Using Maya® to Create a Virtual Museum
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Appearance Exchange Format (Axf) Is the First File Format Exclusively Designed for System-Independent Storage of Measured Digital Appearance
The Digital Twin of a Physical Material Appearance eXchange The inability to capture and manage complex material appearance data in a single, editable, portable file format has been an obstacle to improving the virtualization of products. In practice, Format (AxF) many complex design and production workflows rely on a variety of different software packages, and different file formats must be used in parallel. This poses serious issues when consistency in color and appearance needs to be achieved. X-Rite’s Appearance eXchange Format (AxF) is the first file format exclusively designed for system-independent storage of measured digital appearance. AxF is a binary digital file format that delivers a standardized format for storing and communicating complex materials appearance data. It is used within X-Rite’s Total Appearance Capture (TAC) Ecosystem, and it can be ingested into a variety of CAD, PLM, 3D rendering and plug-in solutions used in product design, development, manufacturing, sales and marketing. One file format to use in any solution where material images are utilized. It is an industry first that is helping brands reduce cycle times, control costs and ensure consistency in color and appearance. • AxF is not restricted to a single representation of surface reflectance. From a single spectrum up to full BSSRDF, it supports continuous appearance representations, including parametric BRDF models as well as BTF measurements. • AxF is scalable, extensible and portable, ensuring efficient access for large data volumes of gigabytes or more. Extensions can be defined without harming existing support in third-party applications. SDKs are available for Windows and Linux operating systems with support for Mac under development. -
Full CUDA Implementation of GPGPU Recursive Ray-Tracing Andrew D
Purdue University Purdue e-Pubs College of Technology Masters Theses College of Technology Theses and Projects 4-30-2010 Full CUDA Implementation Of GPGPU Recursive Ray-Tracing Andrew D. Britton Purdue University - Main Campus, [email protected] Follow this and additional works at: http://docs.lib.purdue.edu/techmasters Britton, Andrew D., "Full CUDA Implementation Of GPGPU Recursive Ray-Tracing" (2010). College of Technology Masters Theses. Paper 24. http://docs.lib.purdue.edu/techmasters/24 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. Graduate School ETD Form 9 (Revised 12/07) PURDUE UNIVERSITY GRADUATE SCHOOL Thesis/Dissertation Acceptance This is to certify that the thesis/dissertation prepared Andrew Duncan Britton By Entitled FULL CUDA IMPLEMENTATION OF GPGPU RECURSIVE RAY-TRACING For the degree of Master of Science Is approved by the final examining committee: Dr. Bedrich Benes Chair Dr. James Mohler Eliot Mack To the best of my knowledge and as understood by the student in the Research Integrity and Copyright Disclaimer (Graduate School Form 20), this thesis/dissertation adheres to the provisions of Purdue University’s “Policy on Integrity in Research” and the use of copyrighted material. Dr. Bedrich Benes Approved by Major Professor(s): ____________________________________ ____________________________________ Approved by: Dr. James Mohler April 21, 2010 Head of the Graduate Program Date Graduate School -
University Museums and Collections Journal 7, 2014
VOLUME 7 2014 UNIVERSITY MUSEUMS AND COLLECTIONS JOURNAL 2 — VOLUME 7 2014 UNIVERSITY MUSEUMS AND COLLECTIONS JOURNAL VOLUME 7 20162014 UNIVERSITY MUSEUMS AND COLLECTIONS JOURNAL 3 — VOLUME 7 2014 UNIVERSITY MUSEUMS AND COLLECTIONS JOURNAL The University Museums and Collections Journal (UMACJ) is a peer-reviewed, on-line journal for the proceedings of the International Committee for University Museums and Collections (UMAC), a Committee of the International Council of Museums (ICOM). Editors Nathalie Nyst Réseau des Musées de l’ULB Université Libre de Bruxelles – CP 103 Avenue F.D. Roosevelt, 50 1050 Brussels Belgium Barbara Rothermel Daura Gallery - Lynchburg College 1501 Lakeside Dr., Lynchburg, VA 24501 - USA Peter Stanbury Australian Society of Anaesthetis Suite 603, Eastpoint Tower 180 Ocean Street Edgecliff, NSW 2027 Australia Copyright © International ICOM Committee for University Museums and Collections http://umac.icom.museum ISSN 2071-7229 Each paper reflects the author’s view. 4 — VOLUME 7 2014 UNIVERSITY MUSEUMS AND COLLECTIONS JOURNAL Basket porcelain with truss imitating natural fibers, belonged to a family in São Paulo, c. 1960 - Photograph José Rosael – Collection of the Museu Paulista da Universidade de São Paulo/Brazil Napkin holder in the shape of typical women from Bahia, painted wood, 1950 – Photograph José Rosael Collection of the Museu Paulista da Universidade de São Paulo/Brazil Since 1990, the Paulista Museum of the University of São Paulo has strived to form collections from the research lines derived from the history of material culture of the Brazilian society. This focus seeks to understand the material dimension of social life to define the particularities of objects in the viability of social and symbolic practices. -
Virtual Tour • Birmingham Museum & Art Gallery
VIRTUAL TOURS Art and Culture Museums • Arizona State Museum: Virtual Tour • Birmingham Museum & Art Gallery: Virtual Tours • Byzantine and Christian Virtual Museum: Virtual Tour • Cranbrook Art Museum, Michigan: Exhibit Virtual Tours • Dalí Theatre-Museum, Catalonia: Virtual Tour • Finnish Art Gallery: Virtual Tour • The Frick, Pittsburgh: Virtual tours, online collections, activities • Hallwyl Museum, Stockholm: VR Tour • The Hermitage, Russia: Virtual Tour (YouTube) • The Kremer Museum: VR Tour (Requires download) • The Louvre, Paris: Virtual Tour • Marshall M. Fredericks Sculpture Museum: Virtual Tour • Pitt Rivers Museum, University of Oxford: Virtual Tour • São Paolo Museum of Art: Virtual Tour • Vatican Museums: Virtual Tours • Vermont Art Online: 360-degree Virtual Tours • Vizcaya Museum and Gardens: Virtual Tour • The World Coffee Museum: Virtual Tour History Museums • Canadian Museum of History: Virtual Tour • Cliffe Castle Museum: Virtual Tour • Diefenbunker, Canada: Virtual Tours, Coloring Pages • Dundas Museum & Archives: 360-degree Virtual Tour • Florence as it Was: 3D models of Florentine buildings, artworks, and squares • George Washington’s Mount Vernon: Virtual Tours, timelines, etc. • Historic Ships in Baltimore: USS Constellation Virtual Tour • Klein Collection at The Temple, Congregation B’nai Jehudah: Virtual Tour (Facebook Event, Mondays @ 1PM CDT) • Mexican National Institute of Anthropology & History: Virtual Tours (Flash) • Museum of Flight: Virtual Tour • Museum of the American Revolution: Virtual Tour • National -
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, -
MORI BUILDING Digital Art Museum
This page was exported from - Digital meets Culture Export date: Wed Sep 29 13:34:05 2021 / +0000 GMT MORI BUILDING digital art museum Text by Caterina Sbrana. The International Council of Museums defines the Museum as A permanent, non-profit institution serving society and its development. It is open to the public and carries out researches concerning the material and immaterial testimonies of humanity and its environment; it acquires them, preserves them, communicates them and, above all, exposes them for the purposes of study, education and pleasure. However there is a museum in Tokyo's Odaiba district that has no floor maps, no glass or ropes around the exhibits, has nothing at all in fact to distance the viewer from the viewed. That's because the some 60 works on display are all digital, projected onto surfaces or shining out from screens (except from the text). The creators of the museum define themselves as a group of artworks that form one borderless world. Artworks move out of the rooms, communicate with other works, influence, and sometimes intermingle with each other with no boundaries. An art, then, without border that covers 10,000 square meters where we admire a three-dimensional world. We explore this extraordinary virtual museum. We can move in the Universe of Water, or admire the beauties of Crystal World, walk in the Flower Forest, try to capture the Spirit of the Flower etc. immersing ourselves in environments that involve all our senses. It is not simply an observation of a work of art, it is a continuous interaction with those close to you, it is a continuous perception of a world without borders, it is an immersion without sense of time. -
AMM Messenger, January 22, 2020
January 22, 2020 Editor's Note As you've no doubt noticed the look of the AMM Messenger has changed. We recently had to change our email provider and we are still working out the kinks. Your comments and suggestions regarding the layout, colours, legibility, etc., would be greatly appreciated. In this edition... • Collections Management & Deaccessioning • Trivia Night! • Museums & the Community 150 for 150 Exhibit • Delivering on Your Tour An online exhibit celebrating Manitoba's distant • Conservator Hack: When the past and 150 years in Confederation. Rubber Meets the Collection • CCI - Requests for Conservation Services Training Opportunities • Nominations for Annual Historical Award • AMM CPMP - current calendar • Merging Mindsets • Canadian Conservation Institute • Creative Manitoba • National Heritage Digitization • Manitoba Tourism Education Strategy Council (MTEC) • International Conference of • Volunteer Manitoba Police Museums • Webinars - British Columbia • Nomenclature for Museum Museums Association Cataloging • Storytelling Workshops and Internship • Classifieds Professional Development Bursaries/Grants: • CMA Bursary Program • The Winnipeg Foundation Collections Cultural Stewardship Program Management & (CSP) • What is it? Deaccessioning • Contact the Conservator Collections Management is an introductory • Ask a Conservator course in the Certificate Program in • Equipment loan Museum Practice (CPMP) that gives • Pest Management participants the tools to properly manage a • Conservator Hacks (articles) heritage collection. The course also outlines the legal and professional responsibilities with regards to records management for a museum collection. Member News & Events Deaccessioning is a Specialized Course designed to build upon the Collections Management course. The course will Useful Links include information on: • Canadian Conservation Institute • preventive deaccessioning (CCI) • policy development • Canadian Heritage Information Network (CHIN) • assessment of artifacts • Creative Manitoba Read more.. -
FROM the PUBLIC MUSEUM to the VIRTUAL MUSEUM Communication in the Museum in Digital Environments
ÁLVARO NOTARIO SÁNCHEZ FROM THE PUBLIC MUSEUM TO THE VIRTUAL MUSEUM Communication in the Museum in Digital Environments. The Spanish Situation Introduction In W. J. T. Mitchell’s work: What do pictures want?, one of the major figures in Visual Studies, he raises the importance of images in the society of our time in a world in which it is increasingly difficult to take our attention and in which Arts are looking for their place in digital media to continue spreading the Culture. The History of Art and, in particular, museums have found in digital environments their best ally to set an informal education system outside their exhibition spaces. In this way, they intend to bind with the public and attract new audiences following business marketing strategies by translating the study and the research of their collections into the language of social networks and digital platforms, in accordance with the educational objec- tive of the museum. If we take as a starting point the latest version of ICOM museum definition in 2017, we can see how important communication is in this institution: “A museum is a non-profit, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of hu- manity and its environment for the purposes of education, study and enjoyment”.1 However, the abstraction of the word communication, together with its unstoppable evolution, allows us to raise new reflections about the divulgation in the museum and its relation with educa- tion. 1 The current definition, which has only seen minor adjustments over the past few decades, does not reflect the complexities of the 21st century and the current responsibilities and commitments of museums. -
The Development of an E-Museum for Contemporary Arts
THE DEVELOPMENT OF AN E-MUSEUM FOR CONTEMPORARY ARTS Patias1, P., Chrysantou2, Y., Sylaiou1, S., Georgiadis1, Ch., Michail2, D., M., Stylianidis1, S. 1Laboratory of Photogrammetry and Remote Sensing, Faculty of Rural & Surveying Engineering, The Aristotle University of Thessaloniki, Univ.Box. 473, 54124, Greece, [email protected], Tel +30-2310-996116, Fax +30-2310-996128, Univ Box 473, GR-54124 Thessaloniki 2Department of Computer Science, University Of Cyprus 75 Kallipoleos Street, P.O.Box.20537, CY-1678 Nicosia, Cyprus, [email protected] Tel: + 357 2289 2719, Fax: + 357 2289 2701 KEY WORDS: virtual museum, cultural informatics, e-Heritage, Web3D, laser scanning, educational games ABSTRACT: Τhe increasing development of interactive techniques and new information technologies’ software and hardware and the decreasing of their costs have facilitated their use by a wide range of cultural institutions, such as museums. These new technologies also provided solutions for the lack of exhibition space, considerable exhibitions’ costs and the fragility of some artifacts whose possible damage museum curators want to prevent. The value of these new tools and formats have been recognized and fruitfully exploited by curators for visualizing the cultural context of museum exhibitions. In addition, museums changed their way of conveying information about their cultural artifacts to the wide public, through new communication methods, like virtual museums, which have made the content and context of the museum collections more accessible and attractive to the wide public. During the last decade various kinds of ‘virtual museums’ have been developed either in the museums’ environment, or over the World Wide Web. Α virtual museum can be a digital collection that is presented either over the WWW, or to an intranet or even to a CD-ROM and it can be an extension of a physical museum, or it can exist only in a digital form. -
Configuring 3Ds Max/Design to Use Men- Tal Ray and Setting Mental Ray As a Default for All New Scenes
Chapter 1 mental ray Essentials mental ray by mental images is an advanced, Academy Award–winning rendering engine included with Autodesk’s 3ds Max and 3ds Max Design applications. This industry-standard renderer is used in a multitude of productions ranging from the latest sci-fi and action movies to visually rich game cinematics to stunning renderings of vehicles, architecture, and products yet only imagined. mental ray is integrated in 3D applications from a variety of developers, most notably by Autodesk, and is the leading rendering application in the world. In this chapter, I introduce you to a number of important topics for both Autodesk’s 3ds Max/ Design product and the mental ray rendering engine. This chapter ensures that you have a num- ber of critical skills and all the valuable information that you will need as you move forward. In this chapter, you will learn to •u Set up mental ray •u Configure 3ds Max/Design •u Configure gamma settings •u Configure essential quality settings •u Adjust Final Gather presets mental ray Overview mental ray provides a number of high-end render features: Bucket rendering mental ray renders scenes in square areas of your image called buckets or tiles; each processor core in your machine takes a bucket and processes that portion of the rendering before moving on to process the next available bucket. Brackets appear around each bucket as it is processing, and when the bucket completes, mental ray jumps to the next easiest bucket to manage. Figure 1.1 shows completed buckets and four buckets that are in process on a COPYRIGHTEDquad-core machine. -
The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture As a Virtual Tool for Museum Accessibility
The University of San Francisco USF Scholarship: a digital repository @ Gleeson Library | Geschke Center Master's Projects and Capstones Theses, Dissertations, Capstones and Projects Winter 12-13-2019 The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture as a Virtual Tool for Museum Accessibility Megan K. Udell [email protected] Follow this and additional works at: https://repository.usfca.edu/capstone Part of the Museum Studies Commons Recommended Citation Udell, Megan K., "The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture as a Virtual Tool for Museum Accessibility" (2019). Master's Projects and Capstones. 979. https://repository.usfca.edu/capstone/979 This Project/Capstone is brought to you for free and open access by the Theses, Dissertations, Capstones and Projects at USF Scholarship: a digital repository @ Gleeson Library | Geschke Center. It has been accepted for inclusion in Master's Projects and Capstones by an authorized administrator of USF Scholarship: a digital repository @ Gleeson Library | Geschke Center. For more information, please contact [email protected]. The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture as a Virtual Tool for Museum Accessibility Keywords: Google Arts and Culture, Virtual Museums, Accessibility, Collections, Museum Technologies, Museum Studies, Digitization, Digital Exhibitions by Megan K. Udell Capstone project submitted in partial fulfillment of the requirements for the Degree of Master of Arts in Museum Studies Department of Art + Architecture University of San Francisco ______________________________________________________________________________ Faculty Advisor: Nathan S. Dennis ______________________________________________________________________________ Academic Director: Paula Birnbaum December 13, 2019 Abstract As technology evolves, the concept of the virtual museum continues to come into focus. -
WCSD6 K-8 VISUAL ART Distance Learning 2020
WCSD6 K-8 VISUAL ART Distance Learning 2020 Visual Art Activities for Elementary and Middle Level Students! Animal Self Portrait: Make a Collage From Draw Something Virtual Museum Tour Make a Stop Motion If you could be any Mail & Magazines! using Geometric British Museum Virtual Video animal, what would Archimboldo Inspired Shapes Tour Instructables you be and why? Collage Research an Artist Found Object Color google arts and culture Make a Map of your Recycled Art: Wheel Home: Use events, Build a Fort!!! Robot Images Influential Artists of people and objects to the Last Decade make it unique! Make Homemade Observation Clay/Dough! Drawing: Paper Clay Create a Comic Strip! View From My Room Recycled Art: Make a Salt Dough Comic Inspirations Or Cityscape Flip Book Baking Soda Clay View From My Kool Aid Dough Window Make Digital Art Pixilart Observation Gimp Art App Research Art from Drawing: Paper Bag Creation Environmental Art Sculptris - 3D Art Ancient Cultures Pet or Bag Head Andy Goldsworthy App google arts and culture Stuffed Animal Vectr MultiMedia Portrait: Design a SuperHero Make a Turn a Shape into a Use any materials to Recycled Art: Costume With Your Continuous Line Form: create a picture of Marble Run Clothes! Bunny Origami yourself or someone else 1 Paint with Household Items! Abstract Coffee Art Rock Painting 100 sketchbook Soap Sculpture Coffee Painting Play with Blocks! Video prompts Spice Paints Food Coloring - Watercolor Invent your own Mythical Creature by Investigate the Paper Tube combining parts of Kawaii Art Make Puppets Artistic Process Sculptures animals, humans, Visual Art Process machines, etc.