Simulation Industry
Virtual Reality
IKEA is evaluating bringing more realism in the interior design with the help virtual reality that will allow people to not only experience a full 360° view, but to also experience walking around the virtual models and feel measurement.See video on ’YouTube’.
Below meshing of the complete room (floor, cabinet, …)

FBX autodesk API to create the meshing …
// main algorithm
bool SimpleApplication::createCompleteRoom(FbxManager* g_SdkManager, FbxScene* pScene)
{
bool w_ret = false;
std::cout << "Starting the extract procedure of the complete room\n";
// sanity check, make sure scene exist
assert(nullptr != pScene->GetRootNode());
size_t w_sceneChildCount = pScene->GetRootNode()->GetChildCount();
// --- create Room with nothing in it (empty room)
FbxNode* w_roomStuffNode = createRoomStuff(g_SdkManager, pScene);
assert( nullptr != w_roomStuffNode);
#if 1
// --- createItemsFloor
FbxNode* w_itemsFloorNode = createFloorItems(g_SdkManager, pScene);
assert(nullptr != w_itemsFloorNode);
std::cout << "Room extracted succesfully\n";
// NOTE: Room is base node of the cabinet (parent node)
// add Items_Floor (group node)
w_roomStuffNode->AddChild(w_itemsFloorNode);
#endif // testing purpose
// --- add nodes to scene
pScene->GetRootNode()->AddChild(w_roomStuffNode);
// clean model (removing BBox) not needed
if (FbxNode* w_foundIt = pScene->GetRootNode()->FindChild("Obstacles"))
{
std::cout << "Found a node which belongs to BBox";
// returns child count
size_t w_obsTclChild = w_foundIt->GetChildCount();
do
{
FbxNode* w_child2rem = w_foundIt->FindChild("Mesh");
FbxNode* w_remChild = w_foundIt->RemoveChild(w_child2rem);
} while (--w_obsTclChild);
assert(0 == w_foundIt->GetChildCount());
std::cout << "Let's remove i for now\n";
FbxNode* w_remNode = pScene->GetRootNode()->RemoveChild(w_foundIt);
std::cout << "Node removed is: " << w_remNode->GetName() << "\n";
}
const char* w_EmptyRoom = "CompleteRoomDebug.fbx";
if( Export(w_EmptyRoom, g_SdkManager, pScene, -1) == true)
{
// don't forget to delete the SdkManager
// and all objects created by the SDK manager
DestroySdkObjects(g_SdkManager, true);
w_ret = true;
}
else // could not create the scene
{
std::cerr << "Could not create scene to export\n";
DestroySdkObjects(g_SdkManager, false);
w_ret = false;
}
std::cout << "Finished exporting fbx scene to file\n";
return w_ret;
}
Below video showing the final product
Surgical Training Simulator
To be completed