Visualization of 3D Architectural Models on Apple Ios Platform
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Geoviewer3d: 3D Geographical Information Viewing
Ibero-American Symposium on Computer Graphics - SIACG (2006), pp. 1–4 P. Brunet, N. Correia, and G. Baranoski (Editors) GeoViewer3D: 3D Geographical Information Viewing Rafael Gaitán1, María Ten1, Javier Lluch1 y, Luis W. Sevilla2z 1Departamento de Sistemas Informáticos y Computación, Universidad Politécnica de Valencia, Camino de Vera s/n, 46022 2Consellería de Infraestructuras y Transporte, Avenida de Aragón Valencia, Spain Abstract Our State Government is developing a Geographical Information System (GIS), called gvSIG. This project follows the open source philosophy, and uses JAVA as development platform. Consequently, it is portable and can be used by anyone around the world. In this paper, we describe the design and architecture of a prototype for browsing 3D geospatial information. GeoViewer3D is a system that handles and displays worldwide satellite imagery in- cluding textures and elevation data. It has a modular architecture and an efficient 3D rendering system based on OpenSceneGraph. The system incorporates a disk cache to improve access to GIS data. The goal of this prototype is to join the gvSIG project as 3D information viewer. Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities H.4 [Information Systems Applications]: 1. Introduction Recent advances in 3D technology are gradually enabling the development and exploitation of 3D graphical informa- A Geographical Information System (GISs) is an integrated tion systems [FPM99, Jon89]. New applications, like Nasa system that stores, analyzes, shares, edits and displays spa- World Wind or Google Earth have lately been developed. tial data and associated information. Recently GIS have be- Still, there are only a few 3D geographical information ap- come more important due to the great variety of application plications. -
Openscenegraph (OSG)—The Cross-Platform Open Source Scene
Project Report Student: Katerina Taskova 3-year PhD student International Postgraduate School Jozef Stefan Ljubljana, Slovenia This project was a SIMLAB student internship project financed by a scholarship of the German Academic Exchange Service (DAAD) within the framework of the Stability Pact of Southern Eastern Europe funded by the German federal government. Period of the internship: 06.01.2009 - 29. 03.2009 Department: Computation in Engineering Faculty of Civil Engineering Technique University of Munich Advisor on the project: Dr. Martin Ruess Computation in Engineering Faculty of Civil Engineering Technique University of Munich Project description Idea The main idea was to incorporate user interactivity with simulation models during runtime in order to get an immediate response to model changes, a concept known as Computational Steering. This requires an implementation of a single-sided communication concept (with Massage Passing Interface, version MPI2) for the communication between simulation and visualization (two independently running processes with their own memory). Simulation The simulation process simulates the behavior of a real physical system. More specifically, it simulates the vibration (dynamic response) from a harmonic/periodic loading on thin plates. This process permanently produces results, scalar simulation data in sequential time steps, which are the input for the visualization process. Typically this calculation is numerical expensive and time-consuming. For this purpose was used a C++ implemented Finite-Element software package for dynamic simulation by Dr.Martin Ruess and it wasn’t a task for implementation in this project. Visualization The visualization process is the second independent process responsible exclusively for the visualization of the results generated with the thin plate vibration simulator. -
9783030335694.Pdf
Research for Development Bruno Daniotti Marco Gianinetto Stefano Della Torre Editors Digital Transformation of the Design, Construction and Management Processes of the Built Environment Research for Development Series Editors Emilio Bartezzaghi, Milan, Italy Giampio Bracchi, Milan, Italy Adalberto Del Bo, Politecnico di Milano, Milan, Italy Ferran Sagarra Trias, Department of Urbanism and Regional Planning, Universitat Politècnica de Catalunya, Barcelona, Barcelona, Spain Francesco Stellacci, Supramolecular NanoMaterials and Interfaces Laboratory (SuNMiL), Institute of Materials, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Vaud, Switzerland Enrico Zio, Politecnico di Milano, Milan, Italy; Ecole Centrale Paris, Paris, France The series Research for Development serves as a vehicle for the presentation and dissemination of complex research and multidisciplinary projects. The published work is dedicated to fostering a high degree of innovation and to the sophisticated demonstration of new techniques or methods. The aim of the Research for Development series is to promote well-balanced sustainable growth. This might take the form of measurable social and economic outcomes, in addition to environmental benefits, or improved efficiency in the use of resources; it might also involve an original mix of intervention schemes. Research for Development focuses on the following topics and disciplines: Urban regeneration and infrastructure, Info-mobility, transport, and logistics, Environment and the land, Cultural heritage and landscape, Energy, Innovation in processes and technologies, Applications of chemistry, materials, and nanotech- nologies, Material science and biotechnology solutions, Physics results and related applications and aerospace, Ongoing training and continuing education. Fondazione Politecnico di Milano collaborates as a special co-partner in this series by suggesting themes and evaluating proposals for new volumes. -
CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph
CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due tomorrow at 2pm Midterm next Tuesday 2 HP Summer Internship Calling all UCSD students who are interested in a computer science internship! San Diego can be a tough place to gain computer science experience as a student compared to other cities which is why I am so excited to present this positon to your sharp students! (There are 10 open spots for the right candidates) The position is with HP and will be for the duration of the upcoming summer. Here are a few details about the exciting opportunity. Company: HP Position Title: Refresh Support Technician Contract/Perm: 3-4 month contract Pay Rate: $13-15/hr based on experience Interview Process: Hire off of a resume Work Address: Rancho Bernardo location Top Skills: Refresh windows 7 & 8.1 experience Must have: Windows refresh 7 or 8.1 experience Minimum Vocational/Diploma/Associate Degree (technical field) Equivalent with 1-2 years of working experience in related fields, or Degree holder with no or less than 1 year relevant working experience. This is a competitive position and will move quickly. If you have any students who might be interested please have them contact me to be considered for this role. My direct line is 858 568 7582 . Curtis Stitts Technical Recruiter THE SELECT GROUP [email protected] | Web Site 9339 Genesee Avenue, Ste. 320 | San Diego, CA 92121 3 Lecture Overview Scene Graphs -
Openscenegraph 3.0 Beginner's Guide
OpenSceneGraph 3.0 Beginner's Guide Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines Rui Wang Xuelei Qian BIRMINGHAM - MUMBAI OpenSceneGraph 3.0 Beginner's Guide Copyright © 2010 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: December 2010 Production Reference: 1081210 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849512-82-4 www.packtpub.com Cover Image by Ed Maclean ([email protected]) Credits Authors Editorial Team Leader Rui Wang Akshara Aware Xuelei Qian Project Team Leader Reviewers Lata Basantani Jean-Sébastien Guay Project Coordinator Cedric Pinson -
Game Engines
Game Engines Martin Samuelčík VIS GRAVIS, s.r.o. [email protected] http://www.sccg.sk/~samuelcik Game Engine • Software framework (set of tools, API) • Creation of video games, interactive presentations, simulations, … (2D, 3D) • Combining assets (models, sprites, textures, sounds, …) and programs, scripts • Rapid-development tools (IDE, editors) vs coding everything • Deployment on many platforms – Win, Linux, Mac, Android, iOS, Web, Playstation, XBOX, … Game Engines 2 Martin Samuelčík Game Engine Assets Modeling, scripting, compiling Running compiled assets + scripts + engine Game Engines 3 Martin Samuelčík Game Engine • Rendering engine • Scripting engine • User input engine • Audio engine • Networking engine • AI engine • Scene engine Game Engines 4 Martin Samuelčík Rendering Engine • Creating final picture on screen • Many methods: rasterization, ray-tracing,.. • For interactive application, rendering of one picture < 33ms = 30 FPS • Usually based on low level APIs – GDI, SDL, OpenGL, DirectX, … • Accelerated using hardware • Graphics User Interface, HUD Game Engines 5 Martin Samuelčík Scripting Engine • Adding logic to objects in scene • Controlling animations, behaviors, artificial intelligence, state changes, graphics effects, GUI, audio execution, … • Languages: C, C++, C#, Java, JavaScript, Python, Lua, … • Central control of script executions – game consoles Game Engines 6 Martin Samuelčík User input Engine • Detecting input from devices • Detecting actions or gestures • Mouse, keyboard, multitouch display, gamepads, Kinect -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Construction Apps: a Critical Review and Analysis
Construction Apps: A Critical Review and Analysis Salman Azhara, Andrew Jacksona and Anoop Sattinenia aMcWhorter School of Building Science, Auburn University, AL, USA E-mail: [email protected], [email protected], [email protected] ABSTRACT the construction industry. The question has shifted from "will" tablets be used to "how" tablets will be used in At the end of 2013 it is estimated that there are construction [2]. Currently there are many apps nearly 13,000 apps related to design and available in the market that can be used in construction construction available on Apple's iPad. With this for activities such as quality control, safety, and many apps available in the market finding the right marking up plans in the field. However, finding the app for a construction manager can be a challenge. right mobile application (or App) for designers, The purpose of this research was to identify mobile estimators, schedulers, construction managers and other apps that can be used in the life cycle of a construction professionals can be challenging. Currently construction project. A total of 205 design, neither Apple’s App store nor Google’s ‘GooglePlay’ construction, and facility management apps were app store have categories to help professionals find the recorded. The majority of mobile apps discovered Apps they need [2]. Thus, finding an App for a were apps to be used during the construction phase particular need amongst the thousands of apps available of a project. Research revealed there is a lack of can be cumbersome. mobile apps for facility management in the market. The purpose of this study is to discover the Apps Apple's iOS platform was found to be the most available in the market that can be used in the life cycle popular operating system followed by Android with of a construction project. -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author. -
Openscenegraph Reference Manual
OpenSceneGraph Reference Manual v2.2 Editors Bob Kuehne Paul Martz Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the authors were aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The authors and publishers have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. OpenSceneGraph Reference Manual v2.2 Copyright ©2007 Blue Newt Software, LLC and Skew Matrix Software, LLC This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0/ Blue Newt Software, LLC 445 Second Street Ann Arbor, MI 48103, USA http://www.blue-newt.com Skew Matrix Software, LLC 284 W. Elm St. Louisville, CO 80027, USA http://www.skew-matrix.com First Printing, December 2007 Contents Preface iii Audience ............................................... iv Recommended Reading ........................................ iv Organization of the Book ....................................... v Acknowledgements .......................................... vi 1 Overview of OpenSceneGraph 1 1.1 Design and Architecture .................................... 1 1.1.1 Naming Conventions .................................. 2 1.1.2 Components ...................................... 2 1.2 The osg Library ........................................ 3 1.2.1 Scene Graph Classes .................................. 3 1.2.2 Geometry Classes .................................... 3 1.2.3 State Management Classes .............................. -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
GRAPHISOFT Bimx Viewer Handbuch.Pdf
GRAPHISOFT BIMx Viewer Handbuch GRAPHISOFT® Besuchen Sie die GRAPHISOFT Website unter http://www.graphisoft.de für Informationen über regionale Händler und Verfügbarkeit der Produkte. GRAPHISOFT BIMx Viewer Handbuch Version 16 Copyright © 2012 by GRAPHISOFT, alle Rechte vorbehalten. Die Reproduktion, Änderung, Umschreibung oder Übersetzung ohne vorherige schriftliche Genehmigung ist strengstens verboten. Warenzeichen ArchiCAD® ist ein eingetragenes Warenzeichen von GRAPHISOFT und BIM ExplorerTM ist ein Warenzeichen von GRAPHISOFT. Andere Schutzmarken und Namen sind das Eigentum des jeweiligen Inhabers. Inhalt Inhalt Introduction . 5 BIMx Menu Commands . 6 BIMx Navigation Tools and Shortcuts . 14 System Requirements . 17 Operating System . 17 Installing the BIMx Viewer Package . 18 Uninstalling the BIMx Viewer Package . 19 GRAPHISOFT BIMx Viewer Handbuch 3 Inhalt 4 GRAPHISOFT BIMx Viewer Handbuch Einführung Einführung Mit dem GRAPHISOFT BIMx Viewer(BIMx) können Sie mit GRAPHISOFT ArchiCAD erstellte 3D-Gebäudemodelle auf interaktive Weise erforschen. BIMx bietet Echtzeit 3D-Navigation in Architekturmodellen – erweitert durch Schwerkraftfunktion, Ebenensteuerung, Flugmodus, Erkennung von Durchgängen und vorab gesicherten Pfaden für die ultimative Erkundung des Entwurfs. Element Information – Oberflächen, Volumen, Größen und Mengen – können ebenfalls mit einem Mausklick angezeigt werden. Während des Echtzeit-Rundgangs können genaue Messungen gemacht werden, die bei Entwurfs-Entscheidungen und bei entwurfsspezifischen Kostenschätzungen helfen. Freie BIMx Modelle sind auf der GRAPHISOFT BIMx Community Seite verfügbar: www.gsBIMx.com Das BIMx Kurzbefehl-Dokument gibt Ihnen einen schnellen Überblick über die Tastaturkürzel im Programm. Bitte laden Sie Ihre Sprachversion der PDF-Datei von dieser Webseite herunter: http://www.graphisoft.com/products/bim-explorer/downloads.html GRAPHISOFT BIMx Viewer Handbuch 5 BIMx Menübefehle BIMx Menübefehle Dieser Abschnitt erläutert die Befehle des Menüs Dokumentation > Layoutbuch.