An Overview of 3D Data Content, File Formats and Viewers
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The LAS File Format Contains a Header Block, Variable Length
LAS Specification Version 1.2 Approved by ASPRS Board 09/02/2008 LAS 1.2 1 LAS FORMAT VERSION 1.2: This document reflects the second revision of the LAS format specification since its initial version 1.0 release. Version 1.2 retains the same structure as version 1.1 including identical field alignment. LAS 1.1 file Input/Output (I/O) libraries will require slight modifications in order to be compliant with this revision. A LAS 1.1 Reader will read LAS 1.2 (without the new enhancements) with no modifications. A detailed change document that provides both an overview of the changes in the specification as well as the motivation behind each change is available from the ASPRS website in the LIDAR committee section. The additions of LAS 1.2 include: • GPS Absolute Time (as well as GPS Week Time) – LAS 1.0 and LAS 1.1 specified GPS “Week Time” only. This meant that GPS time stamps “rolled over” at midnight on Saturday. This makes processing of LIDAR flight lines that span the time reset difficult. LAS 1.2 allows both GPS Week Time and Absolute GPS Time (POSIX) stamps to be used. • Support for ancillary image data on a per point basis. You can now specify Red, Green, Blue image data on a point by point basis. This is encapsulated in two new point record types (type 2 and type 3). LAS FORMAT DEFINITION: The LAS file is intended to contain LIDAR point data records. The data will generally be put into this format from software (e.g. -
Key Aspects in 3D File Format Conversions
Key Aspects in 3D File Format Conversions Kenton McHenry and Peter Bajcsy Image Spatial Data Analysis Group, NCSA Presented by: Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign Outline • Introduction • What do we know about 3D file formats? • Basic Archival Questions • Is there an optimal format to convert to? • Can we quantify 3D noise introduced during conversions? • NCSA Polyglot to Support Archival Processes • Automation of File Format Conversions • Quality of File Format Conversions • Scalability with Volume • Conclusions • Live demonstration Introduction Introduction to 3D File Format Reality *.k3d *.pdf (*.prc, *.u3d) *.ma, *.mb, *.mp *.w3d *.lwo *.c4d *.dwg *.blend *.iam *.max, *.3ds Introduction: Our Survey about 3D Content • Q: How Many 3D File Formats Exist? • A: We have found more than 140 3D file formats. Many are proprietary file formats. Many are extremely complex (1,200 and more pages of specifications). • Q: How Many Software Packages Support 3D File Format Import, Export and Display? • A: We have documented about 16 software packages. There are many more. Most of them are proprietary/closed source code. Many contain incomplete support of file specifications. Examples of Formats and Stored Content Format Geometry Appearance Scene Animation Faceted Parametric CSG B-Rep Color Material Texture Bump Lights Views Trans. Groups 3ds √ √ √ √ √ √ √ √ √ igs √ √ √ √ √ √ √ lwo √ √ √ √ √ √ obj √ √ √ √ √ √ √ ply √ √ √ √ √ stp √ √ √ √ √ √ wrl √ √ √ √ √ √ √ √ √ √ √ u3d √ √ √ √ √ -
Autodesk® Game Development Solutions Create. Animate. Integrate
Autodesk® Game Development Solutions Create. Animate. Integrate. Image courtesy of Bungie Studios of courtesy Image Create, animate, and integrate more productively with cutting-edge interoperability, using Autodesk game development solutions. Autodesk provides the game development Combined with 3ds Max, Maya, Autodesk® …with the Best Tools …with the Highest Productivity community with production-proven tools that MotionBuilder®, and Mudbox software, you can Artists consistently push the boundaries of Artists can create and animate assets, then enable end-to-end top-quality asset creation. take advantage of Autodesk’s interoperability creativity with the help of Autodesk’s industry- integrate them with a game engine more With this suite of solutions, developers can create throughout your game development process. leading game development tools. Whether you efficiently than ever before. In fact, Autodesk’s whatever they imagine. Now your entire team can create, animate, and are developing for the latest generation pipelines, most recent releases can help you streamline your integrate its work as well as bridge asset creation Xbox 360®, PLAYSTATION®3, and Nintendo® Wii™ creative pipeline to save both time and money. Industry watchers estimate that 85 to 90 percent and runtime disciplines. Ultimately, your facility platforms, or legacy consoles, PC, Mac® computers, of all contemporary video games use Autodesk can realize a production environment that is more and mobile games pipelines, Autodesk tools enjoy …with Extensive Interoperability tools in development. The worldwide popularity creative and productive. wide acceptance and are an ideal choice. Our tools both empower and expedite the creative and extensive use of Autodesk® 3ds Max® and process. Autodesk 3ds Max, Maya, MotionBuilder, Autodesk® Maya® software make these products Create, Animate, and Integrate… and Mudbox software can be used in concert to industry standards. -
DXF Reference
AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs -
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. -
Pro/INTERFACE Help Topic Collection
® Pro/ENGINEER Wildfire™ 2.0 Pro/INTERFACE™ Help Topic Collection Parametric Technology Corporation Copyright © 2004 Parametric Technology Corporation. All Rights Reserved. User and training documentation from Parametric Technology Corporation (PTC) is subject to the copyright laws of the United States and other countries and is provided under a license agreement that restricts copying, disclosure, and use of such documentation. PTC hereby grants to the licensed user the right to make copies in printed form of this documentation if provided on software media, but only for internal/personal use and in accordance with the license agreement under which the applicable software is licensed. Any copy made shall include the PTC copyright notice and any other proprietary notice provided by PTC. This documentation may not be disclosed, transferred, modified, or reduced to any form, including electronic media, or transmitted or made publicly available by any means without the prior written consent of PTC and no authorization is granted to make copies for such purposes. Information described herein is furnished for general information only, is subject to change without notice, and should not be construed as a warranty or commitment by PTC. PTC assumes no responsibility or liability for any errors or inaccuracies that may appear in this document. The software described in this document is provided under written license agreement, contains valuable trade secrets and proprietary information, and is protected by the copyright laws of the United States and other countries. It may not be copied or distributed in any form or medium, disclosed to third parties, or used in any manner not provided for in the software licenses agreement except with written prior approval from PTC. -
Agisoft Photoscan User Manual Standard Edition, Version 1.3 Agisoft Photoscan User Manual: Standard Edition, Version 1.3
Agisoft PhotoScan User Manual Standard Edition, Version 1.3 Agisoft PhotoScan User Manual: Standard Edition, Version 1.3 Publication date 2017 Copyright © 2017 Agisoft LLC Table of Contents Overview ......................................................................................................................... iv How it works ............................................................................................................ iv About the manual ...................................................................................................... iv 1. Installation and Activation ................................................................................................ 1 System requirements ................................................................................................... 1 GPU acceleration ........................................................................................................ 1 Installation procedure .................................................................................................. 2 Restrictions of the Demo mode ..................................................................................... 2 Activation procedure ................................................................................................... 3 2. Capturing photos ............................................................................................................ 4 Equipment ................................................................................................................ -
N Polys Advanced X3D [Autosaved]
Web3D 2011 Tutorial: Advanced X3D Nicholas Polys: Virginia Tech Yvonne Jung: Fraunhofer IGD Jeff Weekly, Don Brutzman: Naval Postgraduate School Tutorial Outline Recent work in the Web3D Consortium Heading to ISO this month! • X3D : Advanced Features • X3D Basics • Advanced rendering (Yvonne Jung) • Volumes • Geospatial • CAD • Units (Jeff Weekly) • Authoring 2 Open Standards www.web3d.org • Portability • Durability • IP-independence • International recognition and support : the Standard Scenegraph Scene graph for real-time interactive delivery of virtual environments over the web: • Meshes, lights, materials, textures, shaders • Integrated video, audio Event ROUTE • Animation • Interaction • Scripts & Behaviors Sensor • Multiple encodings (ISO = XML, VRML-Classic, Binary) • Multiple Application Programming Interfaces (ISO = ECMA, Java) • X3D 3.3 includes examples for Volume rendering, CAD and Geospatial support! Web3D Collaboration & Convergence W3C ISO OGC - XML - Web3DS - HTML 5 -CityGML - SVG - KML Interoperability Web3D Consortium IETF & Access - Mime types Across Verticals - Extensible 3D (X3D) - Humanoid Animation (H-Anim) - VRML DICOM - N-D Presentation State - DIS - Volume data Khronos - OpenGL, WebGL - COLLADA Adoption Immersive X3D • Virginia Tech Visionarium: VisCube • Multi-screen, clustered stereo rendering • 1920x1920 pixels per wall (x 4) • Infitech Stereo • Wireless Intersense head & wand • Instant Reality 7 VT Visionarium • Output from VMD • Jory Z. Ruscio, Deept Kumar, Maulik Shukla, Michael G. Prisant, T. M. Murali, -
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 -
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. -
FBX SDK Programmeres Guide 2011
FBX SDK FBX SDK Programmer’s Guide 2011 April 2010 Autodesk® FBX® 2011 SDK © 2010 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Envision, Autodesk Intent, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, -
Primitivo B Felias
PRIMITIVO B. FELIAS III Address:348-D Chico St.,Cembo Makati City Mobile number: 09215341851 [email protected] Objective: A position in the art/design department where my skills can be utilize in accomplishing tasks and solving problems. To be in a company that will help me grow as a person and an employee, to provide quality service and share my skills and knowledge to colleagues, and learn from them as well, for the betterment of the team and the company. Skills Computer Literate (Adobe Illustrator, Adobe Photoshop, Adobe Premiere, Adobe After Effects, Adobe Audition, Adobe Flash, MS Powerpoint, Blender 3D software, Garage Band, Bryce 3D software, MakeHuman 3D, 3D Studio Max, Microsoft Movie Maker, Realflow 3D, Sculptris 3D, Mixcraft 5) Digital Video Editing, 3D Modeling and Basic Animation, Sound Editing, Digital and Manual Photography, Graphics Design and Illustration, Motion Graphics Design/Compositing, Flash-Base Web Design, GUI Design, Photo Manipulation, Basic Action Scripting, Flash Animation, Theater Actor, Singer, Dancer and can work with minimal supervision. Online Portfolio http://primefelias.daportfolio.com/ Online DemoReel http://www.youtube.com/watch?v=GBh5w-UGld8 Educational Background College: University of the Philippines Bachelor of Fine Arts major in Visual Communications Year Graduated: 2008 Secondary: Araullo High School Year Graduated:2004 Elementary: Nasipit Central Elementary School, Agusan del Norte Year Graduated: 2000 Work-Related Experiences DATE COMPANY POSITION May 23, 2011-present Holy Cow! Animation AFX Compositor/Digital Artist March 30, 2011- July 2011 Buko Graphics Studios Freelance 3D Concept Artist March 21, 2011 – May 11, 2011 BigFish International Inc. (Motion)Graphic Artist Unit 1804 Jollibee Plaza, Emerald Ave., Ortigas Sept.