3D Mesh Voxelization
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Hi-Bit Pixel Graphics – the New Era of Pixel Art
Hi-Bit Pixel Graphics – The New Era of Pixel Art Olli Heikkinen Thesis May 2021 Degree Programme in Information Business Systems Game Production 2 ABSTRACT Tampere University of Applied Sciences Information Business Systems Game Production Olli Heikkinen Hi-Bit Pixel Graphics – New Era of Pixel Art Bachelor's thesis 35 pages May 2021 This bachelor’s thesis studies how pixel graphics in video games are seen today, and what current trends make classic pixel graphics hi-bit. This thesis briefly covers the beginnings of pixel graphics, how pixel graphics in video games have changed over the years, as well as a few key techniques that make hi-bit pixel art. To further demonstrate the elements of hi-bit pixel graphics, a short game demo “Mr. Skullerton’s Vault” was created in the Unity game engine. In this demonstration a variety of different hi-bit pixel art techniques were tested, including pixel perfect settings, normal mapping, skeletal animation. The techniques tested in this demonstration proved to be significant elements, which distinguish classic pixel graphics from hi-bit pixel art Key words: pixel graphics, pixel art, video game graphics 3 CONTENTS Introduction ................................................................................................ 5 1 Pixel art in general ................................................................................ 7 1.1 Pixel art in video games today ....................................................... 8 1.2 Why Hi bit-pixel art? .................................................................... -
Virtual Reality Models Based on Photogrammetric Surveys
applied sciences Article Virtual Reality Models Based on Photogrammetric Surveys—A Case Study of the Iconostasis of the Serbian Orthodox Cathedral Church of Saint Nicholas in Sremski Karlovci (Serbia) Miloš Obradovi´c 1, Ivana Vasiljevi´c 2, Isidora Đuri´c 2,*, Jelena Ki´canovi´c 1, Vesna Stojakovi´c 1 and Ratko Obradovi´c 2,* 1 Department of Architecture and Urban Planning, Faculty of Technical Sciences, University of Novi Sad, 21000 Novi Sad, Serbia; [email protected] (M.O.); [email protected] (J.K.); [email protected] (V.S.) 2 Computer Graphics Chair, Faculty of Technical Sciences, University of Novi Sad, 21000 Novi Sad, Serbia; [email protected] * Correspondence: [email protected] (I.Đ.); [email protected] (R.O.); Tel.: +381-21485-2297 (R.O.) Received: 29 February 2020; Accepted: 7 April 2020; Published: 16 April 2020 Featured Application: This work presents the process of creating a virtual reality application based on photogrammetric surveying of cultural heritage objects for iconostasis, as an important element of a church’s cultural heritage. The proposed workflow comprises photogrammetric surveying and modeling, 3D model optimization and retopology, followed by control and analysis, and creating a VR application. The final result is shown as an interactive VR tour through the church that allows a user to visualize the iconostasis in a way it cannot be perceived in real life. Abstract: During recent years, the synergy of virtual reality (VR) and photogrammetry has become an increasingly prevalent way to visualize, represent, preserve and disseminate cultural heritage objects. Photogrammetry offers a reliable method for a faithful and accurate image-based modeling of real-world objects, while VR applications provide not only visualization, but also an immersive and interactive experience of the photogrammetrically reconstructed cultural heritage. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Technical Manuel-ENG
SIMULWIND: maintenance SIMULator for the sustainability of European WIND farms Project nº 2017-1-DE02-KA202-004261 Technical Manual By using the SIMULWIND simulator you accept the license terms and terms of use The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. CC BY SA 4.0 by Asociacion Empresarial Eolica DT-00M REV 0 SIMULWIND MANUAL QUICK START Step 1: Download SIMULWIND. Step 2: Unzip SIMULWIND (.ZIP file) Step 3: Go to ANNEX 1 SILMULWIND: PROGRAMS AND MORE 1. PROGRAMS AND VERSIONS a) UNITY VERSION: 2018.3.7.1F. b) BLENDER VERSION: 2.8. On the one hand, we have Unity Version. Is has great importance since its work is related to the compatibility between both previous and later versions, which is not usually a good one. The plugins and libraries used will be included in the project master itself without the need of incorporating anything new. On the other hand, there is the blender 2.8 version. It is the one used due to his option of being able to prepare the embedded textures of the models. Previous versions did not allow you to easily include this option. Página 2 de 24 2. AEROGENERATOR MODEL IN BLENDER. In the blender file, the complete wind turbine that will serve as the basis to incorporate new elements in their correct position is attached. (See export explanation in Blender so that the position and textures of the object are appropriate). -
University of Cincinnati
UNIVERSITY OF CINCINNATI Date:___________________ I, _________________________________________________________, hereby submit this work as part of the requirements for the degree of: in: It is entitled: This work and its defense approved by: Chair: _______________________________ _______________________________ _______________________________ _______________________________ _______________________________ DEFINING THE ART OF INTERACTIVE REAL-TIME 3D A thesis submitted to the Division of Research and Advanced Studies of the University of Cincinnati In partial fulfillment of the requirements for the degree of MASTER OF DESIGN in the School of Design of the College of Design, Architecture, Art and Planning 2004 by Thomas Dunne B.S.Des, University of Cincinnati, 2000 Committee Chair: Marty Plumbo M. Des Dennis Puhalla PhD (candidate) Aaron Rucker BS Eng Abstract Interactive real-time 3D is a form of digital design that allows users to explore virtual three-dimensional environments and experience content in a very immersive fashion. Unlike many other media, interactive real-time 3D requires the user to take an active role in the exploration process, acting and reacting with digital 3D constructs in an immediate, “real time fashion.” This thesis studies the nature of interactive real-time 3D, particularly as it appears in video games, the foremost genre within the medium. Beginning with a technical analysis, the basic attributes of real-time 3D content are defined, using game content as examples to illustrate the concepts. This is followed by a study of the evolution of video games, from the primitive arcade systems of the 1970s to the most advance computer gaming systems available today. Particular emphasis is put on the hardware used to run these games, as the technology of each period is largely responsible for determining the limitations of the medium. -
CREATING a TAXONOMY for VIDEO GAME VISUAL STYLE By
0 CREATING A TAXONOMY FOR VIDEO GAME VISUAL STYLE by Katherine K. Hicks ©2020 Katherine K. Hicks A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts (History of Art and Design) School of Liberal Arts and Sciences Pratt Institute May 2020 1 2 Acknowledgments The idea for this thesis was based on a project I did for my Knowledge Organization course in Spring 2018. The instructor for that course was Bree Midavaine, who also served as a second reader for this project. She was not only a wealth of great ideas and references, but also the first person to convince me that video games could be the subject of serious academic study. Thanks Bree! I would like to thank my advisor, Dr. Joo Yun Lee, who not only provided immeasurably helpful feedback and resources, but much-needed support during incredibly uncertain and stressful times. I would absolutely not have been able to finish this project and keep my sanity without her. Truly, truly, thank you. Finally, I’m going to be the cheesiest and thank my parents, Brian and Laura, who have always supported and believed in me. Thank you both for pretending to care about video games for the months I was working on this project. 3 Table of Contents Acknowledgments 2 Table of Contents 3 Introduction 4 Chapter 1: The Importance of Taxonomies 7 The Importance of Controlled Language in Library and Museum Cataloging 8 Controlled Language for Video Games 11 Controlled Language for Video Game Creators 16 Chapter 2: Creating a User-Focused Taxonomy 20 User-Created Language 22 Library Users 23 Museum Users 28 Academic Users 30 Chapter 3: Creating an Accurate and Specific Taxonomy 33 Video Games and 2D Animation 34 Video Games, Illustration, and Painting 36 Developer’s Intentions and Video Game Realism 39 The Technology of Video Games 43 Conclusion 49 Appendix 1 52 Appendix 2 55 Bibliography 58 4 Introduction The language used in library and museum curatorial settings to catalog and describe artworks is fundamental to our understanding of that work. -
Free Speedtree Model Library
1 / 2 Free Speedtree Model Library Requires SpeedTree Cinema 8 to purchase. Grants per-seat access to unlimited downloads of all trees in the SpeedTree 8 library, as well as legacy VFX models.1.500,00 $ · Auf Lager. 10.03.2018 — SpeedTree Cinema 8.1.3 The best vegetation and tree modeling special ... Start with our large species library (all of which is yours with a .... 27.07.2019 — We are happy to announce that SpeedTree 8 is available free to ... library; New techniques for low-poly branch structure modeling and mesh .... A completely new library of models, ranging from seedlings to towering forest ... Free Download SpeedTree Modeler App latest version for Windows 10 PC and .... com/trees/ to view our entire catalog. 259 Free Tree 3d models found. 'UE4 SpeedTree July 11th, 2018 - Works with the SpeedTree Modeler available on Windows and .... 17.07.2014 — Free tree samples available for any UE4.3 project, ... There will also be a library of SpeedTree trees and plants, including models that are ... This video features a rotating 360° view of various trees from the SpeedTree Model Library (www.speedtree .... Crossover Car. c Free 3D ue4 models for download, files in 3ds, max, c4d, ... Works with the SpeedTree Modeler, available on Windows and Mac OSX for /mo.. 13.03.2021 — Download SpeedTree Modeler (64/32 bit) for Windows 10 PC. Free ... Whether you use models from the SpeedTree library or create one from .... Download Now Free SpeedTree® Model Bundle for Unity 5 (Arbores gratis). ... Browse our new library of tree and plant models, now available for UE ... -
Graphical Styles in Video Games
Graphical Style in Video Games Portfolio Bachelor’s thesis HAMK Riihimäki, Information and Communication Technology spring 2017 Mary Keo TIIVISTELMÄ Tietotekniikan koulutusohjelma Riihimäki Tekijä Mary Keo Vuosi 2017 Työn nimi Graafinen tyyli videopeleissä Työn ohjaaja Petri Kuittinen TIIVISTELMÄ Opinnäytetyön tarkoituksena oli tutkia suosituimpien videopelien graafi- sia tyylejä ja miten erilaisilla menetelmillä tuotettiin grafiikkaa digitaali- siin peleihin. Työssä käsitellään lyhyesti myös videopelien historiaa, jossa ensisijaisesti keskitytään peligrafiikan tyylikeinojen kehittymisvaiheisiin. Lisäksi käydään läpi sitä, miten teknologian parantuminen on vaikuttanut pelien graafisen tyylin kehittymiseen. Toiminnallisessa osassa esitellään tekemiäni peliprojekteja, joissa olin vastuussa pelin graafisesta suunnittelusta. Projekteissa käydään läpi työs- kentelymenetelmiä 2D- ja 3D-grafiikan luomisessa, sekä mitä teknisiä ja rajoittavia tekijöitä peligraafikoiden on otettava huomioon luodessaan graafista sisältöä. Opinnäytetyöni tavoitteena on antaa lukijalle yleiskatsaus videopeleissä käytetyistä graafisista tyyleistä sekä esitellä pelikehitysprosessia peligraa- fikon näkökulmasta. Avainsanat Peligrafiikka, videopeli, 3D-mallinnus Sivut 70 sivua ABSTRACT Degree Programme in Information Technology Riihimäki Author Mary Keo Year 2017 Subject Graphical Style in Video Games Supervisors Petri Kuittinen ABSTRACT The purpose of this thesis was to examine common graphical styles used in video games to analyze the process of how these methods were -
3D Modeling Pipeline for Games Work Methods for Low Poly Models With
3D Modeling Pipeline for Games Work Methods for Low Poly Models with Hand Painted Textures Ana Catarina Fonseca Bachelor’s thesis 2018 Degree Programme in Media ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media and Arts FONSECA, ANA CATARINA: 3D Modeling Creation Pipeline for Games Exploring and implementing work methods for low poly models with hand painted tex- tures Bachelor's thesis 49 pages 2018 This thesis is meant as a guidebook of the 3D modeling creation pipeline for games and its workflow, with a special focus on texturing models using the hand painted texturing style, as opposed to a more realistic style, by describing and elaborating on the various steps of creating a 3D model from start to finish. For this project, I create two 3D models from initial concept phase to finish, using different techniques and work methods to find out which are the best, and most effective practices to recreate the hand-painted texturing style made iconic by game studios like Blizzard and Riot Games. The information gathered in this essay works well as a starting guide for those who are interested in creating 3D models for games and are just starting out, but especially for those who are interested in the hand painted texturing style, as I document my process of doing 3D models using different techniques and work methods that are used in the industry. Key words: 3d, games, digitally hand-painted, texturing 3 CONTENTS 1 INTRODUCTION ............................................................................................. 5 2 CONCEPT ART ................................................................................................ 6 3 HAND-PAINTED TEXTURING STYLE ........................................................ 7 3.1 PBR texturing style ...................................................................................