Hybrid 3D-Model Representation Through Quadric Metrics and Hardware Accelerated Point-Based Rendering
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Rendering of Complex Heterogenous Scenes Using Progressive Blue Surfels
Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels SASCHA BRANDT, Paderborn University CLAUDIUS JÄHN, DeepL.com MATTHIAS FISCHER, Paderborn University FRIEDHELM MEYER AUF DER HEIDE, Paderborn University Fig. 1. 20 donut production lines with ∼50M Polygons each (∼1G total) rendered at interactive frame rates of ∼120 fps at a resolution of 2560×1440. We present a technique for rendering highly complex 3D scenes in real-time the interest dropped as one might consider the problem solved con- by generating uniformly distributed points on the scene’s visible surfaces. sidering the vast computational power of modern graphics hardware The technique is applicable to a wide range of scene types, like scenes and the rich set on different rendering techniques like culling and directly based on complex and detailed CAD data consisting of billions of approximation techniques. polygons (in contrast to scenes handcrafted solely for visualization). This A new challenge arises from the newest generation of head allows to visualize such scenes smoothly even in VR on a HMD with good mounted displays (HMD) like the Oculus Rift or its competitors image quality, while maintaining the necessary frame-rates. In contrast to other point based rendering methods, we place points in an approximated – high framerates are no longer a nice-to-have feature but become blue noise distribution only on visible surfaces and store them in a highly a hard constraint on what content can actually be shown to the GPU efficient data structure, allowing to progressively refine the number of user. To avoid nausea it is necessary to keep a high frame-rate of rendered points to maximize the image quality for a given target frame rate. -
Critical Review of Open Source Tools for 3D Animation
IJRECE VOL. 6 ISSUE 2 APR.-JUNE 2018 ISSN: 2393-9028 (PRINT) | ISSN: 2348-2281 (ONLINE) Critical Review of Open Source Tools for 3D Animation Shilpa Sharma1, Navjot Singh Kohli2 1PG Department of Computer Science and IT, 2Department of Bollywood Department 1Lyallpur Khalsa College, Jalandhar, India, 2 Senior Video Editor at Punjab Kesari, Jalandhar, India ABSTRACT- the most popular and powerful open source is 3d Blender is a 3D computer graphics software program for and animation tools. blender is not a free software its a developing animated movies, visual effects, 3D games, and professional tool software used in animated shorts, tv adds software It’s a very easy and simple software you can use. It's show, and movies, as well as in production for films like also easy to download. Blender is an open source program, spiderman, beginning blender covers the latest blender 2.5 that's free software anybody can use it. Its offers with many release in depth. we also suggest to improve and possible features included in 3D modeling, texturing, rigging, skinning, additions to better the process. animation is an effective way of smoke simulation, animation, and rendering. Camera videos more suitable for the students. For e.g. litmus augmenting the learning of lab experiments. 3d animation is paper changing color, a video would be more convincing not only continues to have the advantages offered by 2d, like instead of animated clip, On the other hand, camera video is interactivity but also advertisement are new dimension of not adequate in certain work e.g. like separating hydrogen from vision probability. -
3D Modeling, Animation, and Special Effects
3D Modeling, Animation, and Special Effects ITP 215 (2 Units) Catalogue Developing a 3D animation from modeling to rendering: basics of surfacing, Description lighting, animation, and modeling techniques. Advanced topics: compositing, particle systems, and character animation. Objective Fundamentals of 3D modeling, animation, surfacing, and special effects: Understanding the processes involved in the creation of 3D animation and the interaction of vision, budget, and time constraints. Developing an understanding of diverse methods for achieving similar results and decision-making processes involved at various stages of project development. Gaining insight into the differences among the various animation tools. Understanding the opportunities and tracks in the field of 3D animation. Prerequisites Knowledge of any 2D paint, drawing, or CAD program Instructor Lance S. Winkel E-mail: [email protected] Tel: 213/740.9959 Office: OHE 530 H Office Hours: Tue/Thur 8am-10am Lab Assistants: Qingzhou Tang: [email protected] Hours 4 hours Course Structure The Final Exam will be conducted at the time dictated in the Schedule of Classes. Details and instructions for all projects will be available on Blackboard. For grading criteria of each assignment, project, and exam, see the Grading section below. Textbook(s) Blackboard Autodesk Maya Documentation Resources online and at Lynda.com and knowledge.autodesk.com Adobe online resources where necessary for Photoshop and After Effects Grading Planets = 10 points Cityscape 1 of 7 = 10 points Cityscape 2 of -
3D Modeling and the Role of 3D Modeling in Our Life
ISSN 2413-1032 COMPUTER SCIENCE 3D MODELING AND THE ROLE OF 3D MODELING IN OUR LIFE 1Beknazarova Saida Safibullaevna 2Maxammadjonov Maxammadjon Alisher o’g’li 2Ibodullayev Sardor Nasriddin o’g’li 1Uzbekistan, Tashkent, Tashkent University of Informational Technologies, Senior Teacher 2Uzbekistan, Tashkent, Tashkent University of Informational Technologies, student Abstract. In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The product is called a 3D model. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices. Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modeling applications or modelers. Key words: 3D, modeling, programming, unity, 3D programs. Nowadays 3D modeling impacts in every sphere of: computer programming, architecture and so on. Firstly, we will present basic information about 3D modeling. 3D models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created by hand, algorithmically (procedural modeling), or scanned. 3D models are widely used anywhere in 3D graphics. -
Multi-View Scene Capture by Surfel Sampling: from Video Streams to Non-Rigid 3D Motion, Shape & Reflectance
Multi-View Scene Capture by Surfel Sampling: From Video Streams to Non-Rigid 3D Motion, Shape & Reflectance Rodrigo L. Carceroni Kiriakos N. Kutulakos Departamento de Ciˆencia da Computac¸˜ao Department of Computer Science Universidade Federal de Minas Gerais University of Toronto Belo Horizonte, MG, CEP 31270-010, Brazil Toronto, ON M5S3H5, Canada [email protected] [email protected] Abstract In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion properties of a dynamic 3D scene. Because these properties are completely unknown and because the scene’s shape and motion may be non-smooth, our approach uses multiple views to build a piecewise-continuous geometric and radiometric representation of the scene’s trace in space-time. A basic primitive of this representation is the dynamic surfel, which (1) encodes the instantaneous local shape, reflectance, and motion of a small and bounded region in the scene, and (2) enables accurate prediction of the region’s dynamic appearance under known illumination conditions. We show that complete surfel-based reconstructions can be created by repeatedly applying an algorithm called Surfel Sampling that combines sampling and parameter estimation to fit a single surfel to a small, bounded region of space-time. Experimental results with the Phong reflectance model and complex real scenes (clothing, shiny objects, skin) illustrate our method’s ability to explain pixels and pixel variations in terms of their underlying causes — shape, reflectance, motion, illumination, and visibility. Keywords: Stereoscopic vision (3D reconstruction, multiple-view geometry, multi-view stereo, space carving); Motion analysis (multi-view motion estimation, direct estimation methods, image warping, deformation analysis); 3D motion capture; Reflectance modeling (illumination modeling, Phong reflectance model) This research was conducted while the authors were with the Departments of Computer Science and Dermatology at the University of Rochester, Rochester, NY, USA. -
Custom Shader and 3D Rendering for Computationally Efficient Sonar
Custom Shader and 3D Rendering for computationally efficient Sonar Simulation Romuloˆ Cerqueira∗y, Tiago Trocoli∗, Gustavo Neves∗, Luciano Oliveiray, Sylvain Joyeux∗ and Jan Albiez∗z ∗Brazilian Institute of Robotics, SENAI CIMATEC, Salvador, Bahia, Brazil, Email: romulo.cerqueira@fieb.org.br yIntelligent Vision Research Lab, Federal University of Bahia, Salvador, Bahia, Brazil zRobotics Innovation Center, DFKI GmbH, Bremen, Germany Sonar Parameters opening angle, direction, range osg viewport select rendering area osg world 3D Shader rendering of three channel picture Beam Angle in Camera Surface Angle to Camera Distance from Camera n° 90° Near 0° calculation -n° 0° Far select beam select bin Distance Histogramm # f(x) 1 Return Intensity Data Structure of Sonar Beam for n° return value return normalisation Bin Val 0,5 Bin # 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Near Far 0 0,5 0,77 1 x Fig. 1. A graphical representation of the individual steps to get from the OpenSceneGraph scene to a sonar beam data structure. Abstract—This paper introduces a novel method for simulating is that the simulation has to be good enough to test the decision underwater sonar sensors by vertex and fragment processing. making algorithms in the control system. The virtual scenario used is composed of the integration between When dealing with autonomous underwater vehicles the Gazebo simulator and the Robot Construction Kit (ROCK) framework. A 3-channel matrix with depth and intensity buffers (AUVs) a real-time simulation plays a key role. Since an AUV and angular distortion values is extracted from OpenSceneGraph can only scarcely communicate back via mostly unreliable 3D scene frames by shader rendering, and subsequently fused acoustic communication, the robot has to be able to make and processed to generate the synthetic sonar data. -
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 -
Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling And
Journal of Visual Communication and Image Representation 25(1):137-147, Springer, January 2014, corrected Table 3 & Sec 6.2. Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling and Tracking J¨orgSt¨uckler and Sven Behnke Autonomous Intelligent Systems, Computer Science Institute VI, University of Bonn, Friedrich-Ebert-Allee 144, 53113 Bonn, Germany fstueckler, [email protected] Abstract Building consistent models of objects and scenes from moving sensors is an important prerequisite for many recognition, manipulation, and navigation tasks. Our approach integrates color and depth measurements seamlessly in a multi-resolution map representation. We process image sequences from RGB-D cameras and consider their typical noise properties. In order to align the images, we register view-based maps efficiently on a CPU using multi- resolution strategies. For simultaneous localization and mapping (SLAM), we determine the motion of the camera by registering maps of key views and optimize the trajectory in a probabilistic framework. We create object models and map indoor scenes using our SLAM approach which includes randomized loop closing to avoid drift. Camera motion relative to the acquired models is then tracked in real-time based on our registration method. We benchmark our method on publicly available RGB-D datasets, demonstrate accuracy, efficiency, and robustness of our method, and compare it with state-of-the- art approaches. We also report on several successful public demonstrations where it was used in mobile manipulation tasks. Keywords: RGB-D image registration, simultaneous localization and mapping, object modeling, pose tracking 1. Introduction Robots performing tasks in unstructured environments must estimate their pose in reference to objects and parts of the environment. -
Parallel and Efficient Boolean on Polygonal Solids
Vis Comput (2011) 27: 507–517 DOI 10.1007/s00371-011-0571-1 ORIGINAL ARTICLE Parallel and efficient Boolean on polygonal solids Hanli Zhao · Charlie C.L. Wang · Yong Chen · Xiaogang Jin Published online: 22 April 2011 © Springer-Verlag 2011 Abstract We present a novel framework which can effi- 1 Introduction ciently evaluate approximate Boolean set operations for B- rep models by highly parallel algorithms. This is achieved Boolean operations, such as union (∪), subtraction (−), by taking axis-aligned surfels of Layered Depth Images and intersection (∩), are useful for combining simple mod- (LDI) as a bridge and performing Boolean operations on els to create complex solid objects on a Constructive Solid the structured points. As compared with prior surfel-based Geometry (CSG) tree, which has a variety of applications approaches, this paper has much improvement. Firstly, we in computer-aided design and manufacturing (CAD/CAM), adopt key-data pairs to store LDI more compactly. Secondly, virtual reality, and computer graphics (e.g., [4, 17, 18]). robust depth peeling is investigated to overcome the bottle- Polygonal meshes are the most popular boundary repre- neck of layer-complexity. Thirdly, an out-of-core tiling tech- sentation (B-rep) for 3D models. Although many commer- cial CAD systems, such as Rhinoceros [14] and ACIS [13], nique is presented to overcome the limitation of memory. are able to compute Boolean on polygons, they have diffi- Real-time feedback is provided by streaming the proposed culty in modeling very complex models (e.g., the scaffold pipeline on the many-core graphics hardware. of Bone as shown in Fig. -
An Evaluation Study of Preferences Between Combinations of 2D-Look Shading and Limited Animation in 3D Computer Animation
Received May 1, 2015; Accepted October 5, 2015 An Evaluation Study of preferences between combinations of 2D-look shading and Limited Animation in 3D computer animation Matsuda,Tomoyo Kim, Daewoong Ishii, Tatsuro Kyushu University, Kyushu University, Kyushu University, Graduate school of Design Faculty of Design Faculty of Design [email protected] [email protected] [email protected] Abstract 3D computer animation has become popular all over the world, and different styles have emerged. However, 3D animation styles vary within Japan because of its 2D animation culture. There has been a trend to flatten 3D animation into 2D animation by using 2D-look shading and limited animation techniques to create 2D looking 3D computer animation to attract the Japanese audience. However, the effect of these flattening trends in the audience’s satisfaction is still unclear and no research has been done officially. Therefore, this research aims to evaluate how the combinations of the flattening techniques affect the audience’s preference and the sense of depth. Consequently, we categorized shadings and animation styles used to create 2D-look 3D animation, created sample movies, and finally evaluated each combination with Thurston’s method of paired comparisons. We categorized shadings into three types; 3D rendering with realistic shadow, 2D rendering with flat shadow and outline, and 2.5D rendering which is between 3D rendering and 2D rendering and has semi-realistic shadow and outline. We also prepared two different animations that have the same key frames; 24fps full animation and 12fps limited animation, and tested combinations of each of them for the evaluation experiment. -
Computer Graphics Master in Computer Science Master In
Computer Graphics Computer Graphics Master in Computer Science Master in Electrical Engineering ... 1 Computer Graphics The service... Eric Béchet (it's me !) Engineering Studies in Nancy (Fr.) Ph.D. in Montréal (Can.) Academic career in Nantes and Metz (Fr.) then Liège... Christophe Leblanc Assistant at ULg Web site http://www.cgeo.ulg.ac.be/infographie Emails: { eric.bechet, christophe.leblanc }@uliege.be 2 Computer Graphics Course schedule 6-7 theory lessons ( ~ 4 hours) may be split in 2x2 hours and mixed with labs This room in building B52 (+2/441) (or my office) 7 practice lessons on computer (~ 4 hours ) may be split in 2x2 hours and mixed with lessons Room +0/413 (B52, floor 0) or +2/441 (own PC) Practical evaluation (labs / on computer) Written exam about theory Project Availability time: Monday PM (or on appointment) 3 Computer Graphics Course schedule Project Implementation of realistic rendering techniques in a small in-house ray-tracing software Your own topics 4 Computer Graphics Course schedule The lectures begin on February 6 and: Feb 27, March 13, etc. (up-to-date agenda on the website) The labs begin on February 20th . Alternating with the theoretical courses. 5 Computer Graphics Introduction Computer graphics : The study of the creation, manipulation and the use of images in computers 6 Computer Graphics Introduction Some bibliography: Computer graphics: principles and practice in C James Foley et al. Old but there exists a french translation Computer graphics: Theory into practice Jeffrey McConnell Fundamentals of computer graphics Peter Shirley et al. Algorithmes pour la synthèse d'images (in French) R.