Simulated Imagery Rendering Workflow for UAS-Based
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Automatic Generation of a 3D City Model
UNIVERSITY OF CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMÁTICA COMPUTER ENGINEERING DEGREE DEGREE FINAL PROJECT Automatic generation of a 3D city model David Murcia Pacheco June, 2017 AUTOMATIC GENERATION OF A 3D CITY MODEL Escuela Superior de Informática UNIVERSITY OF CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMÁTICA Information Technology and Systems SPECIFIC TECHNOLOGY OF COMPUTER ENGINEERING DEGREE FINAL PROJECT Automatic generation of a 3D city model Author: David Murcia Pacheco Director: Dr. Félix Jesús Villanueva Molina June, 2017 David Murcia Pacheco Ciudad Real – Spain E-mail: [email protected] Phone No.:+34 625 922 076 c 2017 David Murcia Pacheco Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". i TRIBUNAL: Presidente: Vocal: Secretario: FECHA DE DEFENSA: CALIFICACIÓN: PRESIDENTE VOCAL SECRETARIO Fdo.: Fdo.: Fdo.: ii Abstract HIS document collects all information related to the Degree Final Project (DFP) of Com- T puter Engineering Degree of the student David Murcia Pacheco, tutorized by Dr. Félix Jesús Villanueva Molina. This work has been developed during 2016 and 2017 in the Escuela Superior de Informática (ESI), in Ciudad Real, Spain. It is based in one of the proposed sub- jects by the faculty of this university for this year, called "Generación automática del modelo en 3D de una ciudad". -
Benchmarks on WWW Performance
The Scalability of X3D4 PointProperties: Benchmarks on WWW Performance Yanshen Sun Thesis submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Master of Science in Computer Science and Application Nicholas F. Polys, Chair Doug A. Bowman Peter Sforza Aug 14, 2020 Blacksburg, Virginia Keywords: Point Cloud, WebGL, X3DOM, x3d Copyright 2020, Yanshen Sun The Scalability of X3D4 PointProperties: Benchmarks on WWW Performance Yanshen Sun (ABSTRACT) With the development of remote sensing devices, it becomes more and more convenient for individual researchers to acquire high-resolution point cloud data by themselves. There have been plenty of online tools for the researchers to exhibit their work. However, the drawback of existing tools is that they are not flexible enough for the users to create 3D scenes of a mixture of point-based and triangle-based models. X3DOM is a WebGL-based library built on Extensible 3D (X3D) standard, which enables users to create 3D scenes with only a little computer graphics knowledge. Before X3D 4.0 Specification, little attention has been paid to point cloud rendering in X3DOM. PointProperties, an appearance node newly added in X3D 4.0, provides point size attenuation and texture-color mixing effects to point geometries. In this work, we propose an X3DOM implementation of PointProperties. This implementation fulfills not only the features specified in X3D 4.0 documentation, but other shading effects comparable to the effects of triangle-based geometries in X3DOM, as well as other state-of-the-art point cloud visualization tools. -
Cloudcompare Point Cloud Processing Workshop Daniel Girardeau-Montaut
CloudCompare Point Cloud Processing Workshop Daniel Girardeau-Montaut www.cloudcompare.org @CloudCompareGPL PCP 2019 [email protected] December 4-5, 2019, Stuttgart, Germany Outline About the project Quick overview of the software capabilities Point cloud processing with CloudCompare The project 2003: PhD for EDF R&D EDF Main French power utility More than 150 000 employees worldwide 2 000 @ R&D (< 2%) 200 know about CloudCompare (< 0.2%) Sales >75 B€ > 200 dams + 58 nuclear reactors (19 plants) EDF and Laser Scanning EDF = former owner of Mensi (now Trimble Laser Scanning) Main scanning activity: as-built documentation Scanning a single nuclear reactor building 2002: 3 days, 50 M. points 2014: 1.5 days, 50 Bn points (+ high res. photos) EDF and Laser Scanning Other scanning activities: Building monitoring (dams, cooling towers, etc.) Landslide monitoring Hydrology Historical preservation (EDF Foundation) PhD Change detection on 3D geometric data Application to Emergency Mapping Inspired by 9/11 post-attacks recovery efforts (see “Mapping Ground Zero” by J. Kern, Optech, Nov. 2001) TLS was used for: visualization, optimal crane placement, measurements, monitoring the subsidence of the wreckage pile, slurry wall monitoring, etc. CloudCompare V1 2004-2006 Aim: quickly detecting changes by comparing TLS point clouds… with a CAD mesh or with another (high density) cloud CloudCompare V2 2007: “Industrialization” of CloudCompare … for internal use only! Rationale: idle reactor = 6 M€ / day acquired data -
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). -
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). -
Maaston Mallintaminen Visualisointikäyttöön
MAASTON MALLINTAMINEN VISUALISOINTIKÄYTTÖÖN LAHDEN AMMATTIKORKEAKOULU Tekniikan ala Mediatekniikan koulutusohjelma Teknisen Visualisoinnin suuntautumisvaihtoehto Opinnäytetyö Kevät 2012 Ilona Moilanen Lahden ammattikorkeakoulu Mediatekniikan koulutusohjelma MOILANEN, ILONA: Maaston mallintaminen visualisointikäyttöön Teknisen Visualisoinnin suuntautumisvaihtoehdon opinnäytetyö, 29 sivua Kevät 2012 TIIVISTELMÄ Maastomallit ovat yleisesti käytössä peli- ja elokuvateollisuudessa sekä arkkitehtuurisissa visualisoinneissa. Mallinnettujen 3D-maastojen käyttö on lisääntynyt sitä mukaa, kun tietokoneista on tullut tehokkaampia. Opinnäytetyössä käydään läpi, millaisia maastonmallintamisen ohjelmia on saatavilla ja osa ohjelmista otetaan tarkempaan käsittelyyn. Opinnäytetyössä käydään myös läpi valittujen ohjelmien hyvät ja huonot puolet. Tarkempaan käsittelyyn otettavat ohjelmat ovat Terragen- sekä 3ds Max - ohjelmat. 3ds Max-ohjelmassa käydään läpi maaston luonti korkeuskartan ja Displace modifier -toiminnon avulla, sekä se miten maaston tuominen onnistuu Google Earth-ohjelmasta Autodeskin tuotteisiin kuten 3ds Max:iin käyttäen apuna Google Sketchup -ohjelmaa. Lopuksi vielä käydään läpi ohjelmien hyvät ja huonot puolet. Casessa mallinnetaan maasto Terragen-ohjelmassa sekä 3ds Max- ohjelmassa korkeuskartan avulla ja verrataan kummalla mallintaminen onnistuu paremmin. Maasto mallinnettiin valituilla ohjelmilla ja käytiin läpi saatavilla olevia maaston mallinnusohjelmia. Lopputuloksena päädyttiin, että valokuvamaisen lopputuloksen saamiseksi Terragen -
TUESDAY MORNING Open Open Open
TUESDAY MORNING Open Open Open. The Rise of Open Scientific Publishing and the 8:30 AM Keynote Address Dr. Ken Kvamme Archaeological Discipline: Managing the Paradigm Shift SCE Auditorium Education and Dissemination 9:30 AM Coffee Break Room: SCE 216 Organizers: Arianna Traviglia, Xavier Rodier General Papers 9:50 AM RocksMacqueen, Doug, Tom Levy, The Last of the Publishers General GIS 10:10 AM RouedCunliffe, Henriette, Peter Room: SCE House Jensen, What is Open Data in an Archaeological Context? 9:50 AM Caswell, Edward, An Analysis of 10:30 AM Brin, Adam, Francis Pierce Selected Variables that Affect the McManamon, Leigh Anne Ellison, The Production of Cost Surfaces Challenges of Open Access for 10:10 AM Becker, Daniel, Christian Willmes, Archaeological Repositories Andreas Bolten, María de Andrés 10:50 AM Kondo, Yasuhisa, Atsushi Noguchi, Herrero, GerdChristian Weniger, Best Practices and Challenges in Georg Bareth, Influence of Differences Promoting Open Science in in Digital Elevation Models and their Archaeology: Two Narratives from Resolution on SlopeBased Site Japan Catchment Modelling 11:10 AM Rodier, Xavier, Olivier Marlet, How to 10:30 AM Beusing, Ruth, TemporalGIS Tools for Combine Archaeological Archives, Mixed and MesoScale Archaeological Linked Open Data and Academic Data Publication, a French Experience 10:50 AM James, Vivian, Context as Theory: 11:30 AM Buard, PierreYves, Elisabeth Zadora Towards Unification of Computer Rio, Publishing an Archaeological Applications and Quantitative Methods Excavation Report in a Logicist in Archaeology Workflow 11:10 AM Sharp, Kayeleigh, Testing the ‘Small 11:50 AM Kansa, Eric, Anne Austin, Ixchel Site’ Approach with Multivariate Spatial Faniel, Sarah Kansa, Ran Boynter, Statistical and Archaeological Network Jennifer Jacobs, Phoebe France, A Analysis Reality Check: The Impact of Open Data in Archaeology 11:30 AM Groen, Mike, Geospatial Analysis, Predictive Modelling and Modern Clandestine Burials Same as it ever was.. -
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, -
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. ................................... -
MEPP2: a Generic Platform for Processing 3D Meshes and Point Clouds
EUROGRAPHICS 2020/ F. Banterle and A. Wilkie Short Paper MEPP2: a generic platform for processing 3D meshes and point clouds Vincent Vidal, Eric Lombardi , Martial Tola , Florent Dupont and Guillaume Lavoué Université de Lyon, CNRS, LIRIS, Lyon, France Abstract In this paper, we present MEPP2, an open-source C++ software development kit (SDK) for processing and visualizing 3D surface meshes and point clouds. It provides both an application programming interface (API) for creating new processing filters and a graphical user interface (GUI) that facilitates the integration of new filters as plugins. Static and dynamic 3D meshes and point clouds with appearance-related attributes (color, texture information, normal) are supported. The strength of the platform is to be generic programming oriented. It offers an abstraction layer, based on C++ Concepts, that provides interoperability over several third party mesh and point cloud data structures, such as OpenMesh, CGAL, and PCL. Generic code can be run on all data structures implementing the required concepts, which allows for performance and memory footprint comparison. Our platform also permits to create complex processing pipelines gathering idiosyncratic functionalities of the different libraries. We provide examples of such applications. MEPP2 runs on Windows, Linux & Mac OS X and is intended for engineers, researchers, but also students thanks to simple use, facilitated by the proposed architecture and extensive documentation. CCS Concepts • Computing methodologies ! Mesh models; Point-based models; • Software and its engineering ! Software libraries and repositories; 1. Introduction GUI for processing and visualizing 3D surface meshes and point clouds. With the increasing capability of 3D data acquisition devices, mod- Several platforms exist for processing 3D meshes such as Meshlab eling software and graphics processing units, three-dimensional [CCC08] based on VCGlibz, MEPP [LTD12], and libigl [JP∗18]. -
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.