The Design and Evolution of the Uberbake Light Baking System
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Universidade Tecnológica Federal Do Paraná Campus Curitiba – Sede Central Departamento Acadêmico De Desenho Industrial Tecnologia Em Design Gráfico
UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ CAMPUS CURITIBA – SEDE CENTRAL DEPARTAMENTO ACADÊMICO DE DESENHO INDUSTRIAL TECNOLOGIA EM DESIGN GRÁFICO ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM TRABALHO DE CONCLUSÃO DE CURSO CURITIBA-PR 2017 ALEXANDRE DA SILVA SANTANA A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE RETRATAR A HISTÓRIA DO TREM Monografia apresentada ao Curso Superior de Tecnologia em Design Gráfico do Departamento Acadêmico de Desenho Industrial – DADIN – da Universidade Tecnológica Federal do Paraná – UTFPR, como requisito parcial para obtenção do título de Graduação em Tecnologia em Design Gráfico. Orientadora: Prof.ª MSc. Ana Cristina Munaro. CURITIBA-PR 2017 Ministério da Educação Universidade Tecnológica Federal do Paraná PR Câmpus Curitiba UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ Diretoria de Graduação e Educação Profissional Departamento Acadêmico de Desenho Industrial TERMO DE APROVAÇÃO TRABALHO DE CONCLUSÃO DE CURSO 039 A ESTAÇÃO DE TREM DE CURITIBA EM MODELAGEM 3D: UMA FORMA DE REVIVER A HISTÓRIA DO TREM por Alexandre da Silva Santana – 1612557 Trabalho de Conclusão de Curso apresentado no dia 28 de novembro de 2017 como requisito parcial para a obtenção do título de TECNÓLOGO EM DESIGN GRÁFICO, do Curso Superior de Tecnologia em Design Gráfico, do Departamento Acadêmico de Desenho Industrial, da Universidade Tecnológica Federal do Paraná. O aluno foi arguido pela Banca Examinadora composta pelos professores abaixo, que após deliberação, consideraram o trabalho aprovado. Banca Examinadora: Prof. Alan Ricardo Witikoski (Dr.) Avaliador DADIN – UTFPR Prof. Francis Rodrigues da Silva (Esp.) Convidado DADIN – UTFPR Profa. Ana Cristina Munaro (MSc.) Orientadora DADIN – UTFPR Prof. -
Castle Game Engine Documentation
Castle Game Engine documentation Michalis Kamburelis Castle Game Engine documentation Michalis Kamburelis Copyright © 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Michalis Kamburelis You can redistribute and/or modify this document under the terms of the GNU General Public License [http://www.gnu.org/licenses/gpl.html] as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Table of Contents Goals ....................................................................................................................... vii 1. Overview of VRML ............................................................................................... 1 1.1. First example ............................................................................................... 1 1.2. Fields .......................................................................................................... 3 1.2.1. Field types ........................................................................................ 3 1.2.2. Placing fields within nodes ................................................................ 5 1.2.3. Examples .......................................................................................... 5 1.3. Children nodes ............................................................................................. 7 1.3.1. Group node examples ........................................................................ 7 1.3.2. The Transform node ....................................................................... -
Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine
Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Jeffrey Wang May 6, 2021 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Jeffrey Wang Technical advisor: Luther Tychonievich, Department of Computer Science Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine Abstract Real-time smoke and fog volumetric effects were created in the Unity game engine by combining volumetric lighting systems and GPU particle systems. A variety of visual effects were created to demonstrate the features of these effects, which include light scattering, absorption, high particle count, and performant collision detection. The project was implemented by modifying the High Definition Render Pipeline and Visual Effect Graph packages for Unity. 1. Introduction Digital media is constantly becoming more immersive, and our simulated depictions of reality are constantly becoming more realistic. This is thanks, in large part, due to advances in computer graphics. Artists are constantly searching for ways to improve the complexity of their effects, depict more realistic phenomena, and impress their audiences, and they do so by improving the quality and speed of rendering – the algorithms that computers use to transform data into images (Jensen et al. 2010). There are two breeds of rendering: real-time and offline. Offline renders are used for movies and other video media. The rendering is done in advance by the computer, saved as images, and replayed later as a video to the audience. -
Fast Rendering of Irregular Grids
Fast Rendering of Irregular Grids Cl´audio T. Silva Joseph S. B. Mitchell Arie E. Kaufman State University of New York at Stony Brook Stony Brook, NY 11794 Abstract Definitions and Terminology 3 A polyhedron is a closed subset of < whose boundary consists We propose a fast algorithm for rendering general irregular grids. of a finite collection of convex polygons (2-faces,orfacets) whose Our method uses a sweep-plane approach to accelerate ray casting, union is a connected 2-manifold. The edges (1-faces)andvertices and can handle disconnected and nonconvex (even with holes) un- (0-faces) of a polyhedron are simply the edges and vertices of the structured irregular grids with a rendering cost that decreases as the polygonal facets. A convex polyhedron is called a polytope.A “disconnectedness” decreases. The algorithm is carefully tailored polytope having exactly four vertices (and four triangular facets) is to exploit spatial coherence even if the image resolution differs sub- called a simplex (tetrahedron). A finite set S of polyhedra forms a stantially from the object space resolution. mesh (or an unstructured, irregular grid) if the intersection of any In this paper, we establish the practicality of our method through two polyhedra from S is either empty, a single common edge, a sin- experimental results based on our implementation, and we also pro- gle common vertex, or a single common facet of the two polyhedra; vide theoretical results, both lower and upper bounds, on the com- such a set S is said to form a cell complex. The polyhedra of a mesh plexity of ray casting of irregular grids. -
Comparison of Unity and Unreal Engine
Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
Volumetric Fog Rendering Bachelor’S Thesis (9 ECT)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Tartu University Library UNIVERSITY OF TARTU Institute of Computer Science Computer Science curriculum Siim Raudsepp Volumetric Fog Rendering Bachelor’s thesis (9 ECT) Supervisor: Jaanus Jaggo, MSc Tartu 2018 Volumetric Fog Rendering Abstract: The aim of this bachelor’s thesis is to describe the physical behavior of fog in real life and the algorithm for implementing fog in computer graphics applications. An implementation of the volumetric fog algorithm written in the Unity game engine is also provided. The per- formance of the implementation is evaluated using benchmarks, including an analysis of the results. Additionally, some suggestions are made to improve the volumetric fog rendering in the future. Keywords: Computer graphics, fog, volumetrics, lighting CERCS: P170: Arvutiteadus, arvutusmeetodid, süsteemid, juhtimine (automaat- juhtimisteooria) Volumeetrilise udu renderdamine Lühikokkuvõte: Käesoleva bakalaureusetöö eesmärgiks on kirjeldada udu füüsikalist käitumist looduses ja koostada algoritm udu implementeerimiseks arvutigraafika rakendustes. Töö raames on koostatud volumeetrilist udu renderdav rakendus Unity mängumootoris. Töös hinnatakse loodud rakenduse jõudlust ning analüüsitakse tulemusi. Samuti tuuakse töös ettepanekuid volumeetrilise udu renderdamise täiustamiseks tulevikus. Võtmesõnad: Arvutigraafika, udu, volumeetria, valgustus CERCS: P170: Computer science, numerical analysis, systems, control 2 Table of Contents Introduction -
Techniques for an Artistic Manipulation of Light, Signal and Material
Techniques for an artistic manipulation of light, signal and material Sarah El-Sherbiny∗ Vienna University of Technology Figure 1: Beginning from the left side the images in the first column show an editing of the lighting. The scene was manipulated by painting with light and automatic refinements and optimizations made by the system [Pellacini et al. 2007]. A result of volumetric lighting can be seen in the second column. The top image was generated by static emissive curve geometry, while the image in the bottom was created by animated beams that get shaded with volumetric effects [Nowrouzezahrai et al. 2011]. In the third column the shadows were modified. The user can set constraints and manipulate surface effects via drag and drop [Ritschel et al. 2010]. The images in the fourth column illustrate the editing of reflections. The original image was manipulated so, that the reflected face gets better visible on the ring [Ritschel et al. 2009]. The last images on the right show the editing of materials by making objects transparent and translucent [Khan et al. 2006]. Abstract 1 Introduction Global illumination is important for getting more realistic images. This report gives an outline of some methods that were used to en- It considers direct illumination that occurs when light falls directly able an artistic editing. It describes the manipulation of indirect from a light source on a surface. Also indirect illumination is taken lighting, surface signals and materials of a scene. Surface signals into account, when rays get reflected on a surface. In diffuse re- include effects such as shadows, caustics, textures, reflections or flections the incoming ray gets reflected in many angles while in refractions. -
Master's Thesis
University of Magdeburg School of Computer Science Master's Thesis Spherical Illuminance Composition for Real-Time Indirect Illumination Author: David Kuri April 29, 2015 Advisors: Jun.-Prof. Dr. Thorsten Grosch Department of Simulation and Graphics Prof. Dr. Holger Theisel Department of Simulation and Graphics Kuri, David: Spherical Illuminance Composition for Real-Time Indirect Illumination Master's Thesis, University of Magdeburg, 2015. Abstract In photorealistic rendering, the simulation of global illumination is of great percep- tual importance for the generation of convincing imagery. The concepts of light transport for the purpose of rendering are well understood, but expensive to calcu- late. For real-time solutions, simplification is necessary, often at the cost of visual quality. We present a new real-time algorithm for the calculation of global illumination in diffuse scenes. A precomputation step allows for high visual quality with an infinite number of light bounces. Dynamic objects can receive indirect light and don't show temporal artifacts. The proposed technique supports full dynamic lighting and works with all commonly used light source models. In addition, area and environment lighting are facilitated. Furthermore, we present details on how our technique can be implemented on con- temporary hardware. Various approaches are explained and compared to give guide- lines for practical implementation. iv Acknowledgements I would like to express my thanks to my supervisors Jun.-Prof. Dr. Thorsten Grosch and Prof. Dr. Holger Theisel for reviewing this thesis. In addition, M. Sc. Johannes Jendersie has been a great help all throughout the involved research and was very enthusiastic about my work. I would further like to thank Philipp Krause and the great people at Piranha Bytes where I developed a large part of the presented technique. -
Real Time Rendering of Atmospheric Scattering and Volumetric Shadows Venceslas Biri, Didier Arquès, Sylvain Michelin
Real Time Rendering of Atmospheric Scattering and Volumetric Shadows Venceslas Biri, Didier Arquès, Sylvain Michelin To cite this version: Venceslas Biri, Didier Arquès, Sylvain Michelin. Real Time Rendering of Atmospheric Scattering and Volumetric Shadows. Journal of WSCG, University of West Bohemia, Czech Republic, 2006, 14 (1), pp.65-72. hal-00681568 HAL Id: hal-00681568 https://hal-upec-upem.archives-ouvertes.fr/hal-00681568 Submitted on 21 Mar 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Real Time Rendering of Atmospheric Scattering and Volumetric Shadows Biri Venceslas Arquès Didier Michelin Sylvain Charles Cros Institute Charles Cros Institute Charles Cros Institute 6 bd du Danube 6 bd du Danube 6 bd du Danube F-77700 SERRIS F-77700 SERRIS F-77700 SERRIS FRANCE FRANCE FRANCE [email protected] [email protected] [email protected] ABSTRACT Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to achieve in computer graphics. This paper presents a new real time method which renders these effects including volumetric shadows, which provides a great performance improvement over previous methods. Using an analytical expression of the light transport equation we are able to render directly the contribution of the participating medium on any surface. -
GLOBAL ILLUMINATION in GAMES What Is Global Illumination?
Nikolay Stefanov, PhD Ubisoft Massive GLOBAL ILLUMINATION IN GAMES What is global illumination? Interaction between light and surfaces Adds effects such as soft contact shadows and colour bleeding Can be brute-forced using path tracing, but is very slow Cornell98 Global illumination is simply the process by which light interacts with physical surfaces. Surfaces absorb, reflect or transmit light. This here is a picture of the famous Cornell box scene, which is a standard environment for testing out global illumination algorithms. The only light source in this image is at the top of the image. Global illumination adds soft shadows and colour between between the cubes and the walls. There is also natural darkening along the edges of the walls, floor and ceiling. One such algorithm is path tracing. A naive, brute force path trace essentially shoot millions and millions of rays or paths, recording every surface hit along the way. The algorithm stops tracing the path when the ray hits a light. As you can imagine, this takes ages to produce a noise-free image. Nonetheless, people have started using some variants of this algorithm for movie production (e.g. “Cloudy With a Chance of Meatballs”) What is global illumination? Scary looking equation! But can be done in 99 lines of C++ All of this makes for some scary looking maths, as illustrated here by the rendering equation from Kajiya. However that doesn’t mean that the *code* is necessarily complicated. GI in 99 lines of C++ Beason2010 Here is an image of Kevin Beason’s smallpt, which is 99 lines of C++ code. -
Course 26 SIGGRAPH 2006.Pdf
Advanced Real-Time Rendering in 3D Graphics and Games SIGGRAPH 2006 Course 26 August 1, 2006 Course Organizer: Natalya Tatarchuk, ATI Research, Inc. Lecturers: Natalya Tatarchuk, ATI Research, Inc. Chris Oat, ATI Research, Inc. Pedro V. Sander, ATI Research, Inc. Jason L. Mitchell, Valve Software Carsten Wenzel, Crytek GmbH Alex Evans, Bluespoon Advanced Real-Time Rendering in 3D Graphics and Games – SIGGRAPH 2006 About This Course Advances in real-time graphics research and the increasing power of mainstream GPUs has generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. This course will focus on recent innovations in real- time rendering algorithms used in shipping commercial games and high end graphics demos. Many of these techniques are derived from academic work which has been presented at SIGGRAPH in the past and we seek to give back to the SIGGRAPH community by sharing what we have learned while deploying advanced real-time rendering techniques into the mainstream marketplace. Prerequisites This course is intended for graphics researchers, game developers and technical directors. Thorough knowledge of 3D image synthesis, computer graphics illumination models, the DirectX and OpenGL API Interface and high level shading languages and C/C++ programming are assumed. Topics Examples of practical real-time solutions to complex rendering problems: • Increasing apparent detail in interactive environments o Inverse displacement mapping on the GPU with parallax occlusion mapping o Out-of-core rendering of large datasets • Environmental effects such as volumetric clouds and rain • Translucent biological materials • Single scattering illumination and approximations to global illumination • High dynamic range rendering and post-processing effects in game engines Suggested Reading • Real-Time Rendering by Tomas Akenine-Möller, Eric Haines, A.K.