Thermal Bridge Heat Transfer and Vapour Diffusion Simulation Program AnTherm Version 6.90 

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3D Navigation within 3D windows

The imagery displayed in three dimensional rendering views can be controlled in various ways:

In addition immersive stereo display rendering in various technologies can be requested.

3D Navigation with the mouse

Graphics shown within 3D windows (Elements 3D, Results 3D) can be manoeuvred in virtual 3D space (rotation, translation or scaling) with the mouse easily. The level of display detail will be reduced during the motion if required.

Remark: When the mouse pointer is located above some special objects within the view these objects can be specifically controlled directly in different manner then described here (e.g. position of the movable colour bar).

Place the mouse pointer over graphics view of the window:

Left mouse key, drag:
Press and hold the left mouse button, move the mouse pointer.

A dragging action (holding down the left mouse button, then moving the mouse) rotates the view in 3D space.

The view behaves as if it were attached to a virtual trackball whose centre is at the centre of the view window. The mouse cursor is attached to the part of the trackball that protrudes above the surface of the window. Similarly the view follows a virtual joystick held with the mouse while joystick behaviour is activated instead.

You can switch between trackball- and joystick behaviour with keyboard controls.

Ctrl + mouse wheel turn
Hold the Ctrl key and turn the mouse wheel

or:

Ctrl + left mouse button, drag:
Hold the Ctrl key and press and hold the left mouse button, move the mouse pointer.
The 3D view is rotated around the axis in the geometrical centre of the view and perpendicular to the screen surface (rotation around the block axis, also called "Rolling").

You will need this function to flip the view "upside down" for example.

Shift + left mouse button, drag:
Hold the Shift key and press and hold the left mouse button, move the mouse pointer.
The view is translated in the plane of the window following the mouse pointer (translation, scrolling, panning in the view plane).
Mouse wheel turn

or:

Shift + Ctrl + left mouse button, drag:
Hold the Shift and the Ctrl keys and press and hold the left mouse button, move the mouse pointer.

or:

Right mouse button, drag:
Press and hold the right mouse button, move the mouse pointer.

The view is scaled (zoom-in and zoom-out).

Scaling operation is executed relative to the geometrical centre of the 3d view in virtual space

Press the Fit button The position and scaling of the view will be adjusted in such a way, that the whole building component fits into the view.
Press the Reset button Resets the camera (viewer) position to its default state:
  • X/Y plane parallel to the view (window) plane.
  • Z axis points towards the viewer (perpendicular to window plane).
  • Y axis is oriented vertical and upwards.
  • X axis points to the right.

Scaling of the view is adjusted accordingly to fit the whole component into the view.

See also: Elements 3D, Results 3D, Evaluations and Results, 3-D Navigation (control panel), TrackBall Rotation

3D Navigation with the keyboard

Graphics shown within 3D windows (Elements 3D, Results 3D) can be manoeuvred in virtual 3D space (rotation, translation or scaling) with the keyboard. Further settings of the displayed graphics can also be controlled and adjusted with the keyboard.

Click once with the mouse onto the graphics part of the window to move the keyboard focus to it.
Keyboard keyFunction
T Trackball Interactor of the mouse - dragging the mouse controls the moves of the 3d view
J Joystick Interactor of the mouse - the position of the mouse in the view controls the direction and the speed of continuous movements
PPerspective On/Off
LMore Light On/Off
FFit (also "NumPad 5")
+ (Plus)Scale (Zoom) +10% (also "Numpad +")
− (Minus)Scale (Un-Zoom) -10% (also "Numpad −")
  
InsSide view from the left
DelSide view from the right
HomeSide view from the front
EndSide view from the back
Page-UpSide view from the top (also "Enter")
Page-DownSide view from the bottom
EnterSide view from the top (also "Page-Up")
 Remark: Hold one of the modifier keys (Alt, Ctrl or Shift) depressed while pressing the button to view animated transformation of the position. The duration of the animation is set via the advanced application setting "DesiredFlyToSeconds".
  
Numpad 5Fit (also "F")
Numpad +Scale (Zoom) +10% (also +, Plus)
Numpad −Scale (Un-Zoom) -10% (also −, Minus)
  
Numpad 6Rotate to the right around the vertical axis, Azimuth -10° (also Right-Arrow)
Numpad 4Rotate to the left around the vertical axis, Azimuth +10° (also Left-Arrow)
Numpad 8Rotate upwards around the horizontal axis, Elevation -10° (also Up-Arrow)
Numpad 2Rotate downwards around the horizontal axis, Elevation +10° (also Down-Arrow)
Numpad 9Rotate to the right/upwards around a diagonal axis, Azimuth/Elevation, 7,07°/7,07°
Numpad 7Rotate to the left/upwards around a diagonal axis, Azimuth/Elevation, 7,07°/7,07°
Numpad 1Rotate to the left/downwards around a diagonal axis, Azimuth/Elevation, 7,07°/7,07°
Numpad 3Rotate to the right/downwards around a diagonal axis, Azimuth/Elevation, 7,07°/7,07°
  
Ctrl + Numpad 6Roll to the right around the view (block) axis, -10° (also Ctrl + Right-Arrow)
Ctrl + Numpad 4Roll to the left around the view (block) axis, +10° (also Ctrl + Left-Arrow)
Ctrl + Numpad 8Roll to the right around the view (block) axis, -10° (also Ctrl + Up-Arrow)
Ctrl + Numpad 2Roll to the left around the view (block) axis, +10° (also Ctrl + Down-Arrow)
Shift + Numpad 6Translate (scroll, pan) to the right, -100 (also Shift + Right-Arrow)
Shift + Numpad 4Translate (scroll, pan) to the left, +100 (also Shift + Left-Arrow)
Shift + Numpad 8Translate (scroll, pan) upwards, -100 (also Shift + Up-Arrow)
Shift + Numpad 2Translate (scroll, pan) down, +100 (also Shift + Down-Arrow)
  
Right-ArrowRotate to the right around the vertical axis, Azimuth -10° (also Numpad-6)
Left-ArrowRotate to the left around the vertical axis, Azimuth +10° (also Numpad-4)
Up-ArrowRotate upwards around the horizontal axis, Azimuth -10° (also Numpad-8)
Down-ArrowRotate downwards around the horizontal axis, Azimuth +10° (also Numpad-2)
  
Ctrl + Right-ArrowRoll to the right around the view (block) axis, -10° (also Ctrl + Numpad-6)
Ctrl + Left-ArrowRoll to the left around the view (block) axis, +10° (also Ctrl + Numpad-4)
Ctrl + Up-ArrowRoll to the right around the view (block) axis, -10° (also Ctrl + Numpad-8)
Ctrl + Down-ArrowRoll to the left around the view (block) axis, +10° (also Ctrl + Numpad-2)
  
Shift + Right-ArrowTranslate (scroll, pan) to the right, -100 (also Shift + Numpad-6)
Shift + Left-ArrowTranslate (scroll, pan) to the left, +100 (also Shift + Numpad-4)
Shift + Up-ArrowTranslate (scroll, pan) upwards, -100 (also Shift + Numpad-8)
Shift + Down-ArrowTranslate (scroll, pan) down, +100 (also Shift + Numpad-2)
  
SProvides switching between monocular view (standard) and several stereo viewing (binocular) modes. The setting change will be confirmed with a dialog message displayed.
Remark: Eventually additional hardware and license extensions might be required.
Remark: This setting requires a valid license feature STEREO3DVIEW
Remark: This function will have no effect if there are no stereo modes available.

Immersive stereo display rendering techniques

By default 3D renderings are provided for monocular view onto 3D objects projected onto the display (monitor) plane either with or without perspective transformations.

Binocular viewing is accomplished by providing different images to the left and right eye thus allowing for immersive depth perception. Some of the techniques require only very simple additional equipment. Others have more sophisticated technical prerequisites which must be fulfilled to use them.

Implementation provided monocular and binocular rendering modes  
mono (no stereo)Monocular view (standard).
True ColorNo additional equipment required
Anaglyph (Red/Cyan)By using simple Red/Cyan Glasses the effect of true depth can be accounted.True ColorRed/Cyan glasses required
Red/BlueBy using simple Red/Blue Glasses the effect of true depth can be accounted at the cost of colour quality (the image will be seen in levels of gray).MonochromRed/Blue glasses required
Dresden True ColorDresden type interlaced display required
VRex (Interlaced)For output to a VRex stereo projector. All of the odd horizontal lines are from the left eye, and the even lines are from the right eye. The user has to make the render window aligned with the VRex projector, or the eye will be swapped. True ColorInterlaced VRex type projector required
Crystal Eyes True ColorCrystal Eyes type display and glasses required
Left Eye (mono)
Right Eye (mono)
Images shown in mono which shall be directed to the left and right eye respectively can be used to create binocular views based on those two images but in some other stereo viewing application.True ColorNo additional equipment required

Remark: Using binocular stereo modes requires a valid license feature STEREO3DVIEW
Remark: Activating any binocular stereo modes will have no effect if there are no stereo modes available.

Anaglyph stereo rendering of vapour diffusion stream during thermal bridge analysis (you need red/cyan glasses for immersive 3D viewing experience)

Remark: Anaglyph and RedBlue stereo view types can be copied into the clipboard or image file. Disabling of stereo mode is only required for hardware dependant stereo types. Both Anaglyph and RedBlue require only passive Red/Cyan or Red/Blue glasses, thus could be used to produce stereo imagery easily.

Remark (technical): The anaglyph color saturation factor ranges from 0.0 to 1.0: 0.0 means that no color from the original object is maintained, 1.0 means all of the color is maintained. The default value is 0.65. Too much saturation can produce uncomfortable 3D viewing because anaglyphs also use color to encode 3D.
Remark (technical): The anaglyph color mask values are two numbers which are bits mask that control which color channels of the original stereo images are used to produce the final anaglyph image. The first value is the color mask for the left view, the second the mask for the right view. If a bit in the mask is on for a particular color for a view, that color is passed on to the final view; if it is not set, that channel for that view is ignored. The bits are arranged as r, g, and b, so r = 4, g = 2, and b = 1. By default, the first value (the left view) is set to 4, and the  second value is set to 3. That means that the red output channel comes from the left view, and the green and blue values come from the right view.

 

See also: Elements 3D, Results 3D, Evaluations and Results, 3-D Navigation (control panel), TrackBall Rotation


 Model, Calculate, Simulate and Analyse Thermal Heat Bridges in 2D and 3D with AnTherm® 

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 Copyright © T.Kornicki Dienstleistungen in EDV & IT

2010-08-26 14:42 +0200