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AeroVR: An immersive visualisation system for aerospace design and digital twinning in virtual reality

Published online by Cambridge University Press:  25 June 2020

S.K. Tadeja*
Affiliation:
Department of Engineering, University of Cambridge, Cambridge, UK
P. Seshadri
Affiliation:
Department of Engineering, University of Cambridge, Cambridge, UK The Alan Turing Institute, London, UK
P.O. Kristensson
Affiliation:
Department of Engineering, University of Cambridge, Cambridge, UK
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Abstract

One of today’s most propitious immersive technologies is virtual reality (VR). This term is colloquially associated with headsets that transport users to a bespoke, built-for-purpose immersive 3D virtual environment. It has given rise to the field of immersive analytics—a new field of research that aims to use immersive technologies for enhancing and empowering data analytics. However, in developing such a new set of tools, one has to ask whether the move from standard hardware setup to a fully immersive 3D environment is justified—both in terms of efficiency and development costs. To this end, in this paper, we present AeroVR—an immersive aerospace design environment with the objective of aiding the component aerodynamic design process by interactively visualizing performance and geometry. We decompose the design of such an environment into function structures, identify the primary and secondary tasks, present an implementation of the system, and verify the interface in terms of usability and expressiveness. We deploy AeroVR on a prototypical design study of a compressor blade for an engine.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is included and the original work is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use.
Copyright
© The Author(s), 2020
Figure 0

Figure 1. Hardware interfaces in VR: (a) Xbox controller; (b) Oculus Rift’s motion sensor; (c) Oculus Rift VR headset.

Figure 1

Figure 2. Sufficient summary plots of (a) pressure ratios; (b) efficiency, for a range of different computational designs for turbomachinery blade, obtained from a design of experiment study. Based on work in Seshadri et al(12).

Figure 2

Figure 3. Sufficient summary plots of (a) pressure ratios; (b) efficiency presented in Fig. 2 as seen by the user in the AeroVR environment. Based on work in Seshadri et al(12).

Figure 3

Figure 4. The user’s field-of-view: The right-hand plot can, for example, show the lift coefficients whereas the left-hand side plot can contain the drag coefficient values. The nominal blade geometry is visualised in the middle between the two plots. The orange circle is a cross-hair signalising where user is looking at the moment.

Figure 4

Figure 5. A functional model of the interactive system.

Figure 5

Figure 6. The diagram shows how the signals are flowing within the system between its four main components: (a) the user grouped together with a controller used for user input; (b) a set of performance parameters visualised as the 3D scatter plots, in this case, efficiency and pressure-ratio 3D scatter plots; (c) blade geometry model; and (d) complete engine geometry model.

Figure 6

Figure 7. The Xbox controller: (a) shows the top view with the left-hand joystick [J] used to control the 2D movement on the $\textit{X}\text{-}\textit{Z}$ plane whereas (b) shows the front view with the two triggers [T] responsible for vertical movement along the Y axis. The other action buttons indicated in (a) have the following meanings: [R] for reload of the visualisation; [L] for loading next dataset; [A] for selection of an interactive item; and [X] for moving or rotating the scatter plots.

Figure 7

Figure 8. By selecting any data point on any plot, the user can immediately observe the blade’s geometry associated with this particular design. Moreover, the user can observe and compare the differences between the nominal and perturbed geometries as the former is kept rendered as a semi-transparent shape overlaying the latter. As users can freely manoeuver in 3D space they can visually inspect the entire blade from any direction and zoom in on any of its parts, as shown in (a–f).

Figure 8

Figure 9. The entire visualisation as it is seen by the user with the complete engine model in the back and the two 3D scatter plots and the nominal blade geometry (in blue) in front. The hub with a series of blades is also shown (in blue).

Figure 9

Figure 10. The same view as in Fig. 9 with a single data point selected on one of the scatter plots (the one on the bottom-right). The nominal blade geometry was rendered as semi-transparent shape with a new geometry superimposed on top of it. The engine hub with a new series of blades is also shown (in tan).

Figure 10

Figure 11. The scatter plot of the pressure ratios data (see Figs 2(a) and 3(a)) as it is seen by the user. Figure (a) shows a user’s gaze (orange cross-hair) hovering over a data point which instantly displays the associated values (e.g. its coordinates). Visible, formerly selected points (in green) are reflected on the other scatter plot and the associated geometries are also shown. Figure (b) shows the same plot from a distance. The highlighted spheres (in orange) are the movement selectors: If the user gazes at any point in space and taps the [X] button on the controller the plots will be translated towards that point in space. Figure (c) shows a rotation by $90^{\circ}$ towards the user along the Y-axis with the axis rotation selector highlighted (in orange). Only a single rotation selector can be active at once across all the scatter plots.

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