Fluid Flow Modelling in Houdini
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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
Free Software an Introduction
Free Software an Introduction By Steve Riddett using Scribus 1.3.3.12 and Ubuntu 8.10 Contents Famous Free Software...................................................... 2 The Difference.................................................................. 3 Stallman and Torvalds.......................................................4 The Meaning of Distro......................................................5 Linux and the Holy Grail.................................................. 6 Frequently Asked Questions............................................. 7 Where to find out more.....................................................8 2 Free Software - an Introduction Famous Free Software Firefox is a web browser similar to Microsoft's Internet Explorer but made the Free software way. The project started in 2003 from the source code of the Netscape browser which had been released when Netscape went bust. In April 2009, Firefox recorded 29% use worldwide (34% in Europe). Firefox is standards compliant and has a system of add-ons which allow innovative new features to be added by the community. OpenOffice.org is an office suite similar to Microsoft Office. It started life as Star Office. Sun Microsystems realised it was cheaper to buy out Star Office than to pay Microsoft for licence fees for MS Office. Sun then released the source code for Star Office under the name OpenOffice.org. OpenOffice.org is mostly compatible with MS Office file formats, which allows users to open .docs and .xls files in Open Office. Microsoft is working on a plug-in for MS Office that allows it to open .odf files. ODF (Open Document Format) is Open Office's default file format. Once this plug-in is complete there will 100% compatiblity between the two office suites. VLC is the VideoLAN Client. It was originally designed to allow you to watch video over the network. -
Autodesk Entertainment Creation Suite
Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details. -
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Blender Instructions a Summary
BLENDER INSTRUCTIONS A SUMMARY Attention all Mac users The first step for all Mac users who don’t have a three button mouse and/or a thumb wheel on the mouse is: 1.! Go under Edit menu 2.! Choose Preferences 3.! Click the Input tab 4.! Make sure there is a tick in the check boxes for “Emulate 3 Button Mouse” and “Continuous Grab”. 5.! Click the “Save As Default” button. This will allow you to navigate 3D space and move objects with a trackpad or one-mouse button and the keyboard. Also, if you prefer (but not critical as you do have the View menu to perform the same functions), you can emulate the numpad (the extra numbers on the right of extended keyboard devices). It means the numbers across the top of the standard keyboard will function the same way as the numpad. 1.! Go under Edit menu 2.! Choose Preferences 3. Click the Input tab 4.! Make sure there is a tick in the check box for “Emulate Numpad”. 5.! Click the “Save As Default” button. BLENDER BASIC SHORTCUT KEYS OBJECT MODE SHORTCUT KEYS EDIT MODE SHORTCUT KEYS The Interface The interface of Blender (version 2.8 and higher), is comprised of: 1. The Viewport This is the 3D scene showing you a default 3D object called a cube and a large mesh-like grid called the plane for helping you to visualize the X, Y and Z directions in space. And to save time, in Blender 2.8, the camera (left) and light (right in the distance) has been added to the viewport as default. -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
Modeling, Evaluation, Editing, and Illumination of Three Dimensional Mazes and Caves for Computer Games DISSERTATION Presented I
Modeling, Evaluation, Editing, and Illumination of Three Dimensional Mazes and Caves for Computer Games DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Matthew J. Boggus Graduate Program in Computer Science and Engineering The Ohio State University 2012 Dissertation Committee: Roger Crawfis, Advisor Han-Wei Shen Richard Parent Copyright by Matthew J. Boggus 2012 Abstract Caves are commonly used as environments in computer games. As the popularity of open world games rises, so does the demand for expansive virtual environments. To ease this cost, many tools have been developed to create and edit content for games including terrain, plants, roads, buildings, and cities. The same is not true for caves. We present data structures and algorithms to create, evaluate, edit, and illuminate three dimensional models of caves for use in computer games. Game levels can be classified according to their spatial configuration: linear, maze, or open. Caves formed by the same geological process have similar features. These define parameters that can be used to partially or fully automate the creation of cave models of different spatial configurations. Additional information about the model such as its volume, number of branching paths, and number of connected components can be used by the designer in evaluating and editing the model to meet gameplay requirements. To assist in editing of cave models we propose a new data structure and framework and compare its use to existing modeling approaches. Physically based illumination of a cave typically results in low level lighting which is not suitable for games. -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Mi Army Maya Download Crack
Mi Army Maya Download Crack Mi Army Maya Download Crack 1 / 2 Copy video URL Copy embed code Report issue · Powered by Streamable. Mi Army For Maya Download Crack ->>> http://urllie.com/wn9ff 42 views.. Miarmy 6.2 for Autodesk Maya | crowd-simulation plugin for Maya https://goo.gl/uWs11s More plugin .... Miarmy for maya. Bored of creating each separate models for warfield or fight. Now it's easy to create army. This plug-in is useful for creating armies reducing the .... 11.6MB Miarmy (named My Army) is a Maya plugin for crowd simulation AI behavioral animation creature physical .. KickassTorrents - Download torrent from .... free software downloadfree software download sitespc software free download full ... Miarmy (named “My Army”) is a Maya plugin for crowd simulation, AI, .... It's fast, fluid, intuitive, and designed to let you do what you want, the way you want. What you will get: Miarmy Express; Installation Guide; Free License .... Used to kill for MOD, MI ARMY, FBM, PB ADDICTS, ALL STAR KIDZ. Godonthefield is offline Miarmy pro maya 2011 torrent download, miarmy for maya .... Plugins Reviews and Download free for CG Softwares ... Basefount released Miarmy 7 with Maya 2019 Support. CGRecord ... Basefount released the new update of its crowd simulation tool for Autodesk Maya - Miarmy 7.. Plugins Reviews and Download free for CG Softwares ... [ #Autodesk #Maya #Basefount #Miarmy #Crowd #Simulation ]. Basefount has released Miarmy 6.5, the latest update to its crowd-simulation system for Maya with .... ... and Software Crack Full Version Title Download Android Games / PC Games and Software Crack Full Version: Miarmy 3.0 for Autodesk Maya Link Download. -
Frogpond 37.1 • Winter 2014 (Pdf)
F ROGPOND T HE JOURNAL OF THE HAIKU SOCIETY OF AMERICA V OLUME 37:1 W INTER 2014 About HSA & Frogpond Subscription / HSA Membership: For adults in the USA, $35; in Canada/Mexico, $37; for seniors and students in North America, $30; for everyone elsewhere, $47. Pay by check on a USA bank or by International Postal Money Order. All subscriptions/memberships are annual, expiring on December 31, and include three issues of Frogpond as well as three newsletters, the members’ anthology, and voting rights. All correspondence regarding new and renewed memberships, changes of address, and requests for information should be directed to the HSA secretary (see the list of RI¿FHUVS). Make checks and money orders payable to Haiku Society of America, Inc. Single Copies of Back Issues: For USA & Canada, $14; for elsewhere, $15 by surface and $20 by airmail. Older issues might cost more, depending on how many are OHIW3OHDVHLQTXLUH¿UVW0DNHFKHFNVSD\DEOHWR+DLNX6RFLHW\RI America, Inc. Send single copy and back issue orders to the Frogpond editor (see p. 3). Contributor Copyright and Acknowledgments: All prior copyrights are retained by contributors. Full rights revert to contributors upon publication in Frogpond. Neither the Haiku 6RFLHW\RI$PHULFDLWVRI¿FHUVQRUWKHHGLWRUDVVXPHUHVSRQVLELOLW\ IRUYLHZVRIFRQWULEXWRUV LQFOXGLQJLWVRZQRI¿FHUV ZKRVHZRUNLV printed in Frogpond, research errors, infringement of copyrights, or failure to make proper acknowledgments. Frogpond Listing and Copyright Information: ISSN 8755-156X Listed in the MLA International Bibliography, Humanities Interna- tional Complete, Poets and Writers. © 2014 by the Haiku Society of America, Inc. Francine Banwarth, Editor Michele Root-Bernstein, Associate Editor Cover Design and Photos: Christopher Patchel. -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University
Purdue University Purdue e-Pubs Open Access Theses Theses and Dissertations January 2016 Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University Follow this and additional works at: https://docs.lib.purdue.edu/open_access_theses Recommended Citation Ravi, Jayakumaran, "Spatial Reconstruction of Biological Trees from Point Cloud" (2016). Open Access Theses. 1190. https://docs.lib.purdue.edu/open_access_theses/1190 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. SPATIAL RECONSTRUCTION OF BIOLOGICAL TREES FROM POINT CLOUDS A Thesis Submitted to the Faculty of Purdue University by Jayakumaran Ravi In Partial Fulfillment of the Requirements for the Degree of Master of Science May 2016 Purdue University West Lafayette, Indiana ii Dedicated to my parents and my brother who always motivate me to give my best in whatever I choose to do. iii ACKNOWLEDGMENTS Firstly, I would like to thank Dr. Bedrich Benes - my advisor - for giving me the opportunity to work at the High Performance Computer Graphics (HPCG) lab. He gave me the best possible support during my stay here and was kind enough to overlook my mistakes. These past years have been one of the best learning opportunities of my life. I learnt a great deal from all my former and current lab members who are exceptionally talented and smart. I thank Dr. Peter Hirst for giving me the opportunity to work with his team and for also sending us apples from the farm during harvest season. I thank Biying Shi and Fatemeh Sheibani for going with me to the field and helping me with the tree scanning under various weather conditions.