
Constructing a virtual Synchrotron X-ray beamline
InfraVis Collaborators
Kim Nygård (MAX IV)
InfraVis Application Expert
Jonas Ahlstedt (LU)
InfraVis Node Coordinator
Emanuel Larsson (LU)
Tools & Skills
Blender, Unreal Engine
Keywords
Virtual Reality
Introduction
In this project we are developing techniques to turn computer-aided design (CAD) drawings into virtual environments that are both interactive and immersive. The challenges include optimization of large and complex geometries and displaying them in virtual reality without relying on the power of a standalone computer desktop. These environments could be used for education, training and conducing virtual experiments, before going to a real Synchrotron X-ray Beamline, e.g., at ForMAX at MAX IV, Lund, Sweden.
Background
A virtual beamline, lab, or similar environments opens the possibility for individuals who otherwise would not have access to such facilities to visit and to interact. It can be used for both communication and educational purposes. An interactive environment could also be an opportunity for visiting beamline users to familiarize themselves with the equipment and routines before beamtime starts. In the future, these environments could be used to perform virtual experiments.
Building a beamline from scratch with clean topology would be extremely time consuming. If one could process the original CAD files into mesh files suitable for automated or semi-automated methods of UV-unwrapping, texturing, shading, and rigging (for interaction and animation), it would take considerably less time and resources to create environments such as these.


Workflow development
The primary tools used in this project are Fusion 360 (Autodesk, California, U.S.), Blender (Blender foundation, Amsterdam, Netherlands) and Unreal Engine 5 (Epic games, North Carolina, U.S.). A direct export of all groups from Fusion 360 creates a very complex mesh. A pipeline of stacked modifiers in blender creates a pseudo-automatic workflow for mesh clean up and re-topology; merging nearby vertices, eliminating N-gons, adjusting normal vectors, and deleting interior faces and other hidden topology is completely taken care of in this pipeline and done completely in blender. This also ensures that UV-mapping, shading and materials are suitable and prepped for Unreal Engine 5.



Future
A remaining challenge is the sheer amount of topology required to display necessary components; to display the entire beamline in wireless headsets such as the Meta Quest 3, the number of faces (polygons) must be reduced significantly. Possibilities such as culling and occlusion are being investigated.