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Visualization Tools and Trends a Resource Tour the Obligatory Disclaimer
Visualization Tools and Trends A resource tour The obligatory disclaimer This presentation is provided as part of a discussion on transportation visualization resources. The Atlanta Regional Commission (ARC) does not endorse nor profit, in whole or in part, from any product or service offered or promoted by any of the commercial interests whose products appear herein. No funding or sponsorship, in whole or in part, has been provided in return for displaying these products. The products are listed herein at the sole discretion of the presenter and are principally oriented toward transportation practitioners as well as graphics and media professionals. The ARC disclaims and waives any responsibility, in whole or in part, for any products, services or merchandise offered by the aforementioned commercial interests or any of their associated parties or entities. You should evaluate your own individual requirements against available resources when establishing your own preferred methods of visualization. What is Visualization • As described on Wikipedia • Illustration • Information Graphics – visual representations of information data or knowledge • Mental Image – imagination • Spatial Visualization – ability to mentally manipulate 2dimensional and 3dimensional figures • Computer Graphics • Interactive Imaging • Music visual IEEE on Visualization “Traditionally the tool of the statistician and engineer, information visualization has increasingly become a powerful new medium for artists and designers as well. Owing in part to the mainstreaming -
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). -
3D Gis Data Model Using Open Source Software
ISPRS Archive Vol. XXXVIII, Part 4-8-2-W9, "Core Spatial Databases - Updating, Maintenance and Services – from Theory to Practice", Haifa, Israel, 2010 3D GIS DATA MODEL USING OPEN SOURCE SOFTWARE A. Scianna, A. Ammoscato CNR-ICAR, Viale delle Scienze edificio 11, 90128 Palermo, Italy – [email protected],[email protected] Commission IV, ICWG IV/8 KEY WORDS: Cartography, GIS, Technology, Interoperability, Spatial, Global-Environmental-Databases ABSTRACT: Today many kinds of applications requires data containing actual three-dimensional data; fields like urban and town planning and pollution studies need 3D data, both for visualization purpose, as well as carry out many spatial analysis. This research -Management and use of distributed 3D data by open source Web-GIS software - is part of the Italian "PRIN 2007"* research project, aimed to build urban and suburban 3D models, and to interact with them using open source software only. Particularly free and open source software, used for the experimentation here shown, are Blender and PostGIS; the first one has been used to build and structure three-dimensional data, the second one for data allocation. These software interact using scripts, written in Python language. Buildings have been modeled upon the GIANT3D model (Geographical Interoperable Advanced Numerical Topological 3- Dimensional Model) developed in the research "PRIN 2004", regarding "Evolved structure of numerical cartography for Gis and Web-GIS". Python scripts, activated by Blender, allow to allocate data into a spatial database implemented through PostgreSQL and PostGis, that could be a remote database somewhere on the net; all geometrical and topological information, implemented in the 3D model, are so transferred in PostGIS. -
Getting Started (Pdf)
GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo. -
Science Fiction Artist In-Depth Interviews
DigitalArtLIVE.com DigitalArtLIVE.com SCIENCE FICTION ARTIST IN-DEPTH INTERVIEWS THE FUTURE OCEANS ISSUE ARTUR ROSA SAMUEL DE CRUZ TWENTY-EIGHT MATT NAVA APRIL 2018 VUE ● TERRAGEN ● POSER ● DAZ STUDIO ● REAL-TIME 3D ● 2D DIGITAL PAINTING ● 2D/3D COMBINATIONS We visit Portugal, to talk with a master of the Vue software, Artur Rosa. Artur talks with Digital Art Live about his love of the ocean, his philosophy of beauty, and the techniques he uses to make his pictures. Picture: “The Sentinels” 12 ARTUR ROSA PORTUGAL VUE | PHOTOSHOP | POSER | ZBRUSH WEB DAL: Artur, welcome back to Digital Art Live magazine. We last interviewed you in our special #50 issue of the old 3D Art Direct magazine. That was back in early 2015, when we mainly focussed on your architectural series “White- Orange World” and your forest pictures. In this ‘Future Oceans’ themed issue of Digital Art Live we’d like to focus on some of your many ocean colony pictures and your recent sea view and sea -cave pictures. Which are superb, by the way! Some of the very best Vue work I’ve seen. Your recent work of the last six months is outstanding, even more so that the work you made in the early and mid 2010s. You must be very pleased at the level of achievement that you can now reach by using Vue and Photoshop? AR: Thank you for having me again, and thank you for the compliment and feedback. I’m humbled and honoured that my work may be of interest for your readers. To be honest, I’m never quite sure if my work is getting better or worse. -
Signed Distance Fields
Further Graphics Ray Marching and Signed Distance Fields Alex Benton, University of Cambridge – [email protected] 1 Supported in part by Google UK, Ltd GPU Ray-tracing Ray tracing 101: “Choose the color of the pixel by firing a ray through and seeing what it hits.” Ray tracing 102: “Let the pixel make up its own mind.” 2 GPU Ray-tracing 1. Use a minimal vertex shader (no transforms) - all work happens in the fragment shader 2. Set up OpenGL with minimal geometry, a single quad 3. Bind coordinates to each vertex, let the GPU interpolate coordinates to every pixel 4. Implement raytracing in GLSL: a. For each pixel, compute the ray from the eye through the pixel, using the interpolated coordinates to identify the pixel b. Run the ray tracing algorithm for every ray 3 GPU Ray-tracing // Window dimensions vec3 getRayDir( uniform vec2 iResolution; vec3 camDir, vec3 camUp, // Camera position vec2 texCoord) { uniform vec3 iRayOrigin; vec3 camSide = normalize( cross(camDir, camUp)); // Camera facing direction vec2 p = 2.0 * texCoord - 1.0; uniform vec3 iRayDir; p.x *= iResolution.x / iResolution.y; // Camera up direction return normalize( uniform vec3 iRayUp; p.x * camSide + p.y * camUp // Distance to viewing plane + iPlaneDist * camDir); uniform float iPlaneDist; } // ‘Texture’ coordinate of each // vertex, interpolated across camUp // fragments (0,0) → (1,1) camDir in vec2 texCoord; camSide 4 GPU Ray-tracing: Sphere Hit traceSphere(vec3 rayorig, vec3 raydir, vec3 pos, float radius) { float OdotD = dot(rayorig - pos, raydir); float OdotO = dot(rayorig -
Render for Sketchup 2017 Free Download
Render For Sketchup 2017 Free Download Render For Sketchup 2017 Free Download 1 / 3 2 / 3 Check now before you choose a download: System requirements for SU Podium V2.6: Windows 7, 8, 10 — Requires SketchUp 2017, 2018, 2019, or 2020; Mac .... Lumion compatibility and real-time rendering for SketchUp ... or conceptual setting. You can download the .... Date: 26.10.2017. 10 Likes. Looking for a good free Architecture rendering plugin! Free rendering extensions? Need help with choosing a rendering program.. To install Twilight Render V2 to SketchUp 2017, you will want to download and run the latest Twilight Render installers. You can find the installers here on our .... VRay is a user-friendly rendering solutions for SketchUp features ... Download Vray for Sketchup 2017 License [ Crack ] Free Download is .... All software in our product portfolio can be tested for free, so you can evaluate if the software meets your expectations, wishes and needs. ... SketchUp Pro 2021.0 (Multilingual - Studio Demo as well). Download ... Download. Not available. Chaos Cloud - Rendering Service (V-Ray Next or higher) ... (SketchUp 2017).. Download Indigo RT or Indigo Renderer for your system and install to the default location ... For SketchUp 2017 or later, select Windows > Extension Manager. ... This tutorial was done for SketchUp 2013 free version; your SketchUp may look .... SketchUp plugins can be quite helpful with complicated and large scale models. Here are some of the most useful ones, available for free download.. Download V-Ray for SketchUp for Windows to create designs with faster rendering and better lighting tools. ... V-Ray for SketchUp provides designers with faster rendering, better lighting tools, and the .. -
PELC253 Digital Sculpting with Zbrush 2020-21.Docx
Glasgow School of Art Course Specification Course Title: Digital Sculpting with ZBrush Course Specifications for 2020/21 have not been altered in response to the COVID-19 pandemic. Please refer to the 2020/21 Programme Specification, the relevant Canvas pages and handbook for the most up-to-date information regarding any changes to a course. Course Code: HECOS Code: Academic Session: PELC253 2020-21 1. Course Title: Digital Sculpting with ZBrush 2. Date of Approval: 3. Lead School: 4. Other Schools: PACAAG April 2020 School of Simulation and This course is available to Visualisation students on PGT programmes which include a Stage 2 elective. 5. Credits: 6. SCQF Level: 7. Course Leader: 20 11 Dr. Sandy Louchart 8. Associated Programmes: This course is available to students on PGT programmes which include a Stage 2 elective. 9. When Taught: Semester 2 10. Course Aims: The overarching aims of the cross-school electives are to: • Encourage interdisciplinary, critical reflexivity from within an open set of choices; • Foster deep investigative approaches to new or unfamiliar areas of practice and theory; • Cultivate self-directed leadership and initiative-taking in both applied and abstract modes of • practice/ study not necessarily associated with a student’s particular creative specialism; • Enable flexible, ethical exploration and connection of diverse knowledge and understanding • within a specialist programme of study. The practice-based and skill focussed course provides a thorough and intensive introduction to digital 3D sculpting, allowing students to obtain a high-level of proficiency in this technically challenge discipline. Students will work with a range of techniques and practices through which a digital painting can be produced and distributed. -
Makerbot in the Classroom
COMPILED BY MAKERBOT EDUCATION Copyright © 2015 by MakerBot® www.makerbot.com All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law. The information in this document concerning non-MakerBot products or services was obtained from the suppliers of those products or services or from their published announcements. Specific questions on the capabilities of non-MakerBot products and services should be addressed to the suppliers of those products and services. ISBN: 978-1-4951-6175-9 Printed in the United States of America First Edition 10 9 8 7 6 5 4 3 2 1 Compiled by MakerBot Education MakerBot Publishing • Brooklyn, NY TABLE OF CONTENTS 06 INTRODUCTION TO 3D PRINTING IN THE CLASSROOM 08 LESSON 1: INTRODUCTION TO 3D PRINTING 11 MakerBot Stories: Education 12 MakerBot Stories: Medical 13 MakerBot Stories: Business 14 MakerBot Stories: Post-Processing 15 MakerBot Stories: Design 16 LESSON 2: USING A 3D PRINTER 24 LESSON 3: PREPARING FILES FOR PRINTING 35 THREE WAYS TO MAKE 36 WAYS TO DOWNLOAD 40 WAYS TO SCAN 46 WAYS TO DESIGN 51 PROJECTS AND DESIGN SOFTWARE 52 PROJECT: PRIMITIVE MODELING WITH TINKERCAD 53 Make Your Own Country 55 Explore: Modeling with Tinkercad 59 Investigate: Geography and Climates 60 Create: -
Integrating Open Source Distributed Rendering Solutions in Public and Closed Networking Envi- Ronments
Integrating open source distributed rendering solutions in public and closed networking envi- ronments Seppälä, Heikki & Suomalainen, Niko 2010 Leppävaara Laurea University of Applied Sciences Laurea Leppävaara Integrating open source distributed rendering solutions in public and closed networking environments Heikki Seppälä Niko Suomalainen Information Technology Programme Thesis 02/2010 Laurea-ammattikorkeakoulu Tiivistelmä Laurea Leppävaara Tietojenkäsittelyn koulutusohjelma Yritysten tietoverkot Heikki Seppälä & Niko Suomalainen Avoimen lähdekoodin jaetun renderöinnin ratkaisut julkisiin ja suljettuihin ympäristöihin Vuosi 2010 Sivumäärä 64 Moderni tutkimustiede on yhä enemmän riippuvainen tietokoneista ja niiden tuottamasta laskentatehosta. Tutkimusprojektit kasvavat jatkuvasti, mikä aiheuttaa tarpeen suuremmalle tietokoneteholle ja lisää kustannuksia. Ratkaisuksi tähän ongelmaan tiedemiehet ovat kehittäneet hajautetun laskennan järjestelmiä, joiden tarkoituksena on tarjota vaihtoehto kalliille supertietokoneille. Näiden järjestelmien toiminta perustuu yhteisön lahjoittamaan tietokonetehoon. Open Rendering Environment on Laurea-ammattikorkeakoulun aloittama projekti, jonka tärkein tuotos on yhteisöllinen renderöintipalvelu Renderfarm.fi. Palvelu hyödyntää hajautettua laskentaa nopeuttamaan 3D-animaatioiden renderöintiä. Tämä tarjoaa uusia mahdollisuuksia mallintajille ja animaatioelokuvien tekijöille joilta tavallisesti kuluu paljon aikaa ja tietokoneresursseja töidensä valmiiksi saattamiseksi. Renderfarm.fi-palvelu perustuu BOINC-pohjaiseen -
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, -
View Reel Breakdown
Deadpool 2 ● Created lighting template to accommodate entire title sequence Title Sequence ● Body pile and villain texturing. ● Method Studios Deadpool character, body pile, and villian look dev. ● Lighting on katana, body pile, bullet hole, and close-up shots. Blocked lighting on quad Deadpool shot. ● Compositing R+D on bullet hole transition MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP UV Layout Mari V-Ray V-Ray Nuke Nike ● Engine and various environment texturing Hover ● Engine various environment look dev ● CHRLX Lit and composited engine shots MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP UV Layout Photoshop Arnold Arnold Nuke ZBrush Comcast ● Track texturing XFINITY 360° NASCAR VR ● Track look dev CHRLX MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP UV Layout Photoshop Arnold Mari Cheerios ● All textures Rapel ● All look dev ● CHRLX Lit and composited full :15 second spot MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP UV Layout Photoshop Arnold Arnold Nuke ZBrush Deadpool 2 ● Created lighting template to accommodate entire title sequence Title Sequence ● Parachute texturing. ● Method Studios Deadpool character and parachute look dev. ● Lighting on all shots featured except the exploding bear. ● Pre-comp MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP UV Layout Mari V-Ray V-Ray Nuke Turbotax ● Created lighting template for entire spot to maintain consistency Cafe ● HDRI stitching / clean-up ● Method Studios Robot look dev ● Key light rigs. Lit master shot of each sequence. ● Pre-comp MODEL RIG TRACK ANIMATE UV TEXTURE SHADE LIGHT COMP Mari / Maya V-Ray V-Ray Nuke procedural Planters ● Created lighting template for entire spot to maintain consistency "Mr.