Luna Moth: Supporting Creativity in the Cloud
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3D Modeling: Surfaces
CS 430/536 Computer Graphics I Overview • 3D model representations 3D Modeling: • Mesh formats Surfaces • Bicubic surfaces • Bezier surfaces Week 8, Lecture 16 • Normals to surfaces David Breen, William Regli and Maxim Peysakhov • Direct surface rendering Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University 1 2 http://gicl.cs.drexel.edu 1994 Foley/VanDam/Finer/Huges/Phillips ICG 3D Modeling Representing 3D Objects • 3D Representations • Exact • Approximate – Wireframe models – Surface Models – Wireframe – Facet / Mesh – Solid Models – Parametric • Just surfaces – Meshes and Polygon soups – Voxel/Volume models Surface – Voxel – Decomposition-based – Solid Model • Volume info • Octrees, voxels • CSG • Modeling in 3D – Constructive Solid Geometry (CSG), • BRep Breps and feature-based • Implicit Solid Modeling 3 4 Negatives when Representing 3D Objects Representing 3D Objects • Exact • Approximate • Exact • Approximate – Complex data structures – Lossy – Precise model of – A discretization of – Expensive algorithms – Data structure sizes can object topology the 3D object – Wide variety of formats, get HUGE, if you want each with subtle nuances good fidelity – Mathematically – Use simple – Hard to acquire data – Easy to break (i.e. cracks represent all primitives to – Translation required for can appear) rendering – Not good for certain geometry model topology applications • Lots of interpolation and and geometry guess work 5 6 1 Positives when Exact Representations Representing 3D Objects • Exact -
Full Body 3D Scanning
3D Photography: Final Project Report Full Body 3D Scanning Sam Calabrese Abhishek Gandhi Changyin Zhou fsmc2171, asg2160, [email protected] Figure 1: Our model is a dancer. We capture his full-body 3D model by combining image-based methods and range scanner, and then do an animation of dancing. Abstract Compared with most laser scanners, image-based methods using triangulation principles are much faster and able to provide real- In this project, we are going to build a high-resolution full-body time 3D sensing. These methods include depth from motion [Aloi- 3D model of a live person by combining image-based methods and monos and Spetsakis 1989], shape from shading [Zhang et al. laser scanner methods. A Leica 3D range scanner is used to obtain 1999], depth from defocus/focus [Nayar et al. 1996][Watanabe and four accurate range data of the body from four different perspec- Nayar 1998][Schechner and Kiryati 2000][Zhou and Lin 2007], and tives. We hire a professional model and adopt many measures to structure from stereo [Dhond and Aggarwal 1989]. They often re- minimize the movement during the long laser-scanning. The scan quire the object surface to be textured, non-textured, or lambertian. data is then sequently processed by Cyclone, MeshLab, Scanalyze, These requirements often make them impractical in many cases. VRIP, PlyCrunch and 3Ds Max to obtain our final mesh. We take In addition, image-based methods usually cannot give a precision three images of the face from frontal and left/right side views, and depth estimation since they do patch-based analysis. -
Bonus Ch. 2 More Modeling Techniques
Bonus Ch. 2 More Modeling Techniques When it comes to modeling in modo, the sky is the limit. This book is designed to show you all of the techniques available to you, through written word and visual examples on the DVD. This chapter will take you into another project, in which you’ll model a landscape. From there, you’ll texture it, and later you’ll add the environment. You’ll see how modo’s micro polygon displacement works and how powerful it is. From there, you’ll create a cool toy gun. The techniques used in this project will show you how to create small details that make the model come to life. Then, you’ll learn to texture the toy gun to look like real plastic. Building a Landscape Landscapes traditionally have been a chore for 3D artists. This is because to prop- erly create them, you need a lot of geometry. A lot of geometry means a lot of polygons, and a lot of polygons means a lot of render time. But the team at Luxology has introduced micro polygon displacement in modo 201/202, allow- ing you to create and work with simple objects, but render with millions of poly- gons. How is this possible? The micro polygon displacement feature generates additional polygons at render time. The goal is that finer details can be achieved without physically modeling them into the base object. You can then add to the details achieved through micro poly displacements with modo’s bump map capabilities and generate some terrific-looking models. -
Digital Sculpting with Zbrush
DIGITAL SCULPTING WITH ZBRUSH Vincent Wang ENGL 2089 Discourse Analysis 2 ZBrush Analysis Table of Contents Context ........................................................................................................................... 3 Process ........................................................................................................................... 5 Analysis ........................................................................................................................ 13 Application .................................................................................................................. 27 Activity .......................................................................................................................... 32 Works Cited .................................................................................................................. 35 3 Context ZBrush was created by the Pixologic Inc., which was founded by Ofer Alon and Jack Rimokh (Graphics). It was first presented in 1999 at SIGGRAPH (Graphics). Version 1.5 was unveiled at the MacWorld Expo 2002 in New York and SIGGRAPH 2002 in San Antonio (Graphics). Pixologic, the company describes the 3D modeling software as a “digital sculpting and painting program that has revolutionized the 3D industry…” (Pixologic). It utilizes familiar real-world tools in a digital environment, getting rid of steep learning curves and allowing the user to be freely creative instead of figuring out all the technical details. 3D models that are created in -
3D Modeling and the Role of 3D Modeling in Our Life
ISSN 2413-1032 COMPUTER SCIENCE 3D MODELING AND THE ROLE OF 3D MODELING IN OUR LIFE 1Beknazarova Saida Safibullaevna 2Maxammadjonov Maxammadjon Alisher o’g’li 2Ibodullayev Sardor Nasriddin o’g’li 1Uzbekistan, Tashkent, Tashkent University of Informational Technologies, Senior Teacher 2Uzbekistan, Tashkent, Tashkent University of Informational Technologies, student Abstract. In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The product is called a 3D model. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices. Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modeling applications or modelers. Key words: 3D, modeling, programming, unity, 3D programs. Nowadays 3D modeling impacts in every sphere of: computer programming, architecture and so on. Firstly, we will present basic information about 3D modeling. 3D models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created by hand, algorithmically (procedural modeling), or scanned. 3D models are widely used anywhere in 3D graphics. -
Design for Additive Manufacturing: Tool Review and a Case Study
applied sciences Article Design for Additive Manufacturing: Tool Review and a Case Study Daniel Moreno Nieto 1,* and Daniel Moreno Sánchez 2 1 Departamento de Ingeniería Mecánica y Diseño Industrial, Escuela Superior de Ingeniería, Universidad de Cádiz, Puerto Real, 11510 Cádiz, Spain 2 Departamento de Ciencia de los Materiales e Ingeniería Metalúrgica y Química Inorgánica, Facultad de Ciencias, IMEYMAT, Campus Río San Pedro, Universidad de Cádiz, PuertoReal, 11510 Cádiz, Spain; [email protected] * Correspondence: [email protected]; Tel.: +34-676923332 Abstract: This paper aims to collect in a structured manner different computer-aided engineering (CAE) tools especially developed for additive manufacturing (AM) that maximize the capabilities of this technology regarding product development. The flexibility of the AM process allows the manu- facture of highly complex shapes that are not possible to produce by any other existing technology. This fact enables the use of some existing design tools like topology optimization that has already existed for decades and is used in limited cases, together with other novel developments like lattice design tools. These two technologies or design approaches demand a highly flexible manufacturing system to be applied and could not be used before, due to the conventional industrial process limita- tions. In this paper, these technologies will be described and combined together with other generic or specific design tools, introducing the study case of an additive manufactured mechanical design of a bicycle stem. Citation: Moreno Nieto, D.; Moreno Keywords: additive manufacturing; industrial design; fused deposition modeling; parametric design; Sánchez, D. Design for Additive industrial design; CAD computer aided design; topology optimization; lattice design Manufacturing: Tool Review and a Case Study. -
Computational Terrain Modeling with Distance Functions for Large Scale Landscape Design
222 Full Paper Computational Terrain Modeling with Distance Functions for Large Scale Landscape Design Ilmar Hurkxkens1, Mathias Bernhard2 1ETH Zurich, Chair of Landscape Architecture, Zurich/Switzerland · [email protected] 2ETH Zurich, Digital Building Technologies, Zurich/Switzerland Abstract: The act of reshaping terrain to meet cultural, infrastructural and ecological demands becomes an increasingly important practice with upcoming challenges like sea level rise, landslides, floods and drought. While recent hardware innovation in 3D sensing and autonomous construction machinery has opened up the digital recording and digital fabrication of large-scale topographies (HURKXKENS 2017), 3D modeling of digital terrain is still a complex and time-consuming task. The found geometry of the ground, largely irregular in shape and material constitution, poses serious problems and limitations for an efficient digital workflow today. Based on digital elevation data, this paper demonstrates a powerful computational landform editing tool using 2D distance functions. Keywords: Computational terrain modeling, procedural design, signed distance functions, large scale landscape design, digital fabrication 1 Introduction Most designer-oriented software packages use boundary representations (BReps) in NURBS or mesh surfaces to provide a 3D visual interface to the designer. Using BReps in large scale land- scape design have proven very tedious and difficult to work with. Often a combination of the two is used to create clean-cut topography in NURBS which is embedded in a mesh for the project surroundings (WALLISS & RAHMANN 2016). The digital equivalent of terrain modeling is best described as Boolean operations that tend to be problematic on large NURBS or meshes, quickly reaching the limits of the conventional software packages from Autodesk, Nemetschek or McNeel (MCNEEL 2000). -
Using Depth Cameras for Dense 3D Modeling of Indoor Environments
RGB-D Mapping: Using Depth Cameras for Dense 3D Modeling of Indoor Environments Peter Henry1, Michael Krainin1, Evan Herbst1, Xiaofeng Ren2, Dieter Fox1;2 Abstract RGB-D cameras are novel sensing systems that capture RGB images along with per-pixel depth information. In this paper we investigate how such cam- eras can be used in the context of robotics, specifically for building dense 3D maps of indoor environments. Such maps have applications in robot navigation, manip- ulation, semantic mapping, and telepresence. We present RGB-D Mapping, a full 3D mapping system that utilizes a novel joint optimization algorithm combining visual features and shape-based alignment. Visual and depth information are also combined for view-based loop closure detection, followed by pose optimization to achieve globally consistent maps. We evaluate RGB-D Mapping on two large indoor environments, and show that it effectively combines the visual and shape informa- tion available from RGB-D cameras. 1 Introduction Building rich 3D maps of environments is an important task for mobile robotics, with applications in navigation, manipulation, semantic mapping, and telepresence. Most 3D mapping systems contain three main components: first, the spatial align- ment of consecutive data frames; second, the detection of loop closures; third, the globally consistent alignment of the complete data sequence. While 3D point clouds are extremely well suited for frame-to-frame alignment and for dense 3D reconstruc- tion, they ignore valuable information contained in images. Color cameras, on the other hand, capture rich visual information and are becoming more and more the sensor of choice for loop closure detection [21, 16, 30]. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
Papers for the International Journal of Architectural Computing
Processing Architecture António Leitão, Inês Caetano and Hugo Correia INESC-ID/Instituto Superior Técnico, Universidade de Lisboa, Portugal Av. Rovisco Pais, 1 1049-001 Lisboa, Portugal [email protected] Abstract Programming promotes creative freedom but might require considerable effort to learn. The Processing language was created to simplify this learning process. Due to its graphical capabilities, the language has become very popular among the electronic arts and design communities. Unfortunately, this popularity could not be extended to the architecture community, which relies on traditional heavyweight CAD and BIM applications that cannot be programmed using Processing. As a result, it becomes difficult for architects to take advantage of Processing. To solve this problem, we propose an implementation of Processing that runs in the context of the most used CAD tools in architecture. Our implementation allows Processing to generate 2D or 3D models that are directly usable for architectural work. To this end, we also propose extensions to the language, including three-dimensional modelling primitives that dramatically simplify the effort needed for developing large and complex architectural models with Processing. 1. INTRODUCTION Programming was originally considered a very specialist activity and not part of a design education [1]. Nowadays, many designers are aware of its potential and want to take advantage of it for many different purposes, including automating repetitive tasks, form finding and optimization [2]. Unfortunately, learning a programming language and the associated programming techniques is far from a trivial task and, thus, requires carefully designed languages and programming environments. In this paper, we focus on one of these languages: Processing. -
Extents and Limitations of 3D Computer Models for Graphic Analysis of Form and Space in Architecture SALEH UDDIN, Mohammed University of Missouri-Columbia, U.S.A
Go to contents 18 Extents and Limitations of 3D Computer Models for Graphic Analysis of Form and Space in Architecture SALEH UDDIN, Mohammed University of Missouri-Columbia, U.S.A. http://web.missouri.edu/~envugwww/faculty.html http://web.missouri.edu/~uddinm This paper investigates the strength and limitations of basic 3D diagrammatic models and their related motion capabilities in the context of graphic analysis. The focus of such analysis is to create a computer based environment to represent visual analysis of architectural form and space. The paper highlights the restrictions that were found in a specific 3D-computer model environment to satisfy a basic diagrammatic need for analysis. Motion related features that take into account of parametric changes are also investigated to help enhance representation of analytic models. Acknowledging the restrictions, it can be stated that computational media are the only ones at present that can create an interactive multimedia format using components constructed through various computational techniques Keywords: 3D Model, Analytic Diagram, Motion Model, Form Analysis, Design Principles. Analysis points’ and also supported the theoretical model. Throughout history, the notion of ‘precedent’ has Thus, it can be said that an analysis is an abstract always provided conceptual models to serve the quest process of simplification that reduces a total work into for appropriate architectural forms. It is a relatively its essential elements. In architecture, the primary goal recent phenomenon that considers architecture of a design analysis and its representation is to expose through a veil of literary metaphors. Since the end the underlying concept, organizational pattern, design product of architecture is a built outcome, the most characteristics, and ‘tectonics’ through simplified basic theoretical stance must be supported in turn by diagrams. -
Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling And
Journal of Visual Communication and Image Representation 25(1):137-147, Springer, January 2014, corrected Table 3 & Sec 6.2. Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling and Tracking J¨orgSt¨uckler and Sven Behnke Autonomous Intelligent Systems, Computer Science Institute VI, University of Bonn, Friedrich-Ebert-Allee 144, 53113 Bonn, Germany fstueckler, [email protected] Abstract Building consistent models of objects and scenes from moving sensors is an important prerequisite for many recognition, manipulation, and navigation tasks. Our approach integrates color and depth measurements seamlessly in a multi-resolution map representation. We process image sequences from RGB-D cameras and consider their typical noise properties. In order to align the images, we register view-based maps efficiently on a CPU using multi- resolution strategies. For simultaneous localization and mapping (SLAM), we determine the motion of the camera by registering maps of key views and optimize the trajectory in a probabilistic framework. We create object models and map indoor scenes using our SLAM approach which includes randomized loop closing to avoid drift. Camera motion relative to the acquired models is then tracked in real-time based on our registration method. We benchmark our method on publicly available RGB-D datasets, demonstrate accuracy, efficiency, and robustness of our method, and compare it with state-of-the- art approaches. We also report on several successful public demonstrations where it was used in mobile manipulation tasks. Keywords: RGB-D image registration, simultaneous localization and mapping, object modeling, pose tracking 1. Introduction Robots performing tasks in unstructured environments must estimate their pose in reference to objects and parts of the environment.