and cannot communicate with external directly. So
the corresponding programs need to be developed
between the web page and Virtools.
There are two kinds of ways to communicate between
Virtools and web page, one is using the Browser Script
module which Virtools has itself to trigger Javascript on
the web site. As shown in figure 5, building button event
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Figure 6. Input lighting flow chart
in Virtools and the Add Lighting page will be opened
after user clicked this button. But this method has certain
limitation because it only can transfer instructions from
the virtual scene to web page, not make the web page
information feedback to the virtual scene. Another
method is to use the Arrays to connect with the LED
collaborative e-commerce website database. The
information will be send from web page to virtual scene
through reading the change of the database fields real-
time. Figure 6 is the BB flow chart shown how to use this
method to input lighting into the virtual scene.
In virtual scene, when user click the Add Lighting
button, a Javascript pro-gram which had been defined in
the web page will be called and the Add lighting page
will be opened, as shown in figure 7. After the Input
lighting button which is in the web page is pushed, the
field which in the control table of the data-base will be
changed. Arrays will read this change and inputting the
lighting function will be triggered in Virtools. After the
lighting is inputted into the virtual scene, this field will be
restored and waiting another change.
E. Application Real-Time Rendering Technology in the
Platform Based on Shader
1) Shader in Virtools

Figure 7. Input lighting flow chart
Although many types of 3D modeling software like
3DS Max have a lot of materials and textures, in addition
to standard material and Multi/Sub-Object material, the
other material can't output to Virtools. On the other hand,
the type and position of the lighting is not fixed in the
virtual scene, so we need to use the implementation
rendering technology to ensure the virtual scene more
authentic.
Shader is a kind of technology applied in 3D graphics
video card which have programmable line, and realizing
this Shader technology, also called Shader language. It
replaced the rasterization part of the fixed rendering
pipeline. Programmers can control vertex transform,
illumination, pixel color and texture sampling themselves.
The Virtools Shader can complete different rendering
purposes and fully support Microsoft's DirectX9 senior
rendering language (HLSL).
2) Application of the Light Shader
The result of 3D models surface color is composed of
self-luminous (Emissive), environment reflection
(Ambient), diffuse (Diffuse), specular reflection
(Specular). In addition to the 3D models surface color, it
will form the final color according to the type, color and
position of light. Light mathematical model formula
which 3D models surface appeared as follows:

(1)
This computation model means using what kind of
method to calculate the color value which illuminated on
an object in graphics system. It is a kind of calculation
method, not specific light. And light source is defined
concrete light, including position, orientation, strength
and other lighting information in the virtual scene. The
same light source may show different according to the
different surface material. For example, a desk lamp in
the bedroom lights on the sheets cloth, we should use
diffuse model; when lights on the surface of the glass
table, we should use specular reflection model.
Making a building office as an example, this office is
using flaxen emulsion paint as metope material, and no
specular reflection. The light mathematical model was
turn into follow:

(2)
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Shader language is used to complete the scene light
rendering.
This code completed metope light rendering in virtual
scene, and ensured the real authenticity when using
different lightings. As below, the figure 8 is the effect
using the Shader, right figure 9 is not. The scene
authenticity greatly improved after using the Shader.
F. Experimental Results
With those key methods above, a LED indoor illume
platform operated on the LED collaborative e-commerce
website in this paper, taking an underground parking for
example.

Figure 8. Using the Shader effect

Figure 9. Not using the Shader effect
Once logging in the platform, a user can get into
Virtual experience center to preview the created scene or
some common indoor scene preset by the system.
Through the "Scene Overview" module, one can check
the basic parameters, the range of application, and make
some modification to suit his/her personal taste. For
example, he/she can add some indoor furniture model in
the Scene Management module, and add, delete, or
change the location of a certain lamp in the Lamps
layout module. After the lightings rearrangement in the
scene, a "Lighting Analysis" button can be clicked to
check easily that whether the layout of in-door lighting
meet the national standards. In addition, Users can also
establish a new scene for themselves. The application of
the platform is shown in figure 10.
It proves that this lighting platform can achieve an
excellent simulation for the LED indoor lighting, and
implement the functionalities of the indoor lighting lay-
outs comparatively, which gives a strong immersive.

Figure 10. Application example of the LED indoor illume platform
Access to space parameters of the virtual scene is one
of the most important for the indoor lighting simulation
analysis. Only through accurate lighting simulation
analysis for all kinds of parameters, can ensure the
accuracy of the whole process of the simulation analysis.
This paper is using BB module included in Virtools and
based on the characteristic of required parameters,
combined with the corresponding script custom-
developed by the VSL to obtain interior space parameters.
It also transfers data to database through Array in virtools,
in order to call indoor lighting simulation module.
It consists of three parts when obtaining parameters
from virtual scene.
TABLE I. PARAMETERS OBTAINED FROM VIRTUAL SCENE
Type Relevant Parameter
Scene
Ceiling size Wall size Floor size
Ceiling material
reflection
coefficient
Wall material
reflection
coefficient
Floor
material
reflection
coefficient
Wall direction
vector
Light
Optical
parameters
Position
coordinates
Size
dimension
Model
Face height Material
reflection
coefficient
Direction
vector
Size
dimension
Point
coordinates
Most parameters can be obtained directly by obtaining
the properties of the model. What is more special is the
acquirement of optical parameters of lights, definition
and acquirement of calculating points coordinate.
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As to optical parameters for lights, according to the
modeling lights, all optical parameters which used for
optical computing have already been encapsulated in light
model Attribute of Virtools. When compute is needed,
each ID light, light intensity distribution, luminous flux,
load and light type among optical parameters can be
directly obtained through obtaining each light model
Attribute.
As to computing the coordinates of points, first of all,
indoor scene will be divided into mesh according to
calculation accuracy of illumination required by users, as
well as combination with floor size. In virtual scene 3D
Frame should be built on each calculation-required point,
and put into one group. As to Z axis coordinate of
calculation point, working surface height will be a
reference in the scene. As a conclusion, the coordinate of
point required calculation can be obtained through getting
the 3D Frame coordinate in the group.
1) Computation of illumination
Utilization coefficient method is widely recognized as
a calculation method to obtain average illumination. This
method considers the illumination produced by both
direct and reflected light, combined with relative size of
the room, to achieve high accuracy.
Light of lamps and lanterns could be divided into two
parts. One reaches on the working plane directly, and the
other reaches with multiple reflections through ceiling,
wall and floor. Shown in figure 10, a room is divided into
three spaces. Different coefficient is used to demonstrate
separately three dimensional shapes.

Figure 11. Separation of room space
Room space ratio:


Ceiling space ratio:


Floor space ratio:


Among them:
l means length of room with unit meter.
b means breadth of room with unit meter.
h
CC
,h
RC
,h
FC
mean height of ceiling, room and floor
space.
Within the ceiling space, part of luminous flux
projected from the light to the upper part is absorbed by
the ceiling, the rest from light shiny surface. So the
ceiling space effective reflection coefficient is:


S
0
means area of ceiling space exposure with unit
meter.
S
b
means all surface area of ceiling space with unit square
meter.
G. Means Average Reflection Coefficient of Ceiling
Space with Unit %.
Floor space and ceiling space share the similar
properties, so same method can be used to get effective
reflection coefficient d of floor space. Generally d is
smaller than p. When the height of working plane is zero,
the two is equal. Due to the small influence on the
selection of utilization coefficient from the change of
effective reflection area, and values in utilization
coefficient table is obtained under the condition that d=
20%.
Process of analysis and calculation of the average
illumination is shown in figure 13. When a user clicks on
the button Illumination Analysis, firstly judgment should
be made on occluder of metope and ceiling space by
virtual scene VSL script. Parameters listed in Table 1 are
passed to server, and method of average illumination
calculation is used to get related indoor parameters. At
the same time, list of light parameters is traversed to
compute total illumination value. Base on the calculation
results, utilization coefficient parameters are determined
to complete calculation of indoor average illumination.
When the average illumination value of the current
scene is calculated, it will be compared with the relevant
national standard of related scene. If the result is less than
the national standard, related tips will jump out. If the
result matches the national standard, simulation results
will be output.

Figure 12. Process of utilization coefficient method
Data process of utilization coefficient method is shown
in figure 12. Firstly including occluder parameters, indoor
scene parameters and light list parameters are recorded in
Array of virtools, and sent to database of server by VSL
script for the use of illumination analysis.
Parameters and table D1 through method 1 and 2 are
sent to method 4 to come out utilization coefficient,
getting the final average illumination value through
method 5. Results are compared with table 2 to judge
whether standard is matched.
2) Comparative Analysis of Calculation Results
(1) Choice of verification mode
There are two ways about verifying results of
illumination computation. One way is to compare
calculation results and actual measurement value, the
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other is to compare the calculation results and the output
coming from illumination calculation software that
widely accepted by international company. This article
verifies illumination results by means of measuring real
scenes and getting results from illumination software
Dialux which has high recognition in this area.

Figure 13. Process of average illumination calculation

Figure 14. Analysis of simulation platform
(2) Validate instance
Example is made in meeting room of S university lab
building, and related scenes are built in Dialux. LED light
and decoration model are chosen as the same. Meanwhile,
actual measurement is taken by illumination tester to
measure several points in real room, in order to verify the
reliability of this platform lighting analysis.
a. Scene parameters
Meeting room is chosen as verification, and its length,
width and height is 10.5 m, 6.4 m and 3.0 m. Its height of
working face is 0.75 m, ceiling reflection coefficient is
70%, metope reflection coefficient is 52%, and floor
reflection coefficient is 61%.
b. Light parameters
This scene uses Glinno LP6060 type 38.1W grille lamp,
and each has the luminous of 2319 lm, its installation
height is 2.98 m. 12 light lamps are equally arranged in
3X4, and are 2.23m far from working plane. These
batches of lamps are all new products, so correction
coefficient of lamps is 1.00, it is not necessary to modify
the results.
c. Results analysis
Figure 14 and 15 demonstrate respectively the analysis
results of LED simulation platform and Dialux simulation.
A, B, C, D four points are chosen in figure 15 to make
a comparatively analysis with results from LED
simulation platform. At the same time, aiming get more
accurate verification of the results, the maximum and the
minimum point of illumination calculation method is
introduced to ensure the real effectiveness.

Figure 15. Analysis of Dialux
TABLE II. RESULTS OF ILLUMINATION CALCULATION
Software Average
A
point
B
point
C
point
D
point
Min Max
LED 265 285 324 363 366 22 377
Dialux 275 289 342 374 368 24 388
Error rate 3.6% 1.4% 5.3% 3% 0.5% 8.3% 2.9%
Real result 315 352 385 388
Error rate 9% 7.9% 5.7% 5.6%
By verifying this example, no matter whether average
of point illumination is computed, calculation results of
this indoor lighting platform and Dialux software keep an
calculation deviation under 6%. So it can be proved that
development of this indoor lighting platform simulation
has reference value.
III. CONCLUSION
Integration is achieved between Web3D technology
and traditional e-commerce website to keep the sense of
immersion and reality. Firstly encapsulate the lighting
model, secondly establish the virtual scene
communication with web-site by using the database and
Javascript technologies, and finally enhance the
authenticity of the lighting scene through the graphics
technology like Shader. Several new attempts is made
during the realization of this platform technically, which
lays a foundation for development of a more complex
system and expanded the range of application of virtual
reality technology. This research has greatly improved
the public awareness to the LED lighting and provided a
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convenient platform for users. Combined with LED e-
commerce website, it can realize an effective marketing
promotion of LED products.
ACKNOWLEDGMENT
This work is supported by Shanghai Science and
Technology Committee (STCSM) under Grant no.
11dz1120400 and National Science and Technology
Support Program (NSTSP) under Grant no.
2012BAF12B01. The authors are grateful for the
financial support.
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