Transcript
Page 1: 90% of Everything.  WebGL in the Shipping Industry

3D MARINE PORT VIZ & TOOLSJoshua [email protected]

Senior Software Engineer

Navis, LLC

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NAVIS WHO?

Founded in 1988

Located in Oakland

Provides a Terminal Operating System (TOS)

244 Installed TOSes Worldwide

54 Countries

~375 employees

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Containers (Packets) 20’ & 40’, Dry, Tank &

Refrigerated ~34.5 million TEU fleet in 2013

Container Ships (The Network) Crew of ~13 people Avg ship travels ¾ distance to

moon/year ~5000 Operating Container

Ships (2500-18000 TEU)

INTERNET OF THINGS

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Terminals (the Nodes) The “Nodes” Interchange points between

carriers & shippers Ports add value with fast

vessel turnaround, efficient container handling, & proper vessel stowage.

TOS provides value.

Shipping Line The “Backbone” Provides value via regular

transport between ports Contributing service

frequency, speed, reliability & coverage

OCEAN BASED LOGISTICS

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244 TOTAL NAVIS SITES

5

N4 Live Sites

N4 Implementations Other Navis TOS

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PORT OF SINGAPORE

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QUAY CRANES

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AUTOMATED STACKING CRANES

GIANT AUTOMATED ROBOTS

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AUTOMATED GUIDED VEHICLES (AGV)

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NAVIS OFFICE @ JACK LONDON SQUARE

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THE INITIAL IDEA

Visualize a port terminal with a ubiquitous UI technology

Provide some level of user interaction

Create platform to explore additional features

Concerns? Render Loop (FPS) UI/UX Network Communication Polygon Count Scene Size

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DEMO SHIPPING TERMINAL

Demo – Big

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DEMO SHIPPING TERMINAL

Demo – Small Yard

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THE DESIGN Leverage THREE.js

Resources 3D

Models Textures CSS

HTML JavaScript Etc.

CHE Objects Forklifts Cranes

Trucks Rail Ships

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TRUCK CLASS

Port.Che.Truck

Properties: _location _speed _movementVector _distanceTraveled

Methods: initRoute() setVector() makeVisible() resetLocation()

I’m a truck!

Object4D extends THREE.Object3D

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MODELS & MOVEMENTRTG Movement Constraints

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BIG PROBLEM – VARIABLE FPS

More objects within frustum means slower rendering.

Moving frustum resultsin a variable frame rate

Require another level oftime/movement dilationto smoothly translate models within the scene

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TWEENING

60 FPS

20 FPS

Variable

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VARIABLE FPS

Model Manager

Clock Δ

Quay Crane Manager

RTG Manager

Stacker Manager

Truck Manager

Ship Manager

Management

1) Check CHE Status- Moving?- Stopped?- Waiting?

2) Assign Vector

3) Translate based uponclock Δ and CHE speed

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OBJECT BREAKDOWNActions- Port.Listeners- Port.Actions.Quays- Port.Actions.Rtgs- Port.Actions.Stackers- Port.Actions.Triggers- Port.Actions.Trucks

App- Port.Cameras- Port.Yard.Gui- Port.Yard.Scene

Gear- Port.Che.Block- Port.Che.Quay- Port.Che.Rtg- Port.Che.Ship- Port.Che.Stacker- Port.Che.Truck

Management- Port.Manager- Port.Manager.Blocks- Port.Manager.Quays- Port.Manager.Rtgs- Port.Manager.Ships- Port.Manager.Stacker- Port.Manager.Trucks

Core- Port.Core.Object4D- Port.Core.Container- Port.Util- Port.Geometry- Port.Maths- Port.Preloader- Port.Manager.Clock

3rd Party Libraries- Dat.GUI- jQuery- MouseTrap- OBJMTLLoader- TrackballControl- THREE.js- Kinetic

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ANOTHER IDEATHE IDEA CONTINUED

Image from www.worldslargestship.com

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EMMA MAERSK CROSS SECTION

Built in 2006 Contains about

14000 TEU. Crew of 13

1300 feet long 25 knots 110 MW (149k HP)

from 6 enginesImage from www.worldslargestship.com

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SHIP FORMAT – EMMA MAERSK

Demo

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WELL… THAT’S GREAT. WHAT’S NEXT?

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BUSINESS USE CASE – POWERSTOW ™ PowerStow(er)! Load order and

position Considerations:

Location Weight Port of discharge

Contents! Images from NOAAImage from gigazine.net

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OLD SCHOOL UI/UX

Image from gigazine.net

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HOW CAN I MAKE THIS MORE DIFFICULT?

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FULL SOFTWARE STACK

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WEBGL ENABLED “POWERSTOW”

Demo – N4 Demo - local

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FIN

Questions?


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