Communicating Simulated Emotional States of Robots by Expressive Movements
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Perlin Textures in Real Time Using Opengl Antoine Miné, Fabrice Neyret
Perlin Textures in Real Time using OpenGL Antoine Miné, Fabrice Neyret To cite this version: Antoine Miné, Fabrice Neyret. Perlin Textures in Real Time using OpenGL. [Research Report] RR- 3713, INRIA. 1999, pp.18. inria-00072955 HAL Id: inria-00072955 https://hal.inria.fr/inria-00072955 Submitted on 24 May 2006 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET EN AUTOMATIQUE Perlin Textures in Real Time using OpenGL Antoine Mine´ Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ No 3713 juin 1999 THEME` 3 apport de recherche ISSN 0249-6399 Perlin Textures in Real Time using OpenGL Antoine Miné Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ Thème 3 — Interaction homme-machine, images, données, connaissances Projet iMAGIS Rapport de recherche n˚3713 — juin 1999 — 18 pages Abstract: Perlin’s procedural solid textures provide for high quality rendering of surface appearance like marble, wood or rock. -
A Humanoid Robot
NAIN 1.0 – A HUMANOID ROBOT by Shivam Shukla (1406831124) Shubham Kumar (1406831131) Shashank Bhardwaj (1406831117) Department of Electronics & Communication Engineering Meerut Institute of Engineering & Technology Meerut, U.P. (India)-250005 May, 2018 NAIN 1.0 – HUMANOID ROBOT by Shivam Shukla (1406831124) Shubham Kumar (1406831131) Shashank Bhardwaj (1406831117) Submitted to the Department of Electronics & Communication Engineering in partial fulfillment of the requirements for the degree of Bachelor of Technology in Electronics & Communication Meerut Institute of Engineering & Technology, Meerut Dr. A.P.J. Abdul Kalam Technical University, Lucknow May, 2018 DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the award of any other degree or diploma of the university or other institute of higher learning except where due acknowledgment has been made in the text. Signature Signature Name: Mr. Shivam Shukla Name: Mr. Shashank Bhardwaj Roll No. 1406831124 Roll No. 1406831117 Date: Date: Signature Name: Mr. Shubham Kumar Roll No. 1406831131 Date: ii CERTIFICATE This is to certify that Project Report entitled “Humanoid Robot” which is submitted by Shivam Shukla (1406831124), Shashank Bhardwaj (1406831117), Shubahm Kumar (1406831131) in partial fulfillment of the requirement for the award of degree B.Tech in Department of Electronics & Communication Engineering of Gautam Buddh Technical University (Formerly U.P. Technical University), is record of the candidate own work carried out by him under my/our supervision. The matter embodied in this thesis is original and has not been submitted for the award of any other degree. -
The Tip of a Hospitality Revolution (5:48 Mins) Listening Comprehension with Pre-Listening and Post-Listening Exercises Pre-List
Listening comprehension worksheet by Carol Richards The tip of a hospitality revolution (5:48 mins) World and Press • 1st April issue 2021• page 10 page 1 of 8 Listening comprehension with pre-listening and post-listening exercises This worksheet and the original report are in American English. Pre-listening 1. Match the robot with its description. Write your answer on the lines below. a) iCub b) ASIMO c) welding robot d) Cheetah e) l’automa cavaliere f) TOPIO ____ automaton knight designed by Leonardo da Vinci in 1495; could be moved by using a system of cables and pulleys ____ built for artificial intelligence research; can learn from mistakes, crawl, walk; has basic cognitive skills ____ plays table tennis against human opponents ____ most often used in the automobile industry; can either be programmed to weld pre- chosen positions or use machine vision ____ four-legged military robot, can move at 28mph, jump over things, use climb stairs ____ could walk, recognize faces, respond to questions, and interact with people; first model built in 2000; also built to provide companionship; size: 4 feet, 3 inches (1.30 cm) © 2021 Carl Ed. Schünemann KG. All rights reserved. Copies of this material may only be produced by subscribers for use in their own lessons. The tip of a hospitality revolution World and Press • April 1 / 2021 • page 10 page 2 of 8 2. Vocabulary practice Match the terms on the left with their German meanings on the right. Write your answers in the grid below. a) billion A Abfindung b) competitive advantage B auf etw. -
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 -
Design of a Drone with a Robotic End-Effector
Design of a Drone with a Robotic End-Effector Suhas Varadaramanujan, Sawan Sreenivasa, Praveen Pasupathy, Sukeerth Calastawad, Melissa Morris, Sabri Tosunoglu Department of Mechanical and Materials Engineering Florida International University Miami, Florida 33174 [email protected], [email protected] , [email protected], [email protected], [email protected], [email protected] ABSTRACT example, the widely-used predator drone for military purposes is the MQ-1 by General Atomics which is remote controlled, UAVs The concept presented involves a combination of a quadcopter typically fall into one of six functional categories (i.e. target and drone and an end-effector arm, which is designed with the decoy, reconnaissance, combat, logistics, R&D, civil and capability of lifting and picking fruits from an elevated position. commercial). The inspiration for this concept was obtained from the swarm robots which have an effector arm to pick small cubes, cans to even With the advent of aerial robotics technology, UAVs became more collecting experimental samples as in case of space exploration. sophisticated and led to development of quadcopters which gained The system as per preliminary analysis would contain two popularity as mini-helicopters. A quadcopter, also known as a physically separate components, but linked with a common quadrotor helicopter, is lifted by means of four rotors. In operation, algorithm which includes controlling of the drone’s positions along the quadcopters generally use two pairs of identical fixed pitched with the movement of the arm. propellers; two clockwise (CW) and two counterclockwise (CCW). They use independent variation of the speed of each rotor to achieve Keywords control. -
Synthetic Data Generation for Deep Learning Models
32. DfX-Symposium 2021 Synthetic Data Generation for Deep Learning Models Christoph Petroll 1 , 2 , Martin Denk 2 , Jens Holtmannspötter 1 ,2, Kristin Paetzold 3 , Philipp Höfer 2 1 The Bundeswehr Research Institute for Materials, Fuels and Lubricants (WIWeB) 2 Universität der Bundeswehr München (UniBwM) 3 Technische Universität Dresden * Korrespondierender Autor: Christoph Petroll Institutsweg 1 85435 Erding Germany Telephone: 08122/9590 3313 Mail: [email protected] Abstract The design freedom and functional integration of additive manufacturing is increasingly being implemented in existing products. One of the biggest challenges are competing optimization goals and functions. This leads to multidisciplinary optimization problems which needs to be solved in parallel. To solve this problem, the authors require a synthetic data set to train a deep learning metamodel. The research presented shows how to create a data set with the right quality and quantity. It is discussed what are the requirements for solving an MDO problem with a metamodel taking into account functional and production-specific boundary conditions. A data set of generic designs is then generated and validated. The generation of the generic design proposals is accompanied by a specific product development example of a drone combustion engine. Keywords Multidisciplinary Optimization Problem, Synthetic Data, Deep Learning © 2021 die Autoren | DOI: https://doi.org/10.35199/dfx2021.11 1. Introduction and Idea of This Research Due to its great design freedom, additive manufacturing (AM) shows a high potential of functional integration and part consolidation [1]-[3]. For this purpose, functions and optimization goals that are usually fulfilled by individual components must be considered in parallel. -
Generating Realistic City Boundaries Using Two-Dimensional Perlin Noise
Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science Steven Wijgerse student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science by Steven Wijgerse, student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Abstract Currently, during the creation of a simulator that uses Virtual Reality, 3D content creation is by far the most time consuming step, of which a large part is done by hand. This is no different for the creation of virtual urban environments. In order to speed up this process, city generation systems are used. At re-lion, an overall design was specified in order to implement such a system, of which the first step is to automatically create realistic city boundaries. Within the scope of a research project for the University of Twente, an algorithm is proposed for this first step. This algorithm makes use of two-dimensional Perlin noise to fill a grid with random values. After applying a transformation function, to ensure a minimum amount of clustering, and a threshold mech- anism to the grid, the hull of the resulting shape is converted to a vector representation. -
CMSC 425: Lecture 14 Procedural Generation: Perlin Noise
CMSC 425 Dave Mount CMSC 425: Lecture 14 Procedural Generation: Perlin Noise Reading: The material on Perlin Noise based in part by the notes Perlin Noise, by Hugo Elias. (The link to his materials seems to have been lost.) This is not exactly the same as Perlin noise, but the principles are the same. Procedural Generation: Big game companies can hire armies of artists to create the immense content that make up the game's virtual world. If you are designing a game without such extensive resources, an attractive alternative for certain natural phenomena (such as terrains, trees, and atmospheric effects) is through the use of procedural generation. With the aid of a random number generator, a high quality procedural generation system can produce remarkably realistic models. Examples of such systems include terragen (see Fig. 1(a)) and speedtree (see Fig. 1(b)). terragen speedtree (a) (b) Fig. 1: (a) A terrain generated by terragen and (b) a scene with trees generated by speedtree. Before discussing methods for generating such interesting structures, we need to begin with a background, which is interesting in its own right. The question is how to construct random noise that has nice structural properties. In the 1980's, Ken Perlin came up with a powerful and general method for doing this (for which he won an Academy Award!). The technique is now widely referred to as Perlin Noise (see Fig. 2(a)). A terrain resulting from applying this is shown in Fig. 2(b). (The terragen software uses randomized methods like Perlin noise as a starting point for generating a terrain and then employs additional operations such as simulated erosion, to achieve heightened realism.) Perlin Noise: Natural phenomena derive their richness from random variations. -
Surveillance Robot Controlled Using an Android App Project Report Submitted in Partial Fulfillment of the Requirements for the Degree Of
Surveillance Robot controlled using an Android app Project Report Submitted in partial fulfillment of the requirements for the degree of Bachelor of Engineering by Shaikh Shoeb Maroof Nasima (Roll No.12CO92) Ansari Asgar Ali Shamshul Haque Shakina (Roll No.12CO106) Khan Sufiyan Liyaqat Ali Kalimunnisa (Roll No.12CO81) Mir Ibrahim Salim Farzana (Roll No.12CO82) Supervisor Prof. Kalpana R. Bodke Co-Supervisor Prof. Amer Syed Department of Computer Engineering, School of Engineering and Technology Anjuman-I-Islam’s Kalsekar Technical Campus Plot No. 2 3, Sector -16, Near Thana Naka, Khanda Gaon, New Panvel, Navi Mumbai. 410206 Academic Year : 2014-2015 CERTIFICATE Department of Computer Engineering, School of Engineering and Technology, Anjuman-I-Islam’s Kalsekar Technical Campus Khanda Gaon,New Panvel, Navi Mumbai. 410206 This is to certify that the project entitled “Surveillance Robot controlled using an Android app” is a bonafide work of Shaikh Shoeb Maroof Nasima (12CO92), Ansari Asgar Ali Shamshul Haque Shakina (12CO106), Khan Sufiyan Liyaqat Ali Kalimunnisa (12CO81), Mir Ibrahim Salim Farzana (12CO82) submitted to the University of Mumbai in partial ful- fillment of the requirement for the award of the degree of “Bachelor of Engineering” in De- partment of Computer Engineering. Prof. Kalpana R. Bodke Prof. Amer Syed Supervisor/Guide Co-Supervisor/Guide Prof. Tabrez Khan Dr. Abdul Razak Honnutagi Head of Department Director Project Approval for Bachelor of Engineering This project I entitled Surveillance robot controlled using an android application by Shaikh Shoeb Maroof Nasima, Ansari Asgar Ali Shamshul Haque Shakina, Mir Ibrahim Salim Farzana,Khan Sufiyan Liyaqat Ali Kalimunnisa is approved for the degree of Bachelor of Engineering in Department of Computer Engineering. -
State of the Art in Procedural Noise Functions
EUROGRAPHICS 2010 / Helwig Hauser and Erik Reinhard STAR – State of The Art Report State of the Art in Procedural Noise Functions A. Lagae1,2 S. Lefebvre2,3 R. Cook4 T. DeRose4 G. Drettakis2 D.S. Ebert5 J.P. Lewis6 K. Perlin7 M. Zwicker8 1Katholieke Universiteit Leuven 2REVES/INRIA Sophia-Antipolis 3ALICE/INRIA Nancy Grand-Est / Loria 4Pixar Animation Studios 5Purdue University 6Weta Digital 7New York University 8University of Bern Abstract Procedural noise functions are widely used in Computer Graphics, from off-line rendering in movie production to interactive video games. The ability to add complex and intricate details at low memory and authoring cost is one of its main attractions. This state-of-the-art report is motivated by the inherent importance of noise in graphics, the widespread use of noise in industry, and the fact that many recent research developments justify the need for an up-to-date survey. Our goal is to provide both a valuable entry point into the field of procedural noise functions, as well as a comprehensive view of the field to the informed reader. In this report, we cover procedural noise functions in all their aspects. We outline recent advances in research on this topic, discussing and comparing recent and well established methods. We first formally define procedural noise functions based on stochastic processes and then classify and review existing procedural noise functions. We discuss how procedural noise functions are used for modeling and how they are applied on surfaces. We then introduce analysis tools and apply them to evaluate and compare the major approaches to noise generation. -
Tile-Based Method for Procedural Content Generation
Tile-based Method for Procedural Content Generation Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By David Maung Graduate Program in Computer Science and Engineering The Ohio State University 2016 Dissertation Committee: Roger Crawfis, Advisor; Srinivasan Parthasarathy; Kannan Srinivasan; Ken Supowit Copyright by David Maung 2016 Abstract Procedural content generation for video games (PCGG) is a growing field due to its benefits of reducing development costs and adding replayability. While there are many different approaches to PCGG, I developed a body of research around tile-based approaches. Tiles are versatile and can be used for materials, 2D game content, or 3D game content. They may be seamless such that a game player cannot perceive that game content was created with tiles. Tile-based approaches allow localized content and semantics while being able to generate infinite worlds. Using techniques such as aperiodic tiling and spatially varying tiling, we can guarantee these infinite worlds are rich playable experiences. My research into tile-based PCGG has led to results in four areas: 1) development of a tile-based framework for PCGG, 2) development of tile-based bandwidth limited noise, 3) development of a complete tile-based game, and 4) application of formal languages to generation and evaluation models in PCGG. ii Vita 2009................................................................B.S. Computer Science, San Diego State -
A Cellular Texture Basis Function
A Cellular Texture Basis Function Steven Worley 1 ABSTRACT In this paper, we propose a new set of related texture basis func- tions. They are based on scattering ªfeature pointsº throughout 3 Solid texturing is a powerful way to add detail to the surface of < and building a scalar function based on the distribution of the rendered objects. Perlin's ªnoiseº is a 3D basis function used in local points. The use of distributed points in space for texturing some of the most dramatic and useful surface texture algorithms. is not new; ªbombingº is a technique which places geometric fea- We present a new basis function which complements Perlin noise, tures such as spheres throughout space, which generates patterns based on a partitioning of space into a random array of cells. We on surfaces that cut through the volume of these features, forming have used this new basis function to produce textured surfaces re- polkadots, for example. [9, 5] This technique is not a basis func- sembling ¯agstone-like tiled areas, organic crusty skin, crumpled tion, and is signi®cantly less useful than noise. Lewis also used paper, ice, rock, mountain ranges, and craters. The new basis func- points scattered throughout space for texturing. His method forms a tion can be computed ef®ciently without the need for precalculation basis function, but it is better described as an alternative method of or table storage. generating a noise basis than a new basis function with a different appearance.[3] In this paper, we introduce a new texture basis function that has INTRODUCTION interesting behavior, and can be evaluated ef®ciently without any precomputation.