A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process
Abstract
:1. Introduction
- A digital twin model is proposed for observing the whole production process. The presented method implemented the virtual reality and shading rending of the whole ironmaking furnace process. The computation performance is further analyzed with high accuracy and excellent computation cost. All the implementation is based on the real-time data collected from the industry.
- A novel script animation and call particle system according to the motion mode of different geometric objects to give the dynamic effect of geometric objects. The proposed animation models the different motions and particle flow in the reaction of the ironmaking process. It has the great advantage of simulating the practical ironmaking process with the support of a high-resolution interface. The experiments show that the average animation frame rate with high stability and robustness, and has up to 75 FPS.
- All the vertex shaders are considered to use all kinds of coordinate space transformation and vertex output variables to improve the 3D shading performance. The industrial blast ironmaking system modeling and application verifies the presented method’s high performance.
- The presented digital twin model for the ironmaking furnace process provides a novel real-time modeling and fault diagnosis method. It monitors dynamically the production process and constructs an advanced 3D virtual reality model. The validation and verification experiments prove that the presented framework has state-of-the-art performance on our benchmark cases and other comparatives.
2. Related Works
2.1. Lava Rendering
2.2. Blinn–Phong Illumination Model
2.3. Noise Generation Method
3. System Description
3.1. The Overall System Framework
3.2. The Shader Framework
4. The System Design
4.1. Iron Pool Special Effect Implementation Method
Special Effect Realization Method of Material Layer
- 1.
- The presented method builds the 3D ironmaking model with a high degree of freedom. In the local space, the normal map records absolute normal information, which means that the normal information obtained in the local space can only be used for a single model, and if this information is applied to other models, it may obtain the wrong bump effect. Normal texture in tangent space preserves relative normal data, which implies that even if the normal texture information is applied to a completely different model grid, a good result is then produced.
- 2.
- The presented digital twin framework achieves a superior UV animation effect. When we obtain the normal texture information in tangent space, we can move the UV coordinates of a texture to achieve a bump shift effect; however, if the normal texture information is obtained from the local space, it will obtain the completely wrong effect of movement. The reason for this difference is the same as above.
- 3.
- The proposed method can be reused for normal textures. For a hexahedron or more polyhedral, the presented digital system only needs one normal texture instead of six to obtain the desired bump effect. The principle of reuse is the same as above.
- 4.
- The complexity can be compressed. In local space, it is possible for a normal texture to store normal information in every direction, so a normal texture in local space must store normal component values in three directions and be in-compressible. In tangent space, the normal z component of a normal texture is always greater than 0 (positive direction), so when using a normal texture in tangent space, only the direction can be stored, and the Z direction can be derived from the direction.
5. Specification of Implementation
5.1. Particle System Special Effect Implementation Method
5.2. Shader Optimization Method
6. System Simulation and Digital Twin Modeling
7. Concluding Remarks
7.1. Problem Still to Be Solved
7.2. Summary and Prospect
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Indexes | BSBP | ASBP |
---|---|---|
Average frame rate (FPS) | 15.0 | 75.0 |
Batches | 18,000 | 3000 |
SetPass Calls | 7500 | 2500 |
CPU usage | 80% | 25% |
GPU usage | 25% | 25% |
Memory usage | 45% | 30% |
Performance | Real Operation | Digital Twin System |
---|---|---|
rendering time | 83 | 75.0 |
Batches | 2590 | 3376 |
response time | 30 ms | 25 ms |
Stability | feasible | feasible |
Robustness | feasible | feasible |
GPU usage | 26% | 25% |
Memory usage | 45% | 30% |
computation time | 44 ms | 37 ms |
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Lei, Y.; Karimi, H.R. A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process. Machines 2022, 10, 1122. https://doi.org/10.3390/machines10121122
Lei Y, Karimi HR. A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process. Machines. 2022; 10(12):1122. https://doi.org/10.3390/machines10121122
Chicago/Turabian StyleLei, Yongxiang, and Hamid Reza Karimi. 2022. "A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process" Machines 10, no. 12: 1122. https://doi.org/10.3390/machines10121122
APA StyleLei, Y., & Karimi, H. R. (2022). A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process. Machines, 10(12), 1122. https://doi.org/10.3390/machines10121122