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1、The Implementation of Stage Lighting Simulation Based on OGRE Dr. Leon Gaillard, Mr. Andreas Schroeter1Head of Research, Lao Institute for Renewable Energy (LIRE), Sokpaluang Road, Sokpaluang Village, Vientiane, Lao P
2、DR, P.O. Box 8010 2 Director, Sunlabob Renewable Energy Ltd, Lao-Thai Road, Watnak Village, Vientiane, Lao PDR, P.O. Box 9077 E-mail of corresponding author: andy.schroeter@sunlabob.com Abstract—Using 3D real-time s
3、imulation technology, three- dimensional stage scene and lighting environment could be easily simulated. In this paper, an implementation of stage lighting simulation based on OGRE is proposed. Lighting is the most cr
4、itical factor of the virtual stage. OGRE provides several useful lighting models itself, while they couldn’t simulate models such as chasing light and soft light, which are very useful in stage effects. Our system sol
5、ves these problems properly, and proposes different kinds of stages and lighting effects realistically. All the lighting effects could be controlled easily with flexible UI framework. Furthermore, animation effects ar
6、e also introduced, which make the virtual stage more vividly. In our system, designers could adjust various lighting parameters, design stage lighting environment, and add a variety of stage effects easily. Keywords-
7、component; stage lighting; three-dimensional simulation; OGRE I. INTRODUCTION Stage lighting effects are rich and varied, there are a lot of uncertainty. Designers need to design and select the type of lighting, l
8、ocation lighting arrangements, adjusting the parameters of the light and so on, which requires a lot of energy and time investment. Using 3D real-time simulation technology, three- dimensional stage scene and l
9、ighting environment could be easily simulated, and using advanced virtualization technology, designers’ creation and design could be transformed into three dimensional stage simulation with presence and ability to in
10、teract, which is a more authentic reproduction. Its powerful interactive capabilities could also facilitate the designers, performance directors and operators, so that the designer's innovative and creative ideas
11、could be always captured and unfolded [1]. In the next section we will discuss the logical structure. In section III scene components, light simulation, animation, UI components will be talked about, with results incl
12、uding lighting effects and decal effects which are presented in section IV. Conclusions are given in section V.II. SYSTEM STRUCTUREA common framework of interactive three-dimensional simulation is divided into three l
13、evels, from bottom to top are: the application layer, logic layer and multimedia simulation presentation layer. Application layer is responsible for loading resources to deal with and packaging hardware resources. Lo
14、gical layer mainly process logic simulation and state transition. Multi-media presentation layer will present the final simulation results to the user [2]. System based on the common architecture, is mainly composed o
15、f three parts: the main frame, scene control, the elements of the stage simulation. The main frame is responsible for resource loading and handling the bottom of the system. Scene control layer is responsible for cont
16、rolling all of the effects, elements and animations of stage. Finally, there is a concrete realization of the various stage elements. The simulation could be real-time and realistic with rich effects and interaction
17、with users. So that stage designers could be more comfortable controlling of all the elements [3]. The main Frame is shown as Fig.1: Figure 1. System structure National University Student Innovation Test Plan of Commu
18、nication University of China (No.G2010033), Science and Technology Innovation project of Ministry of Culture (No.2010-10), University Level Research project of Communication University of China (No.XNG1008) 5152978-1-6
19、1284-774-0/11/$26.00 ©2011 IEEEFigure 3. Chasing light animation D. Interface interaction Frame System also provides a wealth of interaction operations, based on component-based designs and flexible UI framework
20、[6]. Framework consists of three parts: view layer, function logic layer and communication layer. Figure 4. UI Framework Through the interaction of three parts, framework could manage all the interfaces including ligh
21、t management interface, chasing light animation management interface, scene effects management interface and system management interface. Interface communication layer mainly do two aspects of work. One is to pass use
22、r information to OGRE, the other is to receive information return from OGRE. Interface functions layer is mainly realized by scripts. Framework integrates scripts very well, so scripts could be managed and used in yo
23、ur own way. Interface performance layer depends on CEGUI, CEGUI provides both strong support for user controls, and OGRE renderer interface, mouse and keyboard events could also be injected into the system. IV. EXPER
24、IMENTAL RESULTSFig.5 is stage lighting effect. Fig.6 is decal effect. The system can do operations like switching stages, simulating different scene effects and other interactive real-time operations. Figure 5. Light
25、ing effect Figure 6. Decal effect V. CONCLUSIONS With the rapid development of information industry, information technology is shown to be more and more important. Through real-time rendering technology, various lig
26、hting effects, user interaction and other features could be realized. System provides a wealth of interactive features to the lighting designers, problems like high energy and high time- consuming could also be well so
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