Estudio Y Modelado En CATIA V5 R19 Del Wright Flyer I: Monorraíl Y Sistema Propulsor (Hélices)

Total Page:16

File Type:pdf, Size:1020Kb

Estudio Y Modelado En CATIA V5 R19 Del Wright Flyer I: Monorraíl Y Sistema Propulsor (Hélices) Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria Del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, ENERO 2016 i Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, 2016 “Desentrañar el misterio del vuelo de un pájaro fue como tratar de averiguar el secreto de la magia de un mago. Tras conocer el truco y saber qué mirar, ves cosas que no habías notado cuando no sabías exactamente qué buscar” _ Orville Wright A todos aquellos que han hecho posible este proyecto RESUMEN “Estudio y Modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices)” forma parte de un proyecto propuesto para recrear el aeroplano construido por los hermanos Wright en 1903 (el Flyer I) y estudiar en detalle sus componentes. Este proyecto contiene un estudio de la vida e inventos de los hermanos Wright, centrado en el monorraíl y el sistema propulsor que utilizaban, basado en el libro “How We Invented the Airplane: An Illustrated History” [1]. También incluye una reproducción virtual en CATIA del monorraíl utilizado por el Flyer I y de su sistema propulsor modelada a partir del conjunto de planos National Air and Space Museum Drawings [2]. i ABSTRACT "Study and modeling in CATIA V5 R19 of the Wright Flyer I: monorail and propulsion system (propellers)" is part of a proposed project to recreate the airplane built by the Wright brothers in 1903 (the Flyer I) and study in detail its components. This project contains a study of the Wright brothers’ life and inventions focused on the monorail and the propellant system used, based on the book "How We Invented the Airplane: An Illustrated History" [1]. It also includes a virtual reproduction of the monorail in CATIA used by the Flyer I and its propulsion [2] system modeled after the set National Air and Space Museum Drawings . ii ÍNDICE Resumen i Abstract ii Índice iii Índice de Tablas v Índice de Figuras vii Notación x 1 Introducción 1 2 Los hermanos Wright 3 2.1 Breve contexto histórico 4 2.2 Infancia y juventud 5 2.3 Influencias 6 2.4 El problema de volar 7 2.5 Pruebas y primeros modelos 9 2.5.1 Planeador de 1900 9 2.5.2 Planeador de 1901 11 2.5.3 Túnel de viento 13 2.5.4 Planeador de 1902 14 2.6 Primera máquina voladora a motor y modificaciones 16 4.5.1 Modificaciones del Flyer I 18 2.7 Los frutos de la invención 19 2.7.1 Pleitos 20 2.8 Vida en solitario de Orville Wright 21 3 Monorraíl y sistema propulsor (hélices) de los hermanos Wright 23 3.1 Monorraíl 23 3.2 Sistema propulsor (hélices) 26 4 Herramienta de CAD: CATIA V5 31 4.1 Tecnologías asistidas por ordenador 31 4.2 Tecnologías CAD, CAE y CAM 33 4.2.1 Análisis comparativo de herramientas informáticas CAD/CAM/CAE 36 4.3 Selección del software 36 4.4 CATIA V5 39 4.4.1 Módulo Sketcher [47] 41 4.4.2 Módulo Part Design [47] 44 4.4.3 Módulo Assembly Design [47] 46 4.4.4 Otras herramientas y opciones [47] 48 5 Modelado de monorraíl y sistema propulsor (hélices) del Flyer I en CATIA V5 55 5.1 Monorraíl y plataforma móvil portadora 55 5.1.1 Plataforma móvil 55 5.1.2 Rueda 59 5.1.3 Monorraíl 60 5.2 Sistema propulsor (hélices) 61 5.2.1 Palas 62 5.2.2 Eje de la hélice e instalación 67 5.2.3 Piñones 72 5.2.4 Cadenas 78 iii 5.2.5 Tirantes 83 5.2.6 Estructura de sujeción 85 6 Conclusiones 117 6.1 Estudio de los hermanos Wright: monorraíl y hélices 117 6.2 Interpretación de planos 118 6.3 Uso del software 119 6.4 Herramientas para la generación de taladros 121 7 Posibles mejoras 123 8 Aplicaciones futuras 125 Anexo 1: Listado de planos 127 Anexo 2: Definiciones de algunas CAx´s 129 Anexo 3: Softwares de CAD 133 Anexo 4: Compañías que usan los softwares de CAD más populares 139 Referencias 143 iv ÍNDICE DE TABLAS Tabla 1. Listado de planos [2] utilizados para el modelado ................................................................... 1 Tabla 2. Datos de los primeros vuelos del Flyer I de los hermanos Wright [3][21] ............................... 17 Tabla 3. Fechas y duraciones de los vuelos más largos realizados con la máquina de 1904 [1] ...... 18 Tabla 4. Datos de vuelos destacados de Wilbur Wright de 1909 en América [1] .............................. 20 Tabla 5. Herramientas de CAx [36] [39] .................................................................................................. 33 Tabla 6. Programas de CAD/CAM/CAE escogidos tras el estudio [37] ............................................... 36 Tabla 7. Herramientas informáticas seleccionadas según campo de aplicación [37] ......................... 36 Tabla 8. Softwares de CAD más populares [42] .................................................................................. 37 Tabla 9. Programas de CAD de aplicación en compañías del sector aeronáutico ........................... 38 Tabla 10. Profesionales expertos en distintos softwares que trabajan en Boeing ............................ 38 Tabla 11. Módulos destacados del taller Mechanical Design [47] ....................................................... 40 Tabla 12. Módulos dedicados al diseño que no pertenecen al taller Mechanical Design [47] ............ 40 Tabla 13. Información recogida por los archivos más utilizados de CATIA V5 [47] ............................ 41 Tabla 14. Compatibilidad entre los módulos de diseño de CATIA V5 más utilizados [47] .................. 41 Tabla 15. Restricciones dimensionales [47] ......................................................................................... 43 Tabla 16. Restricciones geométricas [47] ............................................................................................. 43 Tabla 17. Código de colores (por defecto) para el estado de los elementos de un Sketcher [47] ...... 44 Tabla 18. Herramientas utilizadas de la paleta Constraint del módulo Assembly Design ................ 47 Tabla 19. Aplicaciones del ratón a la visualización de piezas ........................................................... 51 Tabla 20. Perno y tornillos de la plataforma móvil .............................................................................. 57 Tabla 21. Tuercas de la plataforma móvil .......................................................................................... 57 Tabla 22. Tornillos de un tramo de monorraíl ..................................................................................... 60 Tabla 23. Tuercas de un tramo de monorraíl ..................................................................................... 60 Tabla 24. Tuercas por cada eje de hélice .......................................................................................... 68 Tabla 25. Arandelas por cada eje de hélice ....................................................................................... 70 Tabla 26. Pasadores por cada eje de hélice ...................................................................................... 71 Tabla 27. Datos para el cálculo del diámetro primitivo ....................................................................... 74 Tabla 28. Cadenas de transmisión para las hélices .......................................................................... 79 Tabla 29. Tirantes de fijación de las hélices ....................................................................................... 83 Tabla 30. Lámina de estaño de los tirantes de fijación de las hélices [2]............................................ 85 Tabla 31. Cálculo de vueltas recorrido por las láminas de los tirantes de fijación de las hélices ..... 85 Tabla 32. Elementos roscados de la abrazadera de ajuste ............................................................... 88 Tabla 33. Diámetros exteriores de los tubos A-A de l carcasa guía izquierda [2] ............................. 105 Tabla 34. Longitudes de los tubos de los nudos de unión de la estructura de sujeción principal ... 112 Tabla 35. Datos que distinguen a los tubos de las piezas de fijación de los nudos de unión ......... 112 Tabla 36. Notación de elementos que conectan el recubrimiento del eje de la hélice con las alas 113 Tabla 37. Altura de las horquillas de la estructura de sujeción principal ......................................... 113 Tabla 38. Datos de las estructuras tubulares de fijación principal ................................................... 113 Tabla 39. Softwares de Sketching 2D [42].......................................................................................... 133 Tabla 40. Softwares de Drafting 2D [42] ............................................................................................. 133 Tabla 41. Softwares de renderizado y modelado 3D [42] .................................................................. 133 Tabla 42. Softwares de modelado poligonal 3D y renderizado [42]................................................... 135 Tabla 43. Compañía que ofrece software para modelado 3D basado en vóxel y renderizado [42] . 135 Tabla 44. Softwares libres de modelado 3D [42] ................................................................................ 135 Tabla 45. Softwares de modelado 3D hápticos [42] ..........................................................................
Recommended publications
  • CHORAL PROBLEMS in HANDEL's MESSIAH THESIS Presented to The
    *141 CHORAL PROBLEMS IN HANDEL'S MESSIAH THESIS Presented to the Graduate Council of the North Texas State University in Partial Fulfillment of the Requirements For the Degree of MASTER OF MUSIC By John J. Williams, B. M. Ed. Denton, Texas May, 1968 PREFACE Music of the Baroque era can be best perceived through a detailed study of the elements with which it is constructed. Through the analysis of melodic characteristics, rhythmic characteristics, harmonic characteristics, textural charac- teristics, and formal characteristics, many choral problems related directly to performance practices in the Baroque era may be solved. It certainly cannot be denied that there is a wealth of information written about Handel's Messiah and that readers glancing at this subject might ask, "What is there new to say about Messiah?" or possibly, "I've conducted Messiah so many times that there is absolutely nothing I don't know about it." Familiarity with the work is not sufficient to produce a performance, for when it is executed in this fashion, it becomes merely a convention rather than a carefully pre- pared piece of music. Although the oratorio has retained its popularity for over a hundred years, it is rarely heard as Handel himself performed it. Several editions of the score exist, with changes made by the composer to suit individual soloists or performance conditions. iii The edition chosen for analysis in this study is the one which Handel directed at the Foundling Hospital in London on May 15, 1754. It is version number four of the vocal score published in 1959 by Novello and Company, Limited, London, as edited by Watkins Shaw, based on sets of parts belonging to the Thomas Coram Foundation (The Foundling Hospital).
    [Show full text]
  • Lightwave Software
    Lightwave software click here to download LightWave fits seamlessly into large multi-software pipelines - with its powerful interchange tools including FBX, ZBrush GoZ, Collada, Unity Game Engine. Create that next killer plugin, or augment your own workflows with the LightWave SDK and scripting resources. The LightWave 3D Software Development Kit. ChronoSculpt Trial. Time-Based Cache Sculpting for All 3D Software Pipelines. Want to try before you buy? Download the full version of ChronoSculpt and use it. LightWave 3D is a 3D computer graphics software developed by NewTek. It has been used in film, television, motion graphics, digital matte painting, visual ​Overview · ​History · ​Movies that LightWave · ​TV Series and miniseries. This is NewTek LightWave. Modeling, animation and rendering tools that bring out the artist in you—not the technician. The LightWave interface is intuitive, with. CGI & VFX Software Showreels HD: "LightWave 3D " - Duration: The CGBros 37, views · 3. Newtek Lightwave ShowReel. Computer graphics software. on Film/Game/Animation Studios, CG. Check out the latest showreel from the LightWave 3D Group, which consists of some of the best LightWave. MARKET: Lightwave is a popular and easy to use choice that is widely used for video and television production around the world. KEY FEATURES: Lightwave. Some things are unique, others are shared among all software packages. Evaluate before you buy. If you are working on big teams for big movies, Lightwave. LightWave is a software application dedicated to creative design that offers great possibilities to improve this kind of work. Its great speed and flexibility when. If You Want To Master The High End Features Of Lightwave , Such As Rigging, Fluids, Collisions, Fur, Flocking, Dynamic Hair And Clothing, Then The.
    [Show full text]
  • Raas) Are You Tired of Waiting for Render Farm Resource and Need Short Term Hybrid Burst on Demand?
    DATA SHEET CLOUD SERVICES Render-as-a-Service (RaaS) Are you tired of waiting for render farm resource and need short term hybrid burst on demand? Render-as-a-Service (RaaS) gives organisations the ability to align render workloads to resources on a pay as you need basis without compromising security or access to local files. Exponential-e’s 100 Gig private Ethernet Network allows our customers to combine Azure Cloud, Private and Dedicated environments to act as one entity, all on the same IP range and Subnet. In partnership with Microsoft we have created a solution that enables customers to add processing power on demand for render Render-as-a-Service extends your LAN, enabling you to utilise Azure Hyper Scale CPU and GPU workloads. resources and eliminate the need for render queuing, whilst providing huge time and cost savings. Our Network allows you to seamlessly stitch your on-premise storage connected to Azure Expressroute users submit render tasks via our easy direct to raw compute power by adding caching technology when to use RSM platform, the solution fully supports a hybrid operation and needed for large workloads. This lets you decide how much you wish to access to CPU and GPU compute power to burst on demand. spend to complete the project within set deadlines. Resources are software defined, so users can dynamically scale the Exponential-e’s private LAN RaaS works natively in parallel with your requirements for render tasks in order to meet changing project local data, providing smart awareness of both local and Cloud resource timescales.
    [Show full text]
  • SMEDGE Administrator Manual
    smedgesmedge Administrator Manual Smedge 2020 © 2004 - 2020 Überware™ Table of Contents ABOUT IDS 4 PARAMETER COMMANDS 26 SMEDGE ENVIRONMENT VARIABLES 5 COMMON PARAMETERS 32 VARIABLES THAT CONTROL SMEDGE FUNCTIONALITY 5 JOB 33 VARIABLES SET FOR WORK PROCESSES 9 PROCESSJOB 39 RENDERJOB 43 REPEATMERGEDISTRIBUTOR 45 LICENSING 10 R M D 45 SEQUENCEDISTRIBUTOR 47 SLICEDISTRIBUTOR 49 RESTRICTIONS 11 DEFAULT RESTRICTIONS 12 DYNAMIC PRODUCTS 50 PRODUCT EDITOR GUI 50 AUTOMATIC SYSTEMS 13 COMMAND LINE PRODUCT CONTROL 54 CLASSES 55 AUTOMATIC REDUNDANT MASTER 13 AUTOMATIC MASTER LOCATION 15 AUTOMATIC ENGINE MODE 16 LEGACY DYNAMIC PRODUCTS 57 AUTOMATIC ENGINE SETTINGS 17 AUTOMATIC EXECUTABLE PATHS 18 A E P 18 LEGACY MAYA PRODUCTS 58 AUTOMATIC GUI PRESET 19 LEGACY VIRTUAL MODULES 60 RLIB INI FILE SYNTAX 20 PARAMETER TYPES 61 ALTERNATE FILE LOCATIONS 21 COMMON PARAMETERS 63 OVERLOADABLE OPTIONS FILES 22 REFERENCE 65 EXAMPLE FILE 76 .SJ JOB FILES 23 PRODUCT REFERENCE 82 VARIABLE SUBSTITUTION 24 3D STUDIO MAX 83 SYNTAX 25 3D STUDIO MAX (SINGLE FRAME) 85 Smedge 2020 Administrator Manual © 2004 - 2020 Überware™ 2 3DELIGHT 86 MISTIKA VR 139 3DELIGHT FOR MAYA 87 MODO 140 3DELIGHT FOR MAYA (SINGLE FRAME) 89 MODO (SINGLE FRAME) 141 AFTER EFFECTS 92 NUKE 143 AIR 93 PIXAR RENDERMAN 144 AQSIS 94 REDLINE 145 ALIAS 95 REDSHIFT FOR MAYA 146 ARNOLD FOR MAYA 96 RENDERMAN FOR MAYA 147 ARNOLD FOR MAYA (SINGLE FRAME) 98 RENDERMAN FOR MAYA (SINGLE FRAME) 149 ARNOLD STANDALONE 101 RENDITION 152 BLENDER 102 THEA 153 CINEMA 4D 103 TURTLE 154 FINALRENDER FOR MAYA 104 VIZ 155
    [Show full text]
  • Deadline User Manual Release 7.1.2.1
    Deadline User Manual Release 7.1.2.1 Thinkbox Software June 11, 2015 CONTENTS 1 Introduction 1 1.1 Overview.................................................1 1.2 Feature Set................................................5 1.3 Supported Software...........................................8 1.4 Render Farm Considerations....................................... 28 1.5 FAQ.................................................... 34 2 Installation 45 2.1 System Requirements.......................................... 45 2.2 Licensing................................................. 48 2.3 Database and Repository Installation.................................. 49 2.4 Client Installation............................................ 75 2.5 Submitter Installation.......................................... 91 2.6 Upgrading or Downgrading Deadline.................................. 95 2.7 Relocating the Database or Repository................................. 97 2.8 Importing Repository Settings...................................... 98 3 Getting Started 101 3.1 Application Configuration........................................ 101 3.2 Submitting Jobs............................................. 105 3.3 Monitoring Jobs............................................. 112 3.4 Controlling Jobs............................................. 121 3.5 Archiving Jobs.............................................. 152 3.6 Monitor and User Settings........................................ 156 3.7 Local Slave Controls........................................... 164 4 Client Applications
    [Show full text]
  • 11Courses of Instruction Course Numbering System
    11Courses of Instruction Course Numbering System 1-039 Non-degree Credit Courses 040-099 Degree Applicable Non-Transfer Courses 100-290* Degree Applicable and Transfer level courses 299 Directed Studies *Courses numbered 100 and above are usually university parallel courses and are offered for transfer to colleges and universities. See course descriptions for any restrictions on transfer. **FAC and PAC 4300 Series are non-transferable. Code for Transferability of Courses Where applicable, transferability of listed courses is designated by boldface symbols: UC – Transfers to all University of California campuses and to most other four-year colleges. UC (Credit Limit - See Counselor) – Transfers to all University of California campuses and to most other four-year colleges, but there are limitations to the number of units that can be accepted for credit. The student should consult a counselor for details. CSU Transfers to all campuses of the California State University system and to many other four- year colleges. 174 / Rio Hondo College 2015-2016 Catalog COURSE IDENTIFICATION The C-ID numbering system is useful for students NUMBERING SYSTEM (C-ID) attending more than one community college and is applied to many of the transferable courses students The Course Identification Numbering System (C-ID) need as preparation for transfer. Because these course is a statewide numbering system independent from requirements may change and because courses may the course numbers assigned by local California be modified and qualified for or deleted from the community colleges. A C-ID number next to a C-ID database, students should always check with a course signals that participating California colleges counselor to determine how C-ID designated courses and universities have determined that courses fit into their educational plans for transfer.
    [Show full text]
  • Optimalisasi Animasi Menggunakan Blankon
    Optimalisasi Animasi Menggunakan Blankon oleh: MTI-UGM Cluster Team T.B.A DEDY HARIYADI DIAN PRAWIRA FREDDY KURNIA ADITYA PRADANA Animasi di Indonesia (2004) Janus prajurit terakhir (2003) Meraih Mimpi (2009) Hebring Open source animation SINTEL Seruling Big Buck Bunny Dagelan Bakoel Optimalisasi Animasi? Sumber gambar: catchwordbranding.com Renderfarm Blendercloud.net Weta Digital, New Zealand DrQueue? Pirates of carribean Elephant dream DrQueue? Drqueue Support: 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI Arsitektur Yang Kami Digunakan 4 buah pc dengan spesifikasi: Intel Pentium 4, Memory 1 gb hdd 80 GB, OS : BlankOn, Middleware Drqueue, Rendering: Blender Animasi Yang Diujikan Hasil penelitian kami menggunakan DrQueue (1) Grafik Kenaikan Waktu Rendering Jumlah Node 1 2 3 0 200 400 505 ) k i t e 600 d ( 758 e m i T 800 r e d n e R 1000 1200 1400 1522 1600 Hasil penelitian kami menggunakan DrQueue (2) • Terjadi penambahan kecepatan seiring dengan penambahan jumlah node • Persentase kenaikan kecepatan tidak linier dan cenderung semakin berkurang karena adanya komunikasi jaringan • 4 core dalam sistem renderfarm memakan waktu lebih lama jika dibandingkan dengan pc quadcore Software yang harus disiapkan 1.Software Pendukung o tcsh o scons o g++ o gcc o python – Software Rendering – Blender – Middleware – DrQueue How to use it?? 1. Instalasi Jaringan • IP Address • hostname • hosts.allow • hosts.deny 2. Instalasi Software Pendukung • tcsh • scons • g++ • gcc • python 3. Instalasi Jaringan + Blender 4.a. Instalasi DrQueue (pada master) dari paket drqueue_0.64.3_i386.deb $ sudo dpkg -i drqueue_0.64.3_i386.deb 4.b.
    [Show full text]
  • Granja De Render Para Proyectos De Diseño 3D
    Universidad de las Ciencias Informáticas. Facultad Regional Granma. Título: Granja de render para proyectos de diseño 3D. Autora: Dallany Pupo Fernández. Ciudad de Manzanillo, junio 2012. “Año 54 de la Revolución”. RESUMEN En la actualidad, la realidad virtual se ha convertido en uno de los elementos más importantes en la industria del cine, gracias a ello, se puede apreciar en una pantalla, la simulación de un mundo real a través de uno virtual. El renderizado de animaciones en tres dimensiones necesita una gran capacidad de cálculo, pues requiere simular procesos físicos complejos, a esto se debe el elevado tiempo que tardan estas producciones en ser completadas. Las granjas de render han surgido como alternativa y solución para este problema. El presente trabajo se desarrolla producto a la inexistencia de una granja de render en la Facultad Regional Granma que dificulta la obtención de proyectos de diseño 3D en el menor tiempo posible. Palabras Claves: 3D, Granja de render, Realidad Virtual. II Índice de contenido INTRODUCCIÓN ......................................................................................................................................... 1 Desarrollo ...................................................................................................................................................... 3 Funcionamiento de la granja de render. ..................................................................................................... 4 Despliegue de la granja de render: ............................................................................................................
    [Show full text]
  • Appendix a Basic Mathematics for 3D Computer Graphics
    Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points.
    [Show full text]
  • Guide to Graphics Software Tools
    Guide to Graphics Software Tools Jim X. Chen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition Jim X. Chen Computer Graphics Laboratory George Mason University Mailstop 4A5 Fairfax, VA 22030 USA [email protected] ISBN: 978-1-84800-900-4 e-ISBN: 978-1-84800-901-1 DOI 10.1007/978-1-84800-901-1 British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2008937209 © Springer-Verlag London Limited 2002, 2008 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Printed on acid-free paper Springer Science+Business Media springer.com Preface Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools.
    [Show full text]
  • Computer Graphics in Cinematography
    Aleksandrs Polozuns Computer Graphics in Cinematography Helsinki Metropolia University of Applied Sciences Media Engineering Thesis 18 April 2013 Abstract Author(s) Aleksandrs Polozuns Title Title of the Thesis Number of Pages 44 pages Date 18 April 2013 Degree Bachelor of Engineering Degree Programme Media Engineering Specialisation option Audiovisual Technology Instructor(s) Erkki Aalto, Head of Degree Programme The purpose of this thesis was to cover the major characteristics about different tech- niques presently used in the field of CG and visual effects by giving a variety of examples from the famous movies. Moreover, the history of visual effects and CGI, and how the de- velopment process of it changed the industry of cinematography were studied. The practi- cal part of this study is dedicated to analyzing what modern software are the most popular ones among professionals. Several studios were surveyed to find out the most preferred contemporary software for production of CG and visual effects in the motion picture among Finnish based and international studios. The second part of this thesis covers a project which aimed at finding a solution for one of the contemporary motion graphics techniques. A modern method was used for production of VFX, in particular 3D compositing, by which a 3D character is implemented into a real video footage. For 3D compositing four different software– 3Ds Max, Boujou, Photoshop and After Effects were used. As a result of this thesis the leaders among the software de- signed for motion graphics used
    [Show full text]
  • Procedural Shading Assignment
    Assignment #3 • Which is something you may wish to do since it is Assignment #3 So You Want to Write some Procedural Shaders • In fact… Assignment #3 Assignments • Goal is to be able to produce something nicer than • Some advice: this: – Choose either #1 (Ray tracing) or #2 (radioisity) – #3 will be real time shading… • Challenge will be getting environment set up – #4 – Tone Reproduction • Modification of #1 or #2 • In fact – If you choose to do assignments 1 & 2, you need not do any other. • so…pleasant dreams! Assignment #3 Assignment #3 • Experimentation with procedural shaders • 1. Download: • Three goals: – Cg – Real time shading language (Nvidia) – Download and install a procedural shading • Support for DirectX 8, 9 and OpenGL1.4 system. • Supposedly graphics card independent • Download: – Learn the logistics of assigning a shader to an – http://developer.nvidia.com object – Programming environment for Windows only using Visual – Create/use 3 simple shaders Studio. 1 Assignment #3 Assignment #3 • 1. Download • If you do not have Visual Studio or if your – RenderMonkey graphics card is not up to par. • For ATI Cards – Renderman shaders • DirectX 8.1+ Support only • Blue Moon Rendering Tools – no longer distributed • http://www.ati.com/developer/sdk/radeonSDK/html/Tools/RenderMonkey.html but… – I can get last version for Windows and Linux/Intel • Aqsis – Open Source Renderman renderer – Win32 and MacOS X – http://www.aqsis.com Assignment #3 Assignment #3 • 2. Attach shaders to objects • 3. Create / use simple shaders – Run the tutorial
    [Show full text]