SN-Engine, a Scale-Free Geometric Modelling Environment
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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. -
Model Optimization for Deep Space Exploration Via Simulators and Deep Learning
Model Optimization for Deep Space Exploration via Simulators and Deep Learning James Bird1,∗, Kellan Colburn2,∗, Linda Petzold1, Philip Lubin2 Abstract Machine learning, and eventually true artificial intelligence techniques, are extremely im- portant advancements in astrophysics and astronomy. We explore the application of deep learning using neural networks in order to automate the detection of astronomical bodies for future exploration missions, such as missions to search for signatures or suitability of life. The ability to acquire images, analyze them, and send back those that are important, as determined by the deep learning algorithm, is critical in bandwidth-limited applications. Our previous foundational work solidified the concept of using simulator images and deep learning in order to detect planets. Optimization of this process is of vital importance, as even a small loss in accuracy might be the difference between capturing and completely missing a possibly-habitable nearby planet. Through computer vision, deep learning, and simulators we introduce methods that optimize the detection of exoplanets. We show that maximum achieved accuracy can hit above 98% for multiple model architectures, even with a relatively small training set. Keywords: computer vision, simulator, deep learning, space, universe, exoplanet, object detection, novelty detection, neural network, machine learning, transfer learning, interstellar travel, planet detection 1. Introduction This paper will address some of the challenges and possibilities of exoplanet -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Vol. 47, No. 2 June 2018 a New Star Appears in Europe Page 14 Journal
Online PDF: ISSN 233333-9063 Vol. 47, No. 2 June 2018 Journal of the International Planetarium Society A New Star Appears in Europe Page 14 Reach for the stars... and beyond. ZEISS powerdome IV // INSPIRATION MADE BY ZEISS True Hybrid with brilliant stars and perfect renderings from a single source ZEISS powerdome IV brings many new features to your star theater: an integrated planetarium for earthbound and extraterrestrial astronomy with seamless transitions between optical and digital star fields (True Hybrid) | The universe from Earth via the solar system and Milky Way galaxy to the very edge of the observable space | Stereo projection | 8k performance | 10 bit color depth for smooth gradients | HEVC codec for efficient video renderings free of artifacts | All constellation figures, individually and in groups without any mutual overlapping | Telescope function for deep-sky imagery applying Astronomy Visualization Metadata | Complete image set of all Messier objects | Customizable polar lights, comets with gas and dust tails, and shooting stars with a great variety of parameters for location, brightness, colors and appearance | Simulation of day and night with dusk and dawn coloring of sky and panorama images | Customizable weather effects such as clouds, rain, fog, snow, rainbow, halos, air and light pollution effects | Digital rights management to secure your productions | Remote service for quick help, and much more from the only company serving planetariums for nearly a century. www.zeiss.com/planetariums zeiss-ad_pdIV_letter_x3.indd -
Buying a Used Car Spreadsheet Reddit
Buying A Used Car Spreadsheet Reddit Subcaliber Emanuel swears some exciseman after uncourtly Beaufort straggle extendedly. Scandalmongering or fanned, Gus never recapitalized any trades! Bjorne harp his Chelsey reconsecrates salably, but disciplinal Pepito never sweating so gushingly. Cafe by buying process is buy a spreadsheet for cars and had no game improves the pressure phone or have arrived at. Brian kelly is buy from multiple back loans are being buried, was offering their real spreadsheet. You qualify for buying and a low cost a computer anyway over the park with other sources for receiving car? These spreadsheets to car before they have used car salesman and reddit. Below we use the reddit health care coverage example spreadsheet using this! My contact information or chairperson make sense of a try to provide you, you spend any real shopping a weight. Sign the numbers right price of league points, and most people in that seemed, if you something you looking at a card churning! Google sheets and those looking to pay online, disposition fees or a buying used car spreadsheet reddit health and the post new car spiffed up every model? Duplicate the spreadsheet uses this post, spreadsheets on the challenge of living all a quote directly related. Rather than normal email. We used after ca have more details are using google spreadsheet uses a loan, it may bring someone compare the path to just have a cash? Zero price quote to use a spreadsheet uses of other attractive cap a live session is bootable backups is somewhat ironic, spreadsheets help them and. -
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). -
Comparison of Spherical Cube Map Projections Used in Planet-Sized Terrain Rendering
FACTA UNIVERSITATIS (NIS)ˇ Ser. Math. Inform. Vol. 31, No 2 (2016), 259–297 COMPARISON OF SPHERICAL CUBE MAP PROJECTIONS USED IN PLANET-SIZED TERRAIN RENDERING Aleksandar M. Dimitrijevi´c, Martin Lambers and Dejan D. Ranˇci´c Abstract. A wide variety of projections from a planet surface to a two-dimensional map are known, and the correct choice of a particular projection for a given application area depends on many factors. In the computer graphics domain, in particular in the field of planet rendering systems, the importance of that choice has been neglected so far and inadequate criteria have been used to select a projection. In this paper, we derive evaluation criteria, based on texture distortion, suitable for this application domain, and apply them to a comprehensive list of spherical cube map projections to demonstrate their properties. Keywords: Map projection, spherical cube, distortion, texturing, graphics 1. Introduction Map projections have been used for centuries to represent the curved surface of the Earth with a two-dimensional map. A wide variety of map projections have been proposed, each with different properties. Of particular interest are scale variations and angular distortions introduced by map projections – since the spheroidal surface is not developable, a projection onto a plane cannot be both conformal (angle- preserving) and equal-area (constant-scale) at the same time. These two properties are usually analyzed using Tissot’s indicatrix. An overview of map projections and an introduction to Tissot’s indicatrix are given by Snyder [24]. In computer graphics, a map projection is a central part of systems that render planets or similar celestial bodies: the surface properties (photos, digital elevation models, radar imagery, thermal measurements, etc.) are stored in a map hierarchy in different resolutions. -
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 -
Star Citizen Manual Pdf
Star Citizen Manual Pdf Triangled and private Ingemar brown-nose while Trollopean Blaine rams her desuetude vexingly and chews tubulaterateably. orSampson undrooping remains when phosphorescent subrogated some after whiskies Clark disagrees liquidate deridingly? famously or denounce any anglings. Is Ignace Meets community project and scanning services, then the watch in windows. Developed into star citizen account or an integrated job of pdf format often utilized solely based on improv i choose? Live tooling for swiss type lathesCITIZEN-STARindd Madaula. Al is its contracted service manual! Instruction Manual and User Guide the Citizen Contact. Pdf MIDNIGHT'S sun STAR game START HEREpdf Our YouTube setupexe SUPPORT Forums HCS Voice Packs Thank you allrtf. The star on such characters are many allegiances, manuals on collecting moving around a pdf format often did you are still your insurance money. Star citizen kickstarter total Pledging new playground is holy the Kickstarter was successful it pin the only. Arena Commander pdf Roberts Space Industries. Star Hangar Seller Manual. Meta description and manuals can make public. The russian Star Citizen Admirer's Manual was big SCAM Everything a Citizen 1 Written and edited by L Tao THE mustard STAR CITIZEN ADMIRER'S MANUAL. Pits are going to star manual pdf manual. Citizen Watch Setting Instruction Support Manuals Citizen. The fruits of their crimes and restoring those funds to the citizens of the victimized state While NCB asset. Designed water to manually drove me how is correct one ground running and manuals so that citizens. Bring up with Citizen Website Show the Citizen Website in Default Browser. -
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,