User Manual (For Version 2.10.10, Update Time: October 8, 2008)
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												Seamless Texture Mapping of 3D Point Clouds
Seamless Texture Mapping of 3D Point Clouds Dan Goldberg Mentor: Carl Salvaggio Chester F. Carlson Center for Imaging Science, Rochester Institute of Technology Rochester, NY November 25, 2014 Abstract The two similar, quickly growing fields of computer vision and computer graphics give users the ability to immerse themselves in a realistic computer generated environment by combining the ability create a 3D scene from images and the texture mapping process of computer graphics. The output of a popular computer vision algorithm, structure from motion (obtain a 3D point cloud from images) is incomplete from a computer graphics standpoint. The final product should be a textured mesh. The goal of this project is to make the most aesthetically pleasing output scene. In order to achieve this, auxiliary information from the structure from motion process was used to texture map a meshed 3D structure. 1 Introduction The overall goal of this project is to create a textured 3D computer model from images of an object or scene. This problem combines two different yet similar areas of study. Computer graphics and computer vision are two quickly growing fields that take advantage of the ever-expanding abilities of our computer hardware. Computer vision focuses on a computer capturing and understanding the world. Computer graphics con- centrates on accurately representing and displaying scenes to a human user. In the computer vision field, constructing three-dimensional (3D) data sets from images is becoming more common. Microsoft's Photo- synth (Snavely et al., 2006) is one application which brought attention to the 3D scene reconstruction field. Many structure from motion algorithms are being applied to data sets of images in order to obtain a 3D point cloud (Koenderink and van Doorn, 1991; Mohr et al., 1993; Snavely et al., 2006; Crandall et al., 2011; Weng et al., 2012; Yu and Gallup, 2014; Agisoft, 2014). - 
												
												Poseray Handbuch 3.10.3
Das PoseRay Handbuch 3.10.3 Zusammengestellt von Steely. Angelehnt an die PoseRay Hilfedatei. PoseRay Handbuch V 3.10.3 Seite 1 Yo! Hör genau zu: Dies ist das deutsche Handbuch zu PoseRay, basierend auf dem Helpfile zum Programm. Es ist keine wörtliche Übersetzung, und FlyerX trifft keine Schuld an diesem Dokument (wenn man davon absieht, daß er PoseRay geschrieben hat). Dies ist ein Handbuch, kein Tutorial. Es erklärt nicht, wie man mit Poser tolle Frauen oder mit POV- Ray tolle Bilder macht. Es ist nur eine freie Übersetzung der poseray.html, die PoseRay beiliegt. Ich will mich bemühen, dieses Dokument aktuell zu halten, und es immer dann überarbeiten und erweitern, wenn FlyerX sichtbar etwas am Programm verändert. Das ist zumindest der Plan. Damit keine Verwirrung aufkommt, folgt das Handbuch in seinen Versionsnummern dem Programm. Die jeweils neueste Version findest Du auf meiner Homepage: www.blackdepth.de. Sei dankbar, daß Schwedenmann und Tom33 von www.POVray-forum.de meinen Prolltext auf Fehler gecheckt haben, sonst wäre das Handbuch noch grausiger. POV-Ray, Poser, DAZ, und viele andere Programm- und Firmennamen in diesem Handbuch sind geschützte Warenzeichen oder zumindest wie solche zu behandeln. Daß kein TM dahinter steht, bedeutet nicht, daß der Begriff frei ist. Unser Markenrecht ist krank, bevor Du also mit den Namen und Begriffen dieses Handbuchs rumalberst, mach dich schlau, ob da einer die Kralle drauf hat. Noch was: dieses Handbuch habe ich geschrieben, es ist mein Werk und ich kann damit machen, was ich will. Deshalb bestimme ich, daß es nicht geschützt ist. Es gibt schon genug Copyright- und IPR- Idioten; ich muß nicht jeden Blödsinn nachmachen. - 
												
												POV-Ray Reference
POV-Ray Reference POV-Team for POV-Ray Version 3.6.1 ii Contents 1 Introduction 1 1.1 Notation and Basic Assumptions . 1 1.2 Command-line Options . 2 1.2.1 Animation Options . 3 1.2.2 General Output Options . 6 1.2.3 Display Output Options . 8 1.2.4 File Output Options . 11 1.2.5 Scene Parsing Options . 14 1.2.6 Shell-out to Operating System . 16 1.2.7 Text Output . 20 1.2.8 Tracing Options . 23 2 Scene Description Language 29 2.1 Language Basics . 29 2.1.1 Identifiers and Keywords . 30 2.1.2 Comments . 34 2.1.3 Float Expressions . 35 2.1.4 Vector Expressions . 43 2.1.5 Specifying Colors . 48 2.1.6 User-Defined Functions . 53 2.1.7 Strings . 58 2.1.8 Array Identifiers . 60 2.1.9 Spline Identifiers . 62 2.2 Language Directives . 64 2.2.1 Include Files and the #include Directive . 64 2.2.2 The #declare and #local Directives . 65 2.2.3 File I/O Directives . 68 2.2.4 The #default Directive . 70 2.2.5 The #version Directive . 71 2.2.6 Conditional Directives . 72 2.2.7 User Message Directives . 75 2.2.8 User Defined Macros . 76 3 Scene Settings 81 3.1 Camera . 81 3.1.1 Placing the Camera . 82 3.1.2 Types of Projection . 86 3.1.3 Focal Blur . 88 3.1.4 Camera Ray Perturbation . 89 3.1.5 Camera Identifiers . 89 3.2 Atmospheric Effects . - 
												
												Relief Texture Mapping
Advanced Texturing Environment Mapping Environment Mapping ° reflections Environment Mapping ° orientation ° Environment Map View point Environment Mapping ° ° ° Environment Map View point Environment Mapping ° Can be an “effect” ° Usually means: “fake reflection” ° Can be a “technique” (i.e., GPU feature) ° Then it means: “2D texture indexed by a 3D orientation” ° Usually the index vector is the reflection vector ° But can be anything else that’s suitable! ° Increased importance for modern GI Environment Mapping ° Uses texture coordinate generation, multi-texturing, new texture targets… ° Main task ° Map all 3D orientations to a 2D texture ° Independent of application to reflections Sphere Cube Dual paraboloid Top top Top Left Front Right Left Front Right Back left front right Bottom Bottom Back bottom Cube Mapping ° OpenGL texture targets Top Left Front Right Back Bottom glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X , 0, GL_RGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, face_px ); Cube Mapping ° Cube map accessed via vectors expressed as 3D texture coordinates (s, t, r) +t +s -r Cube Mapping ° 3D 2D projection done by hardware ° Highest magnitude component selects which cube face to use (e.g., -t) ° Divide other components by this, e.g.: s’ = s / -t r’ = r / -t ° (s’, r’) is in the range [-1, 1] ° remap to [0,1] and select a texel from selected face ° Still need to generate useful texture coordinates for reflections Cube Mapping ° Generate views of the environment ° One for each cube face ° 90° view frustum ° Use hardware render to texture - 
												
												Kaitlyn Watkins' Resume WS
Kaitlyn Watkins Animator/Illustrator/Character Designer I am a self-motivated, goal-oriented, and diligent animator, illustrator, and character designer. Whether working on academic, extracurricular, or professional projects, I apply proven critical thinking, problem- solving, and communication skills, which I hope to leverage into the animation industry. https://katiesartofanimation.com Willing to relocate @kats.art.of.animation Experience Educational History NASA VFX Launch Project | 2017 Digital Animation & Visual Effects School | Lighting Artist, Animator, Compositor 2016 - 2017 Created VFX project using: Maya, Modo, ZBrush, Nuke, Hard surface and organic modeling, Retropology, Adobe Photoshop, and Adobe Premiere and UV mapping Communicated with NASA, VFX artist supervisor, and Digital sculpting, node and layer based compositing, VFX team to ensure tasks were completed in an rotoscoping, look dev/stereoscopic techniques accurate and efficient manner Camera animation, rigging, character animation, Makeup Artist | 2015 - Present facial animation Freelancer Lighting, shading, texturing Apply makeup to enhance, and/or alter the appearance of people appearing in productions. Scene breakouts, rendered passes and multi-passes Volunteer | 2015 - Present Green screen keying, color grading, matte painting SCAD Film Fest 2D/3D tracking, set extensions Breast Cancer Awareness Multiple Sclerosis Awareness Skills Summary Awards/Art Exhibits/ Accolades Won 5 Emmy Awards for NASA Class Project Creation of characters, expression sheets, and special - 
												
												Texture Mapping There Are Limits to Geometric Modeling
Texture Mapping There are limits to geometric modeling http://www.beinteriordecorator.com National Geographic Although modern GPUs can render millions of triangles/sec, that’s not enough sometimes... Use texture mapping to increase realism through detail Rosalee Wolfe This image is just 8 polygons! [Angel and Shreiner] [Angel and No texture With texture Pixar - Toy Story Store 2D images in buffers and lookup pixel reflectances procedural photo Other uses of textures... [Angel and Shreiner] [Angel and Light maps Shadow maps Environment maps Bump maps Opacity maps Animation 99] [Stam Texture mapping in the OpenGL pipeline • Geometry and pixels have separate paths through pipeline • meet in fragment processing - where textures are applied • texture mapping applied at end of pipeline - efficient since relatively few polygons get past clipper uv Mapping Tschmits Wikimedia Commons • 2D texture is parameterized by (u,v) • Assign polygon vertices texture coordinates • Interpolate within polygon Texture Calibration Cylindrical mapping (x,y,z) -> (theta, h) -> (u,v) [Rosalee Wolfe] Spherical Mapping (x,y,z) -> (latitude,longitude) -> (u,v) [Rosalee Wolfe] Box Mapping [Rosalee Wolfe] Parametric Surfaces 32 parametric patches 3D solid textures [Dong et al., 2008] al., et [Dong can map object (x,y,z) directly to texture (u,v,w) Procedural textures Rosalee Wolfe e.g., Perlin noise Triangles Texturing triangles • Store (u,v) at each vertex • interpolate inside triangles using barycentric coordinates Texture Space Object Space v 1, 1 (u,v) = (0.2, 0.8) - 
												
												3D Scene (Wire) Final Render
Are you looking for already created 3D packaging models and design, where you don’t need to worry about complicated studio and light settings? We are providing you opportunity to give up with long hour technical studio settings. Take a look at this fully textured scenes with professional shaders and lighting ready to use. Get your own professional packaging models, scenes and designs for personal or commercial use! Final Render LILY Product Id Model_0000180 What’s Included: • Model in OBJ and FBX fi le formats • Cinema 4D R16 Scene File 3D Scene (Wire) • Textures, HDRI, Materials • Renders FBX and OBJ file formats are compatible with software: All Autodesk programs, such as: Maya, 3D Max, Mudbox, All Models Are High Poly AutoCAD, Inventor, MotionBuilder, Revit, Softimage, Alias etc.; ZBrush, MODO, 3D Coat, Adobe Photoshop, Keyshot, Rhinoceros, SketchUp, NewTek Lightwave, Vue xStream, SolidWorks, Houdini, Blender, Unreal Engine etc. ©2016 WaldemarArt Design Studio/GERMANY. All rights reserved. | www.Waldemar-Art.com All *.C4d, *.3Ds, *.FBX, *.OBJ, *.Ai, *.Tiff , *.Pdf and bitmaps fi les included on this collection with data are an-integral part of this design/models and the resale of this data is strictly prohibited. All models and graphics can be used for commercial purposes only by owners who bought this collection. The sharing of collection is strictly prohibited unless that user has written autho- rization from WaldemarArt Design Studio. By downloading projects of WaldemarArt Design Studio from our site, you agree to the Terms and Conditions. ROYALTY-FREE LICENSE. - 
												
												What You Seam Is What You Get: Automatic and Interactive UV Unwrapping
Online Submission ID: 0270 What you seam is what you get: automatic and interactive UV unwrapping Figure 1: Left: from a meshed model, our system automatically proposes an initial set of seams (black lines) and a valid texture mapping that the user starts with. Right: the user can interactively improve the mapping, by sewing charts and constraining seams (blue lines). As shown in the video, each user interaction is systematically echoed with instant visual feedback. Abstract • (2) Parameterization: each chart in 3-space is put into one to one 2 correspondence with a subset of R ; 3D paint systems opened the door to new texturing tools, directly operating on 3D objects. However, although time and effort was • (3) Packing: the charts are arranged in texture space to minimize devoted to mesh parameterization, UV unwrapping is still known storage requirements. to be a tedious and time-consuming process in Computer Graphics Time and effort was devoted to the problem of mesh parameteriza- production. We think that this is mainly due to the lack of well- tion (see e.g. SIGGRAPH course notes [Hormann et al. 2007] for adapted segmentation method. To make UV unwrapping easier, we an overview). Such mesh parameterization techniques are now well propose a new system, based on three components : • A novel spectral segmentation method that proposes reasonable known and broadly used in the Computer Graphics industry. Re- initial seams to the user; cently, formalizing the relations between deformations and curva- ture lead to both efficient and provably correct methods [Ben-Chen • Several tools to edit and constrain the seams. - 
												
												Generating Real Time Reflections by Ray Tracing Approximate Geometry
Generating Real Time Reflections by Ray Tracing Approximate Geometry Master’s thesis in Interaction Design and Technologies JOHAN FREDRIKSSON, ADAM SCOTT Department of Interaction Design and Technologies CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2016 Master’s thesis 2016:123 Generating Real Time Reflections by Ray Tracing Approximate Geometry JOHAN FREDRIKSSON, ADAM SCOTT Department of Computer Science Division of Interaction Design and Technologies Chalmers University of Technology Gothenburg, Sweden 2016 Generating Real Time Reflections by Ray Tracing Approximate Geometry JOHAN FREDRIKSSON, ADAM SCOTT © JOHAN FREDRIKSSON, ADAM SCOTT, 2016. Supervisor: Erik Sintorn, Computer Graphics Examiner: Staffan Björk, Interaction Design and Technologies Master’s Thesis 2016:123 Department of Computer Science Division of Interaction Design and Technologies Chalmers University of Technology SE-412 96 Gothenburg Cover: BVH encapsulating approximate geometry created in the Frostbite engine. Typeset in LATEX Gothenburg, Sweden 2016 iii Generating Real Time Reflections by Ray Tracing Approximated Geometry Johan Fredriksson, Adam Scott Department of Interaction Design and Technologies Chalmers University of Technology Abstract Rendering reflections in real time is important for realistic modern games. A com- mon way to provide reflections is by using environment mapping. This method is not an accurate way to calculate reflections and it consumes a lot of memory space. We propose a method of ray tracing approximate geometry in real time. By using approximate geometry it can be kept simple and the size of the bounding volume hierarchy will have a lower memory impact. The ray tracing is performed on the GPU and the bounding volumes are pre built on the CPU using surface area heuris- tics. - 
												
												Information Systems and Computer Engineering
A Sketch-Based Interface for Modeling Articulated Figures João Pedro Borges Pereira Thesis to obtain the Master of Science Degree in: Information Systems and Computer Engineering Supervisors: Prof. Dr. João António Madeiras Pereira, Dr. Daniel Simões Lopes Examination Committee Chairperson: Prof. Dr. João Emílio Segurado Pavão Martins Supervisor: Prof. Dr. João António Madeiras Pereira Members of the Committee: Prof. Dr. Alfredo Manuel Dos Santos Ferreira Júnior November 2017 Acknowledgments In this section, I would like to like to thank each and every one that in some way contributed to the accomplish- ment of this thesis. To my supervisors and professors of the same department, Prof. João Madeiras Pereira for giving me the chance to expand on this subject, giving me guidelines as well as walking through with me the last pieces of my work. To Prof. Joaquim Jorge that helped me to decipher the mysteries of the CALI library and with the design of the forms for the user study. To Dr. Daniel Simões Lopes, with whom along the whole year I made weekly meetings and helped define the next steps to take, besides reading and looking into my work. He was an exceptional help to my project; for that I am deeply grateful. To national funds, the Portuguese Foundation for Science and Technology with reference IT-MEDEX PTDC/EEI-SII/6038/2014, for the financial support. To my parents, that along the years supported me in having a multilingual education, helped me hone my skills by simply being present at every step of the way and allowing me to into programs like Erasmus. - 
												
												Brno University of Technology Rendering Of
BRNO UNIVERSITY OF TECHNOLOGY VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ FACULTY OF INFORMATION TECHNOLOGY FAKULTA INFORMAČNÍCH TECHNOLOGIÍ DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA ÚSTAV POČÍTAČOVÉ GRAFIKY A MULTIMÉDIÍ RENDERING OF NONPLANAR MIRRORS ZOBRAZOVÁNÍ POKŘIVENÝCH ZRCADEL MASTER’S THESIS DIPLOMOVÁ PRÁCE AUTHOR Bc. MILOSLAV ČÍŽ AUTOR PRÁCE SUPERVISOR Ing. TOMÁŠ MILET VEDOUCÍ PRÁCE BRNO 2017 Abstract This work deals with the problem of accurately rendering mirror reflections on curved surfaces in real-time. While planar mirrors do not pose a problem in this area, non-planar surfaces are nowadays rendered mostly using environment mapping, which is a method of approximating the reflections well enough for the human eye. However, this approach may not be suitable for applications such as CAD systems. Accurate mirror reflections can be rendered with ray tracing methods, but not in real-time and therefore without offering interactivity. This work examines existing approaches to the problem and proposes a new algorithm for computing accurate mirror reflections in real-time using accelerated searching for intersections with depth profile stored in cubemap textures. This algorithm has been implemented using OpenGL and tested on different platforms. Abstrakt Tato práce se zabývá problémem přesného zobrazování zrcadlových odrazů na zakřiveném povrchu v reálném čase. Zatímco planární zrcadla nepředstavují v tomto ohledu problém, zakřivené povrchy se v dnešní době zobrazují především metodou environment mapping, která aproximuje reálné odrazy a nabízí výsledky uspokojivé pro lidské oko. Tento přístup však nemusí být vhodný např. v oblasti CAD systémů. Přesných zrcadlových odrazů se dá dosáhnout pomocí metod sledování paprsku, avšak ne v reálném čase a tudíž bez možnosti interaktivity. - 
												
												235-242.Pdf (449.2Kb)
Eurographics/ IEEE-VGTC Symposium on Visualization (2007) Ken Museth, Torsten Möller, and Anders Ynnerman (Editors) Hardware-accelerated Stippling of Surfaces derived from Medical Volume Data Alexandra Baer Christian Tietjen Ragnar Bade Bernhard Preim Department of Simulation and Graphics Otto-von-Guericke University of Magdeburg, Germany {abaer|tietjen|rbade|preim}@isg.cs.uni-magdeburg.de Abstract We present a fast hardware-accelerated stippling method which does not require any preprocessing for placing points on surfaces. The surfaces are automatically parameterized in order to apply stippling textures without ma- jor distortions. The mapping process is guided by a decomposition of the space in cubes. Seamless scaling with a constant density of points is realized by subdividing and summarizing cubes. Our mip-map technique enables ar- bitrarily scaling with one texture. Different shading tones and scales are facilitated by adhering to the constraints of tonal art maps. With our stippling technique, it is feasible to encode all scaling and brightness levels within one self-similar texture. Our method is applied to surfaces extracted from (segmented) medical volume data. The speed of the stippling process enables stippling for several complex objects simultaneously. We consider applica- tion scenarios in intervention planning (neck and liver surgery planning). In these scenarios, object recognition (shape perception) is supported by adding stippling to semi-transparently shaded objects which are displayed as context information. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism -Color, shading, shadowing, and texture 1. Introduction from breathing, pulsation or patient movement. Without a well-defined curvature field, hatching may be misleading by The effective visualization of complex anatomic surfaces is a emphasizing erroneous features of the surfaces.