Bloxel Developing a Voxel Game Engine in Java Using Opengl Bachelor’S Thesis in Computer Science
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The Application of Voxel Size Correction in X-Ray Computed Tomography for Dimensional Metrology
SINCE2013 Singapore International NDT Conference & Exhibition 2013, 19-20 July 2013 The Application of Voxel Size Correction in X-ray Computed Tomography for Dimensional Metrology Joseph J. LIFTON1,2, Andrew A. MALCOLM2, John W. MCBRIDE1,3, Kevin J. CROSS1 1The University of Southampton, United Kingdom; Email: [email protected]. 2Singapore Institute of Manufacturing Technology, Singapore; Email: [email protected]. 3The University of Southampton Malaysia Campus (USMC), Malaysia; Email: [email protected]. Abstract X-ray computed tomography (CT) is a non-destructive, radiographic scanning technique that enables the visualisation and dimensional evaluation of both internal and external features of a workpiece; it is therefore an attractive alternative for measurement tasks that prove problematic for conventional tactile and optical instruments. The data output of a CT measurement is a volume of grey value integers that describe the material distribution of the scanned workpiece; the relative spacing of volume-elements (voxels) is termed voxel size and influences all dimensional information evaluated from a CT data-set. Voxel size is defined by the position of a workpiece relative to the X-ray source and detector, and is therefore prone to axis position errors, errors in the geometric alignment of the CT system’s hardware, and the positional drift of the X-ray focal spot. In this work a method is presented for calculating a voxel scaling factor that corrects for voxel size errors, and this method is then applied to a general X-ray CT measurement task and demonstrated to reduce measurement errors. Keywords: X-ray computed tomography, dimensional metrology, calibration, uncertainty, voxel size. -
Temporal Voxel Cone Tracing with Interleaved Sample Patterns by Sanghyeok Hong
c 2015, SangHyeok Hong. All Rights Reserved. The material presented within this document does not necessarily reflect the opinion of the Committee, the Graduate Study Program, or DigiPen Institute of Technology. TEMPORAL VOXEL CONE TRACING WITH INTERLEAVED SAMPLE PATTERNS BY SangHyeok Hong THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science awarded by DigiPen Institute of Technology Redmond, Washington United States of America March 2015 Thesis Advisor: Gary Herron DIGIPEN INSTITUTE OF TECHNOLOGY GRADUATE STUDIES PROGRAM DEFENSE OF THESIS THE UNDERSIGNED VERIFY THAT THE FINAL ORAL DEFENSE OF THE MASTER OF SCIENCE THESIS TITLED Temporal Voxel Cone Tracing with Interleaved Sample Patterns BY SangHyeok Hong HAS BEEN SUCCESSFULLY COMPLETED ON March 12th, 2015. MAJOR FIELD OF STUDY: COMPUTER SCIENCE. APPROVED: Dmitri Volper date Xin Li date Graduate Program Director Dean of Faculty Dmitri Volper date Claude Comair date Department Chair, Computer Science President DIGIPEN INSTITUTE OF TECHNOLOGY GRADUATE STUDIES PROGRAM THESIS APPROVAL DATE: March 12th, 2015 BASED ON THE CANDIDATE'S SUCCESSFUL ORAL DEFENSE, IT IS RECOMMENDED THAT THE THESIS PREPARED BY SangHyeok Hong ENTITLED Temporal Voxel Cone Tracing with Interleaved Sample Patterns BE ACCEPTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPUTER SCIENCE AT DIGIPEN INSTITUTE OF TECHNOLOGY. Gary Herron date Xin Li date Thesis Committee Chair Thesis Committee Member Pushpak Karnick date Matt -
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Aspiration My dream job will allow me to apply a combination of my design and technical skills to create outstanding consumer software for a company that is deeply committed to their product and users. I desire to work in an environment where landing an icon on whole pixels matters, where the text written for an alert view is thoughtful, where design is a fundamental part of the philosophy, and where I can learn from and be inspired by the talented people I work with. Experience Getaround Jun 2013 – Present www.getaround.com Sr. Software Engineer Lead software engineer for Getaround’s iOS app, facilitating on-demand car rental services. Since joining I have refactored the client-side API to use a modern block- based design and taken on efforts to redesign the app user-experience for iOS 7. SeatMe, Inc. Jul 2012 – Jun 2013 Bryan www.seatme.com Sr. Software Engineer & UX Designer Hansen Engineering for a front-of-house restaurant solution on the iPad allowing real-time guest and operations management with server-side sync. Contribution of key new Cocoa Developer & features and refactorization of core components to increase stability and performance. Interaction Designer UX and prototyping on iOS to support future business directives. email [email protected] Bitswift Oct 2011 – Apr 2012 portfolio skeuo.com Cofounder phone 970.214.3842 Product development and design of an advanced design tool for the Mac platform, facilitating the creation of user flows for mobile applications. My responsibilities twitter @skeuo included product direction, development and UX wireframe design. Übermind, Inc. Mar 2006 – Sep 2011 www.ubermind.com Director of UX My project involvement with Übermind has been diverse, encompassing mobile apps for iOS and Android, consumer applications for the Mac and back-end enterprise systems. -
Human Body Model Acquisition and Tracking Using Voxel Data
Submitted to the International Journal of Computer Vision Human Body Model Acquisition and Tracking using Voxel Data Ivana Mikić2, Mohan Trivedi1, Edward Hunter2, Pamela Cosman1 1Department of Electrical and Computer Engineering University of California, San Diego 2Q3DM, Inc. Abstract We present an integrated system for automatic acquisition of the human body model and motion tracking using input from multiple synchronized video streams. The video frames are segmented and the 3D voxel reconstructions of the human body shape in each frame are computed from the foreground silhouettes. These reconstructions are then used as input to the model acquisition and tracking algorithms. The human body model consists of ellipsoids and cylinders and is described using the twists framework resulting in a non-redundant set of model parameters. Model acquisition starts with a simple body part localization procedure based on template fitting and growing, which uses prior knowledge of average body part shapes and dimensions. The initial model is then refined using a Bayesian network that imposes human body proportions onto the body part size estimates. The tracker is an extended Kalman filter that estimates model parameters based on the measurements made on the labeled voxel data. A voxel labeling procedure that handles large frame-to-frame displacements was designed resulting in the very robust tracking performance. Extensive evaluation shows that the system performs very reliably on sequences that include different types of motion such as walking, sitting, dancing, running and jumping and people of very different body sizes, from a nine year old girl to a tall adult male. 1. Introduction Tracking of the human body, also called motion capture or posture estimation, is a problem of estimating the parameters of the human body model (such as joint angles) from the video data as the position and configuration of the tracked body change over time. -
Photorealistic Scene Reconstruction by Voxel Coloring
In Proc. Computer Vision and Pattern Recognition Conf., pp. 1067-1073, 1997. Photorealistic Scene Reconstruction by Voxel Coloring Steven M. Seitz Charles R. Dyer Department of Computer Sciences University of Wisconsin, Madison, WI 53706 g E-mail: fseitz,dyer @cs.wisc.edu WWW: http://www.cs.wisc.edu/computer-vision Broad Viewpoint Coverage: Reprojections should be Abstract accurate over a large range of target viewpoints. This A novel scene reconstruction technique is presented, requires that the input images are widely distributed different from previous approaches in its ability to cope about the environment with large changes in visibility and its modeling of in- trinsic scene color and texture information. The method The photorealistic scene reconstruction problem, as avoids image correspondence problems by working in a presently formulated, raises a number of unique challenges discretized scene space whose voxels are traversed in a that push the limits of existing reconstruction techniques. fixed visibility ordering. This strategy takes full account Photo integrity requires that the reconstruction be dense of occlusions and allows the input cameras to be far apart and sufficiently accurate to reproduce the original images. and widely distributed about the environment. The algo- This criterion poses a problem for existing feature- and rithm identifies a special set of invariant voxels which to- contour-based techniques that do not provide dense shape gether form a spatial and photometric reconstruction of the estimates. While these techniques can produce texture- scene, fully consistent with the input images. The approach mapped models [1, 3, 4], accuracy is ensured only in places is evaluated with images from both inward- and outward- where features have been detected. -
Online Detector Response Calculations for High-Resolution PET Image Reconstruction
Home Search Collections Journals About Contact us My IOPscience Online detector response calculations for high-resolution PET image reconstruction This article has been downloaded from IOPscience. Please scroll down to see the full text article. 2011 Phys. Med. Biol. 56 4023 (http://iopscience.iop.org/0031-9155/56/13/018) View the table of contents for this issue, or go to the journal homepage for more Download details: IP Address: 171.65.80.217 The article was downloaded on 15/06/2011 at 20:11 Please note that terms and conditions apply. IOP PUBLISHING PHYSICS IN MEDICINE AND BIOLOGY Phys. Med. Biol. 56 (2011) 4023–4040 doi:10.1088/0031-9155/56/13/018 Online detector response calculations for high-resolution PET image reconstruction Guillem Pratx1 and Craig Levin2 1 Department of Radiation Oncology, Stanford University, Stanford, CA 94305, USA 2 Departments of Radiology, Physics and Electrical Engineering, and Molecular Imaging Program at Stanford, Stanford University, Stanford, CA 94305, USA E-mail: [email protected] Received 3 January 2011, in final form 19 May 2011 Published 15 June 2011 Online at stacks.iop.org/PMB/56/4023 Abstract Positron emission tomography systems are best described by a linear shift- varying model. However, image reconstruction often assumes simplified shift- invariant models to the detriment of image quality and quantitative accuracy. We investigated a shift-varying model of the geometrical system response based on an analytical formulation. The model was incorporated within a list- mode, fully 3D iterative reconstruction process in which the system response coefficients are calculated online on a graphics processing unit (GPU). -
Voxel Game Engine Using Blender Game Engine
TALLINN UNIVERSITY OF TECHNOLOGY Faculty of Information Technology Department of Computer Science ITV40LT Fred-Eric Kirsi 135216 IAPB VOXEL GAME ENGINE USING BLENDER GAME ENGINE Bachelor's thesis Supervisor: Jaagup Irve Master of Sciences Software Engineer Tallinn 2016 TALLINNA TEHNIKAÜLIKOOL Infotehnoloogia teaduskond Arvutiteaduse instituut ITV40LT Fred-Eric Kirsi 135216 IAPB VOXEL-MÄNGUMOOTOR BLENDER GAME ENGINE ABIL Bakalaureusetöö Juhendaja: Jaagup Irve Magister Tarkvarainsener Tallinn 2016 Author’s declaration of originality I hereby certify that I am the sole author of this thesis. All the used materials, references to the literature and the work of others have been referred to. This thesis has not been presented for examination anywhere else. Author: Fred-Eric Kirsi 23.05.2016 3 Abstract The objective of this thesis is to study various aspects of developing a voxel style game and in the process create a prototype engine to evaluate the possibilities and performance of the algorithms. The algorithms evaluated are Greedy Meshing, A* search, Goal Oriented Action Planning (GOAP), Finite state machine (FSM), and Perlin noise. The used 3d engine is the Bender game engine. The scripting is done in the Python coding language. The result of this work is a working voxel game prototype, where the agents are able to navigate, manipulate, and make decisions in real time. The aim of the prototype is to quantize the performance and feature experience on for the user. The work is divided into four main stages. Firstly evaluation of the work environment and its limitations. Secondly the development and optimization of the voxel implementation. Thirdly the creation and comparison of different pathing implementations. -
An Opengl-Based Eclipse Plug-In for Visual Debugging
An OpenGL-based Eclipse Plug-in for Visual Debugging André Riboira Rui Abreu Rui Rodrigues Department of Informatics Engineering University of Porto Portugal {andre.riboira, rma, rui.rodrigues}@fe.up.pt ABSTRACT A traditional approach to fault localization is to insert Locating components which are responsible for observed fail- print statements in the program to generate additional de- ures is the most expensive, error-prone phase in the software bugging information to help identifying the root cause of development life cycle. Automated diagnosis of software the observed failure. Essentially, the developer adds these faults (aka bugs) can improve the efficiency of the debug- statements to the program to get a glimpse of the runtime ging process, and is therefore an important process for the state, variable values, or to verify that the execution has development of dependable software. Although the output reached a particular part of the program. Another com- of current automatic fault localization techniques is deemed mon technique is the use of a symbolic debugger which sup- to be useful, the debugging potential has been limited by ports additional features such as breakpoints, single step- the lack of a visualization tool that provides intuitive feed- ping, and state modifying. Examples of symbolic debuggers back about the defect distribution over the code base, and are GDB [15], DBX [6], DDD [18], Exdams [4], and the easy access to the faulty locations. To help unleash that po- debugger proposed by Agrawal, Demillo, and Spafford [3]. tential, we present an OpenGL-based Eclipse plug-in that Symbolic debuggers are included in many integrated devel- opment environments (IDE) such as Eclipse2, Microsoft Vi- explores two visualization techniques - viz. -
Voxel Map for Visual SLAM
This paper has been accepted for publication at the IEEE International Conference on Robotics and Automation (ICRA), Paris, 2020. c IEEE Voxel Map for Visual SLAM Manasi Muglikar, Zichao Zhang and Davide Scaramuzza Abstract— In modern visual SLAM systems, it is a stan- Geometry-awareness dard practice to retrieve potential candidate map points from [Newcombe11] overlapping keyframes for further feature matching or direct [Whelan15] Optimal tracking. In this work, we argue that keyframes are not the [Engel14] optimal choice for this task, due to several inherent limitations, Dense representation such as weak geometric reasoning and poor scalability. We propose a voxel-map representation to efficiently retrieve map [Kaess15] This paper points for visual SLAM. In particular, we organize the map [Nardi19] [Rosinol19] points in a regular voxel grid. Visible points from a camera pose Geometric primitives are queried by sampling the camera frustum in a raycasting [Forster17] manner, which can be done in constant time using an efficient [Klein07] [Mur-Artal15] voxel hashing method. Compared with keyframes, the retrieved Sparse keyframes points using our method are geometrically guaranteed to Efficiency fall in the camera field-of-view, and occluded points can be identified and removed to a certain extend. This method also Fig. 1: The optimal SLAM systems should be efficient and have geometrical naturally scales up to large scenes and complicated multi- understanding of the map (denoted by the golden star). Direct methods (red camera configurations. Experimental results show that our dots) associate each keyframe with a semi-dense depth map. They have voxel map representation is as efficient as a keyframe map more scene information but are not efficient. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Future Graphics in Games
Future graphics in games Anton Kaplanyan Lead researcher Cevat Yerli Crytek CEO Agenda • The history: Crytek GmbH • Current graphics technologies • Stereoscopic rendering • Current graphics challenges • Graphics of the future • Graphics technologies of the future • Server-side rendering • Hardware challenges • Perception-driven graphics The Past - Part 1 • March 2001 till March 2004 • Development of Far Cry • Development of CryEngine 1 • Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness • First right investment into tools - WYSIWYPlay Past - Part 1: CryEngine 1 • Polybump (2001) • NormalMap extraction from High-Res Geometry • First „Per Pixel Shading“ & HDR Engine • For Lights, Shadows & Materials • High Dynamic Range • Long view distances & detailed vistas • Terrain featured unique base-texturing • High quality close ranges • High fidelity physics & AI • It took 3 years, avg 20 R&D Engineers CryENGINE 2 The Past – Part 2 – CryENGINE 2 • April 2004 till November 2007 • Development of Crysis • Development of CryEngine 2 • Approach: Photorealism meets interactivity! • Typically mutual exclusive directions • Realtime productivity with WYSIWYPlay • Extremely challenging, but successful CryEngine 2 - Way to Photorealism The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The Past - Part 2: CryEngine 2 • CGI Quality Lighting & Shading • Life-like characters • Scaleable architecture in • Both content and pipeline • Technologies and assets allow various configurations to be maxed out! • Crysis shipped Nov 2007, works on PCs of 2004 till today and for future.. -
Introduction to Opengl
INTRODUCTION TO OPENGL Pramook Khungurn CS4620, Fall 2012 What is OpenGL? • Open Graphics Library • Low level API for 2D/3D rendering with GPU • For interactive applications • Developed by SGI in 1992 • 2009: OpenGL 3.2 • 2010: OpenGL 4.0 • 2011: OpenGL 4.2 • Competitor: Direct3D OpenGL 2.x vs OpenGL 3.x • We’ll teach you 2.x. • Since 3.x, a lot of features of 2.x have been deprecated. • Becoming more similar to DirectX • Deprecated features are not removed. • You can still use them! • Why? • Backward compatibility: Mac cannot fully use 3.x yet. • Pedagogy. Where does it work? What OpenGL Does • Control GPU to draw simple polygons. • Utilize graphics pipeline. • Algorithm GPU uses to create 3D images • Input: Polygons & other information • Output: Image on framebuffer • How: Rasterization • More details in class next week. What OpenGL Doesn’t Do • Manage UI • Manage windows • Decide where on screen to draw. • It’s your job to tell OpenGL that. • Draw curves or curved surfaces • Although can approximate them by fine polygons Jargon • Bitplane • Memory that holds 1 bit of info for each pixel • Buffer • Group of bitplanes holding some info for each pixel • Framebuffer • A buffer that hold the image that is displayed on the monitor. JOGL Java OpenGL (JOGL) • OpenGL originally written for C. • JOGL = OpenGL binding for Java • http://jogamp.org/jogl/www/ • Gives Java interface to C OpenGL commands. • Manages framebuffer. Demo 1 GLCanvas • UI component • Can display images created by OpenGL. • OpenGL “context” • Stores OpenGL states. • Provides a default framebuffer to draw. • Todo: • Create and stick it to a window.