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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Columbia Photographic Images and Photorealistic Computer Graphics Dataset
Columbia Photographic Images and Photorealistic Computer Graphics Dataset Tian-Tsong Ng, Shih-Fu Chang, Jessie Hsu, Martin Pepeljugoski¤ fttng,sfchang,[email protected], [email protected] Department of Electrical Engineering Columbia University ADVENT Technical Report #205-2004-5 Feb 2005 Abstract Passive-blind image authentication is a new area of research. A suitable dataset for experimentation and comparison of new techniques is important for the progress of the new research area. In response to the need for a new dataset, the Columbia Photographic Images and Photorealistic Computer Graphics Dataset is made open for the passive-blind image authentication research community. The dataset is composed of four component image sets, i.e., the Photorealistic Com- puter Graphics Set, the Personal Photographic Image Set, the Google Image Set, and the Recaptured Computer Graphics Set. This dataset, available from http://www.ee.columbia.edu/trustfoto, will be for those who work on the photographic images versus photorealistic com- puter graphics classi¯cation problem, which is a subproblem of the passive-blind image authentication research. In this report, we de- scribe the design and the implementation of the dataset. The report will also serve as a user guide for the dataset. 1 Introduction Digital watermarking [1] has been an active area of research since a decade ago. Various fragile [2, 3, 4, 5] or semi-fragile watermarking algorithms [6, 7, 8, 9] has been proposed for the image content authentication and the detection of image tampering. In addition, authentication signature [10, ¤This work was done when Martin spent his summer in our research group 1 11, 12, 13] has also been proposed as an alternative image authentication technique. -
Brian Paint Breakdown 1.Qxd
Digital Matte Painting Reel Breakdown Brian LaFrance Run Time: 2 Minutes 949-302-2085 [email protected] Big Hero 6: Baymax and Hiro Flying Sequence Description: Lead Set Extension Artist. helped develop sky pano from source HDR's, which fed lighting dept. 360 degree seaming of ocean/sky horizon, land, atmosphere blending. Painted East Bay city. Made 3d fog volumes in houdini, rendered with scene lighting for reference, which informed the painting of multiple fog lay- ers, which were blended into the scene using zdepth "slices" for holdouts, integrating the fog into the landscape. Software Used: Photoshop, Maya, Nuke, Houdini, Terragen, Hyperion(Disney Prop. Rendering software) Big Hero 6: Bridge Description: Painted sky, ground fog slices and lights, projected in nuke. Software Used: Photoshop, Maya, Nuke, Terragen, Hyperion Big Hero 6: City Description: Painted sky, moving ground fog clouds. Clouds integrated into digital set using zdepth "slices" for holdouts, integrating fog into the landscape. Software Used: Photoshop, Maya, Nuke R.I.P.D.: City Shots Description: Blocked out city compositions with simple geometry, projected texture onto that geometry. Software Used: Photoshop, Rampage (Rhythm and Hues Prop. Projection software) The Seventh Son: Multiple Shots Description: Modeled simple geom, sculpted in zbrush for balcony shot, textured/lit/rendered in mental ray, painted over in photoshop, projected onto modeled or simplified geometry in rampage. Software Used: Photoshop, Maya, Mental Ray, Zbrush, Rampage Elysium: Earth Description: Provided a Terragen "Planet Rig" to Image Engine for them to render views of earth, as well as a large render of whole earth to be used as source for matte painting(s). -
HP and Autodesk Create Stunning Digital Media and Entertainment with HP Workstations
HP and Autodesk Create stunning digital media and entertainment with HP Workstations. Does your workstation meet your digital Performance: Advanced compute and visualization power help speed your work, beat deadlines, and meet expectations. At the heart of media challenges? HP Z Workstations are the new Intel® processors with advanced processor performance technologies and NVIDIA Quadro professional It’s no secret that the media and entertainment industry is constantly graphics cards with the NVIDIA CUDA parallel processing architecture; evolving, and the push to deliver better content faster is an everyday delivering real-time previewing and editing of native, high-resolution challenge. To meet those demands, technology matters—a lot. You footage, including multiple layers of 4K video. Intel® Turbo Boost1 need innovative, high-performing, reliable hardware and software tools is designed to enhance the base operating frequency of processor tuned to your applications so your team can create captivating content, cores, providing more processing speed for single and multi-threaded meet tight production schedules, and stay on budget. HP offers an applications. The HP Z Workstation cooling design enhances this expansive portfolio of integrated workstation hardware and software performance. solutions designed to maximize the creative capabilities of Autodesk® software. Together, HP and Autodesk help you create stunning digital Reliability: HP product testing includes application performance, media. graphics and comprehensive ISV certification for maximum productivity. All HP Workstations come with a limited 3-year parts, 3-year labor and The HP Difference 3-year onsite service (3/3/3) standard warranty that is extendable up to 5 years.2 You can be confident in your HP and Autodesk solution. -
Nitin Singh - Senior CG Generalist
Nitin Singh - Senior CG Generalist. Email: [email protected] Montreal, Canada Website: www.NitinSingh.net HONORS & AWARDS * VISUAL EFFECTS SOCIETY AWARDS (VES) 2014 (Outstanding Created Environment in a Commercial or Broadcast Program) for Game Of Thrones ( Project Lead ) “The Climb”. * PRIMETIME EMMY AWARDS 2013 ( as Model and Texture Lead ) for Game of Thrones. “Valar Dohaeris” (Season 03) EXPERIENCE______________________________________________________________________________________________ Environment TD at Framestore, Montreal (Feb.05.2018 - June.09.2018) Projects:- The Aeronauts, Captain Marvel. * procedural texturing and lookDev for full CG environments. * Developing custom calisthenics shaders for procedural environment texturing and look development. * Making clouds procedurally in Houdini, Layout, Lookdev, and rendering of Assets / Shots in FrameStore's proprietary rendering engine. Software's Used: FrameStore's custom texturing and lighting tools, Maya, Arnold, Terragen 4. __________________________________________________________________________________________________________ Environment Pipeline TD at Method Studios (Iloura), Melbourne (Feb.05.2018 - June.09.2018) Projects:- Tomb Raider, Aquaman. * Developing custom pipeline tools for layout and Environment Dept. using Python and PyQt4. * Modeling and texturing full CG environment's with Substance Designer and Zbrush. *Texturing High res. photo-real textures for CG environments and assets. Software's Used: Maya, World Machine, Mari, Zbrush, Mudbox, Nuke, Vray 3.0, Photoshop, -
´Anoq of the Sun Detailed CV As a Graphics Artist
Anoq´ of the Sun Detailed CV as a Graphics Artist Anoq´ of the Sun, Hardcore Processing ∗ January 31, 2010 Online Link for this Detailed CV This document is available online in 2 file formats: • http://www.anoq.net/music/cv/anoqcvgraphicsartist.pdf • http://www.anoq.net/music/cv/anoqcvgraphicsartist.ps All My CVs and an Overview All my CVs (as a computer scientist, musician and graphics artist) and an overview can be found at: • http://www.hardcoreprocessing.com/home/anoq/cv/anoqcv.html Contents Overview Employment, Education and Skills page 2 ProjectList page 3 ∗ c 2010 Anoq´ of the Sun Graphics Related Employment and Education Company My Role Dates Duration 1 day=7.5 hrs HardcoreProcessing GraphicsArtist 1998-now (seeproject list) I founded this company Pre-print December 1998 Marketing www.hardcoreprocessing.com Anoq´ Music Graphics Artist 2007-now (see project list) I founded this record label Pre-print December 2007 Marketing www.anoq.net/music/label CasperThorsøeVideo Production 3DGraphicsArtist 1997-1998 1year www.ctvp.com (Partly System Administrator) Visionik Worked Partly as a 1997 5 months www.visionik.dk Graphics Artist (not full-time graphics!) List of Graphics Related Skills (Updated on 2010-01-31) (Years Are Not Full-time Durations, But Years with Active Use) Key for ”Level”: 1: Expert, 2: Lots of Routine, 3: Routine, 4: Good Knowledge, 5: Some Knowledge Skill Name / Group Doing What Level Latest Years with (1-5) Use Active Use Graphics Software and Equipment: Alias|Wavefront PowerAnimator Modelling, Animation 2 1998 1 Alias|Wavefront Maya Modelling, Animation 2 1998 1 LightWave 3D Modelling, Animation 2 1997 4 SoftImage 3D Modelling, Animation 5 1998 0.2 3D Studio MAX Modelling, Animation 5 1997 0.5 Blue Moon Rendering Tools (a.k.a. -
Simulated Imagery Rendering Workflow for UAS-Based
remote sensing Article Simulated Imagery Rendering Workflow for UAS-Based Photogrammetric 3D Reconstruction Accuracy Assessments Richard K. Slocum * and Christopher E. Parrish School of Civil and Construction Engineering, Oregon State University, 101 Kearney Hall, 1491 SW Campus Way, Corvallis, OR 97331, USA; [email protected] * Correspondence: [email protected]; Tel.: +1-703-973-1983 Academic Editors: Gonzalo Pajares Martinsanz, Xiaofeng Li and Prasad S. Thenkabail Received: 13 March 2017; Accepted: 19 April 2017; Published: 22 April 2017 Abstract: Structure from motion (SfM) and MultiView Stereo (MVS) algorithms are increasingly being applied to imagery from unmanned aircraft systems (UAS) to generate point cloud data for various surveying and mapping applications. To date, the options for assessing the spatial accuracy of the SfM-MVS point clouds have primarily been limited to empirical accuracy assessments, which involve comparisons against reference data sets, which are both independent and of higher accuracy than the data they are being used to test. The acquisition of these reference data sets can be expensive, time consuming, and logistically challenging. Furthermore, these experiments are also almost always unable to be perfectly replicated and can contain numerous confounding variables, such as sun angle, cloud cover, wind, movement of objects in the scene, and camera thermal noise, to name a few. The combination of these factors leads to a situation in which robust, repeatable experiments are cost prohibitive, and the experiment results are frequently site-specific and condition-specific. Here, we present a workflow to render computer generated imagery using a virtual environment which can mimic the independent variables that would be experienced in a real-world UAS imagery acquisition scenario. -
Deadline User Manual Release 7.1.2.1
Deadline User Manual Release 7.1.2.1 Thinkbox Software June 11, 2015 CONTENTS 1 Introduction 1 1.1 Overview.................................................1 1.2 Feature Set................................................5 1.3 Supported Software...........................................8 1.4 Render Farm Considerations....................................... 28 1.5 FAQ.................................................... 34 2 Installation 45 2.1 System Requirements.......................................... 45 2.2 Licensing................................................. 48 2.3 Database and Repository Installation.................................. 49 2.4 Client Installation............................................ 75 2.5 Submitter Installation.......................................... 91 2.6 Upgrading or Downgrading Deadline.................................. 95 2.7 Relocating the Database or Repository................................. 97 2.8 Importing Repository Settings...................................... 98 3 Getting Started 101 3.1 Application Configuration........................................ 101 3.2 Submitting Jobs............................................. 105 3.3 Monitoring Jobs............................................. 112 3.4 Controlling Jobs............................................. 121 3.5 Archiving Jobs.............................................. 152 3.6 Monitor and User Settings........................................ 156 3.7 Local Slave Controls........................................... 164 4 Client Applications -
Cour Art of Illusion
© Club Informatique Pénitentiaire avril 2016 Initiation au dessin 3D avec "Art Of Illusion" Sommaire OBJECTIFS ET MOYENS. ..................................................... 2 LES MATERIAUX. ................................................................ 30 PRESENTATION GENERALE DE LA 3D.......................... 2 Les matériaux uniformes ..................................... 30 La 3D dans la vie quotidienne. .............................. 2 Les matériaux procéduraux................................. 30 Les Outils disponibles. ........................................... 2 LES LUMIERES..................................................................... 31 PRESENTATION GENERALE DE "ART OF ILLUSION"3 Les lumières ponctuelles. .................................... 31 L'aide. ................................................................... 3 Les lumières directionnelles ................................ 32 L'interface. ............................................................ 4 Les lumières de type "spot"................................. 32 Le système de coordonnées................................... 6 Exemples de lumières.......................................... 33 LES OBJETS ............................................................................. 9 LES CAMERAS. ..................................................................... 34 Les primitives. ....................................................... 9 Les filtres sur les caméras.................................... 35 Manipulation des objets. ................................... -
Jean Claude Nouchy :: Curriculum Vitae – 2020 (Experienced Houdini Teacher, VFX TD/Lead, VFX/On-Set Supervisor) :: Page 1 Date
Jean Claude Nouchy :: Curriculum vitae – 2020 (Experienced Houdini Teacher, V ! T"#$ead, V !#on%&et &upervi&or' :: (a)e * date o+ ,irth : -pril,*2th, *./0 citi1en&hip : 2talian current re&idence: $ondon, 3nited 4in)dom lan)ua)e& : luent: talian, En)li&h, rench5 6a&ic: 7pani&h5 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: pro+e&&ional Experience : 20*.#(re&ent Jelly+i&h (icture& $T" – $ondon – C !# !#Cro8d& 7upervi&or "ream8or9&: Ho8 to Train your "ra)on, Homecomin) – $ead ! (-mmy -8ard Nominated' :undi&clo&ed; :in pro)re&&; % C !# !#Cro8d& 7upervi&or 2o*<#pre&ent – Vi&ual Cortex $a, $T" – $ondon – ounder Vi&ual Cortex $a, +ocu&e& on the creation o+ Vi&ual E++ect& +or movie& and commercial& and the advanced trainin) +or pro+e&&ional& and &chool &tudent& o+ the (7ide !' Houdini =" &o+t8are ## >ith 20 year& o+ teachin) experience, previou&ly 7o+tima)e, 2 have ,een actively involved in Teachin) Houdini in the +ollo8in) &chool& and 3niver&itie&, and V ! ,outi?ue& in the la&t &everal year&, includin): -ccaEdi – @ilan – 2taly (20*.' Vi ! 7chool – Thiene – 2taly (20*A%20*B' Event Hori1on 7chool – Turin – 2taly (20*B%20*B' $a7alle 3niver&ity – 6arcelona – 7pain (20*/%20*B' @y4ey 7tudio& – @ilano 2taly (20*=%20*0' ramea&tore – $ondon – 3nited 4in)dom Co++ee and TV – $ondon – 3nited 4in)dom Came7y& – $ondon – 3nited 4in)dom De,ellion Came& – Ex+ord – 3nited 4in)dom 74F 7port – 2&le8orth – 3nited 4in)dom 20*. – Creat V ! – $ondon – 7enior 7imulatio ! T" E@EC-: ! T", =A0 proGected proGect includin) )rain, li?uid&, volume& &imulation&5 20*B#20*. -
Table 1. Visualization Software Features
Table 1. Visualization Software Features INFORMATIX COMPANY ALIAS ALIAS AUTODESK AUTO•DES•SYS SOFTWARE INTERNATIONAL Product ALIAS IMAGESTUDIO STUDIOTOOLS 11 AUTODESK VIZ 2005 FORM.Z 4.5 PIRANESI 3 E-mail [email protected] [email protected] Use website form [email protected] [email protected] Web site www.alias.com www.alias.com www.autodesk.com www.formz.com www.informatix.co.uk Price $3,999 Starts at $7,500 $1,995 $1,495 $750 Operating systems Supported Windows XP/2000 Professional Windows XP/2000 Professional, SGI IRIX Windows 2000/XP Windows 98/NT/XP/ME/2000, Macintosh 9/X Windows 98 and later, Macintosh OS X Reviewed Windows XP Professional SP1 Windows XP Professional SP1 Windows XP Professional SP1 Windows XP Professional SP1 Windows XP Professional SP1 Modeling None Yes Yes Solid and Surface N/A NURBS Imports NURBS models Yes Yes Yes N/A Refraction Yes Yes Yes Yes N/A Reflection Yes Yes Yes Yes By painting with a generated texture Anti-aliasing Yes Yes Yes Yes N/A Rendering methods Radiosity Yes, Final Gather No Yes, and global illumination/caustics Yes N/A* Ray-tracing Yes Yes Yes Yes N/A* Shade/render (Gouraud) Yes Yes Yes Yes N/A* Animations No† Yes Yes Walkthrough, Quicktime VR N/A Panoramas Yes Yes Yes Yes Can paint cubic panorams and create .MOV files Base file formats AIS Alias StudioTools .wire format MAX FMZ EPX, EPP (panoramas) Import file formats StudioTools (.WIRE), IGES, Maya IGES, STEP, DXF, PTC Granite, CATIA V4/V5, 3DS, AI, XML, DEM, DWG, DXF, .FBX, 3DGF, 3DMF, 3DS, Art*lantis, BMP, DWG EPX, EPP§; Vedute: converts DXF, 3DS; for plans UGS, VDAFS, VDAIS, JAMA-IS, DES, OBJ, EPS IGES, LS, .STL, VWRL, Inventor (installed) DXF, EPS, FACT, HPGL, IGES, AI, JPEG, Light- and elevations; JPG, PNG, TIF, raster formats AI, Inventor, ASCII Scape, Lightwave, TIF, MetaFo;e. -
SN-Engine, a Scale-Free Geometric Modelling Environment
SN-Engine, a Scale-free Geometric Modelling Environment T.A. Zhukov Abstract We present a new scale-free geometric modelling environment designed by the author of the paper. It allows one to consistently treat geometric objects of arbitrary size and offers extensive analytic and computational support for visualization of both real and artificial sceneries. Keywords: Geometric Modelling, Virtual Reality, Game Engine, 3D Visualization, Procedu- ral Generation. 1 INTRODUCTION Geometric modelling of real-world and imaginary objects is an important task that is ubiquitous in modern computer science. Today, geometric modelling environments (GME) are widely used in cartography [5], architecture [26], geology [24], hydrology [20], and astronomy [27]. Apart from being used for modelling, importing and storing real-world data, GMEs are crucially important in computer games industry [12]. Creating a detailed model of a real-world or imaginary environment is a task of great com- putational complexity. Modelling various physical phenomena like gravity, atmospheric light scattering, terrain weathering, and erosion processes requires full use of modern computer alge- bra algorithms as well as their efficient implementation. Finding exact and numeric solutions to differential, difference, and algebraic equations by means of computer algebra methods (see [7] and the references therein) is at the core of the crucial algorithms of modern geometric modelling environments. There exist a wide variety of geometric modelling environments, both universal and highly specialized. They include three-dimensional planetariums like SpaceEngine or Celestia, virtual Earth engine Outerra, procedural scenery generator Terragen, 3D computer graphics editors Autodesk 3ds Max, Blender, Houdini, and 3D game engines like Unreal Engine 4, CryEngine 3, arXiv:2006.12661v1 [cs.GR] 22 Jun 2020 and Unity.