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Seamscape a Procedural Generation System for Accelerated Creation of 3D Landscapes
SeamScape A procedural generation system for accelerated creation of 3D landscapes Bachelor Thesis in Computer Science and Engineering Link to video demonstration: youtu.be/K5yaTmksIOM Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering Gothenburg, Sweden, June 2016 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. SeamScape A procedural generation system for accelerated creation of 3D landscapes Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén c Sebastian Ekman, 2016. c Anders Hansson, 2016. c Thomas Högberg, 2016. c Anna Nylander, 2016. c Alma Ottedag, 2016. -
Coping with the Bounds: a Neo-Clausewitzean Primer / Thomas J
About the CCRP The Command and Control Research Program (CCRP) has the mission of improving DoD’s understanding of the national security implications of the Information Age. Focusing upon improving both the state of the art and the state of the practice of command and control, the CCRP helps DoD take full advantage of the opportunities afforded by emerging technologies. The CCRP pursues a broad program of research and analysis in information superiority, information operations, command and control theory, and associated operational concepts that enable us to leverage shared awareness to improve the effectiveness and efficiency of assigned missions. An important aspect of the CCRP program is its ability to serve as a bridge between the operational, technical, analytical, and educational communities. The CCRP provides leadership for the command and control research community by: • articulating critical research issues; • working to strengthen command and control research infrastructure; • sponsoring a series of workshops and symposia; • serving as a clearing house for command and control related research funding; and • disseminating outreach initiatives that include the CCRP Publication Series. This is a continuation in the series of publications produced by the Center for Advanced Concepts and Technology (ACT), which was created as a “skunk works” with funding provided by the CCRP under the auspices of the Assistant Secretary of Defense (NII). This program has demonstrated the importance of having a research program focused on the national security implications of the Information Age. It develops the theoretical foundations to provide DoD with information superiority and highlights the importance of active outreach and dissemination initiatives designed to acquaint senior military personnel and civilians with these emerging issues. -
Procedural Generation of a 3D Terrain Model Based on a Predefined
Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017. -
Annual Report 2018
2018 Annual Report 4 A Message from the Chair 5 A Message from the Director & President 6 Remembering Keith L. Sachs 10 Collecting 16 Exhibiting & Conserving 22 Learning & Interpreting 26 Connecting & Collaborating 30 Building 34 Supporting 38 Volunteering & Staffing 42 Report of the Chief Financial Officer Front cover: The Philadelphia Assembled exhibition joined art and civic engagement. Initiated by artist Jeanne van Heeswijk and shaped by hundreds of collaborators, it told a story of radical community building and active resistance; this spread, clockwise from top left: 6 Keith L. Sachs (photograph by Elizabeth Leitzell); Blocks, Strips, Strings, and Half Squares, 2005, by Mary Lee Bendolph (Purchased with the Phoebe W. Haas fund for Costume and Textiles, and gift of the Souls Grown Deep Foundation from the William S. Arnett Collection, 2017-229-23); Delphi Art Club students at Traction Company; Rubens Peale’s From Nature in the Garden (1856) was among the works displayed at the 2018 Philadelphia Antiques and Art Show; the North Vaulted Walkway will open in spring 2019 (architectural rendering by Gehry Partners, LLP and KXL); back cover: Schleissheim (detail), 1881, by J. Frank Currier (Purchased with funds contributed by Dr. Salvatore 10 22 M. Valenti, 2017-151-1) 30 34 A Message from the Chair A Message from the As I observe the progress of our Core Project, I am keenly aware of the enormity of the undertaking and its importance to the Museum’s future. Director & President It will be transformative. It will not only expand our exhibition space, but also enhance our opportunities for community outreach. -
Nuke Survival Toolkit Documentation
Nuke Survival Toolkit Documentation Release v1.0.0 Tony Lyons | 2020 1 About The Nuke Survival Toolkit is a portable tool menu for the Foundry’s Nuke with a hand-picked selection of nuke gizmos collected from all over the web, organized into 1 easy-to-install toolbar. Installation Here’s how to install and use the Nuke Survival Toolkit: 1.) Download the .zip folder from the Nuke Survival Toolkit github website. https://github.com/CreativeLyons/NukeSurvivalToolkit_publicRelease This github will have all of the up to date changes, bug fixes, tweaks, additions, etc. So feel free to watch or star the github, and check back regularly if you’d like to stay up to date. 2.) Copy or move the NukeSurvivalToolkit Folder either in your User/.nuke/ folder for personal use, or for use in a pipeline or to share with multiple artists, place the folder in any shared and accessible network folder. 3.) Open your init.py file in your /.nuke/ folder into any text editor (or create a new init.py in your User/.nuke/ directory if one doesn’t already exist) 4.) Copy the following code into your init.py file: nuke.pluginAddPath( "Your/NukeSurvivalToolkit/FolderPath/Here") 5.) Copy the file path location of where you placed your NukeSurvivalToolkit. Replace the Your/NukeSurvivalToolkit/FolderPath/Here text with your NukeSurvivalToolkit filepath location, making sure to keep quotation marks around the filepath. 6.) Save your init.py file, and restart your Nuke session 7.) That’s it! Congrats, you will now see a little red multi-tool in your nuke toolbar. -
Fast, High Quality Noise
The Importance of Being Noisy: Fast, High Quality Noise Natalya Tatarchuk 3D Application Research Group AMD Graphics Products Group Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Noise in real-time using Direct3D API Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion The Importance of Being Noisy Almost all procedural generation uses some form of noise If image is food, then noise is salt – adds distinct “flavor” Break the monotony of patterns!! Natural scenes and textures Terrain / Clouds / fire / marble / wood / fluids Noise is often used for not-so-obvious textures to vary the resulting image Even for such structured textures as bricks, we often add noise to make the patterns less distinguishable Ех: ToyShop brick walls and cobblestones Why Do We Care About Procedural Generation? Recent and upcoming games display giant, rich, complex worlds Varied art assets (images and geometry) are difficult and time-consuming to generate Procedural generation allows creation of many such assets with subtle tweaks of parameters Memory-limited systems can benefit greatly from procedural texturing Smaller distribution size Lots of variation -
IWCE 2015 PTIG-P25 Foundations Part 2
Sponsored by: Project 25 College of Technology Security Services Update & Vocoder & Range Improvements Bill Janky Director, System Design IWCE 2015, Las Vegas, Nevada March 16, 2015 Presented by: PTIG - The Project 25 Technology Interest Group www.project25.org – Booth 1853 © 2015 PTIG Agenda • Overview of P25 Security Services - Confidentiality - Integrity - Key Management • Current status of P25 security standards - Updates to existing services - New services 2 © 2015 PTIG PTIG - Project 25 Technology Interest Group IWCE 2015 I tell Fearless Leader we broke code. Moose and Squirrel are finished! 3 © 2015 PTIG PTIG - Project 25 Technology Interest Group IWCE 2015 Why do we need security? • Protecting information from security threats has become a vital function within LMR systems • What’s a threat? Threats are actions that a hypothetical adversary might take to affect some aspect of your system. Examples: – Message interception – Message replay – Spoofing – Misdirection – Jamming / Denial of Service – Traffic analysis – Subscriber duplication – Theft of service 4 © 2015 PTIG PTIG - Project 25 Technology Interest Group IWCE 2015 What P25 has for you… • The TIA-102 standard provides several standardized security services that have been adopted for implementation in P25 systems. • These security services may be used to provide security of information transferred across FDMA or TDMA P25 radio systems. Note: Most of the security services are optional and users must consider that when making procurements 5 © 2015 PTIG PTIG - Project 25 Technology -
Hardware-Accelerated Gradient Noise for Graphics
Hardware-Accelerated Gradient Noise for Graphics Josef B. Spjut Andrew E. Kensler Erik L. Brunvand School of Computing SCI Institute School of Computing University of Utah University of Utah University of Utah [email protected] [email protected] [email protected] ABSTRACT techniques trade computation for memory. This is impor- A synthetic noise function is a key component of most com- tant since as process technology scales, compute resources puter graphics rendering systems. This pseudo-random noise will increasingly outstrip memory speeds. For texturing sur- function is used to create a wide variety of natural looking faces, the memory reduction can be two-fold: first there textures that are applied to objects in the scene. To be is the simple reduction in texture memory itself. Second, useful, the generated noise should be repeatable while ex- 3D or \solid" procedural textures can eliminate the need for hibiting no discernible periodicity, anisotropy, or aliasing. explicit texture coordinates to be stored with the models. However, noise with these qualities is computationally ex- However, in order to avoid uniformity and produce visual pensive and results in a significant fraction of the run time richness, a simple, repeatable, pseudo-random function is for scenes with rich visual complexity. We propose modifi- required. Noise functions meet this need. Simply described, a noise function in computer graphics is cations to the standard algorithm for computing synthetic N noise that improve the visual quality of the noise, and a par- an R ! R mapping used to introduce irregularity into an allel hardware implementation of this improved noise func- otherwise regular pattern. -
Fast High-Quality Noise
Downloaded from orbit.dtu.dk on: Oct 05, 2021 Fast High-Quality Noise Frisvad, Jeppe Revall; Wyvill, Geoff Published in: Proceedings of GRAPHITE 2007 Link to article, DOI: 10.1145/1321261.1321305 Publication date: 2007 Link back to DTU Orbit Citation (APA): Frisvad, J. R., & Wyvill, G. (2007). Fast High-Quality Noise. In Proceedings of GRAPHITE 2007: 5th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia ACM. https://doi.org/10.1145/1321261.1321305 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Users may download and print one copy of any publication from the public portal for the purpose of private study or research. You may not further distribute the material or use it for any profit-making activity or commercial gain You may freely distribute the URL identifying the publication in the public portal If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Fast High-Quality Noise Jeppe Revall Frisvad Geoff Wyvill Technical University of Denmark University of Otago Abstract At the moment the noise functions available in a graphics program- mer’s toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. -
Coherent Noise
Coherent Noise User manual Table of Contents Introduction...........................................................................................5 Chapter I. .............................................................................................6 Noise Basics........................................................................................6 Combining Noise. ................................................................................8 CoherentNoise library...........................................................................9 Chapter II............................................................................................12 Noise generators................................................................................12 Generator base class.......................................................................12 ValueNoise.....................................................................................13 GradientNoise................................................................................14 ValueNoise2D and GradientNoise2D...................................................16 Constant.......................................................................................16 Function........................................................................................17 Cache...........................................................................................17 Patterns........................................................................................18 Cylinders....................................................................................18 -
Ray Tracing a Tiny Procedural Planet Morgan Mcguire University of Waterloo & Nvidia @Casualeffects
RAY TRACING A TINY PROCEDURAL PLANET MORGAN MCGUIRE UNIVERSITY OF WATERLOO & NVIDIA @CASUALEFFECTS I’ll begin with an example of coding a real procedural content generator in 2D from scratch, before circling back to talk about the why, what, and how of “procgen” at a high level. From there we’ll look at ray tracing and implicit surfaces and end up by creating a 3D model of a cute little planet. At the end you’ll have resources and ideas to start your own experiments in this space. 1 CREATING A UNIVERSE FROM RULES A lot of graphics content development is done by artists, programmers, and writers placing each piece of their virtual universe and painting, animating, scripting, etc. it by hand. The alternative is to not create anything except the laws of physics for your universe, and then letting the laws and some initial conditions create all of the richness. That’s procedural generation. Watch me create such a universe right now: 2 (1, 1) (0, 0) In the beginning, we have formless darkness. That’s how every graphics program starts, with this black screen. In my coordinate system, the origin is the lower-left and the upper right corner is (1, 1) 3 void mainImage(out Color color, in Point coord) { float x = pixel.x / iResolution.x; float y = pixel.y / iResolution.y; color = Color(0.0); } Here’s the code for a GPU pixel program that draws the black screen. If you’re not used to writing graphics code, then I just have to tell you a few simple things to understand this: - “float” is a 32-bit real number. -
A Generative Framework of Generativity
The AIIDE-17 Workshop on Experimental AI in Games WS-17-19 A Generative Framework of Generativity Kate Compton, Michael Mateas University of California Santa Cruz, Expressive Intelligence Studio kcompton, [email protected] Abstract of forces (Spore terrain generation, SimCity transporta- tion). Some games use Perlin noise to create terrain (Dwarf Several frameworks exist to describe how procedural content Fortress and No Man’s Sky). In games and other interactive can be understood, or how it can be used in games. In this pa- works, humans interactors may be part of this pipeline! per, we present a framework that considers generativity as a pipeline of successive data transformations, with each trans- This paper describes a way of thinking about generativ- formation either generating, transforming, or pruning away ity as a pipeline of data transformations, constructed from information. This framework has been iterated through re- methods that take one form of data, and return data that is peated engagement and education interactions with the game annotated, transformed, compressed, or expanded. Although development and generative art communities. In its most re- there are many frameworks of generativity (in games and cent refinement, it has been physically instantiated into a deck elsewhere), this framework attempts to provide a system to of cards, which can be used to analyze existing examples of design and describe generative pipelines in a way that cap- generativity or design new generative systems. This Genera- tures how generativity is able to take input (random num- tive Framework of Generativity aims to constructively define bers, mouse input, and more) and transform it into some- the design space of generative pipelines.