Perlin Noise
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Seamscape a Procedural Generation System for Accelerated Creation of 3D Landscapes
SeamScape A procedural generation system for accelerated creation of 3D landscapes Bachelor Thesis in Computer Science and Engineering Link to video demonstration: youtu.be/K5yaTmksIOM Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering Gothenburg, Sweden, June 2016 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. SeamScape A procedural generation system for accelerated creation of 3D landscapes Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén c Sebastian Ekman, 2016. c Anders Hansson, 2016. c Thomas Högberg, 2016. c Anna Nylander, 2016. c Alma Ottedag, 2016. -
Perlin Textures in Real Time Using Opengl Antoine Miné, Fabrice Neyret
Perlin Textures in Real Time using OpenGL Antoine Miné, Fabrice Neyret To cite this version: Antoine Miné, Fabrice Neyret. Perlin Textures in Real Time using OpenGL. [Research Report] RR- 3713, INRIA. 1999, pp.18. inria-00072955 HAL Id: inria-00072955 https://hal.inria.fr/inria-00072955 Submitted on 24 May 2006 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET EN AUTOMATIQUE Perlin Textures in Real Time using OpenGL Antoine Mine´ Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ No 3713 juin 1999 THEME` 3 apport de recherche ISSN 0249-6399 Perlin Textures in Real Time using OpenGL Antoine Miné Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ Thème 3 — Interaction homme-machine, images, données, connaissances Projet iMAGIS Rapport de recherche n˚3713 — juin 1999 — 18 pages Abstract: Perlin’s procedural solid textures provide for high quality rendering of surface appearance like marble, wood or rock. -
Coping with the Bounds: a Neo-Clausewitzean Primer / Thomas J
About the CCRP The Command and Control Research Program (CCRP) has the mission of improving DoD’s understanding of the national security implications of the Information Age. Focusing upon improving both the state of the art and the state of the practice of command and control, the CCRP helps DoD take full advantage of the opportunities afforded by emerging technologies. The CCRP pursues a broad program of research and analysis in information superiority, information operations, command and control theory, and associated operational concepts that enable us to leverage shared awareness to improve the effectiveness and efficiency of assigned missions. An important aspect of the CCRP program is its ability to serve as a bridge between the operational, technical, analytical, and educational communities. The CCRP provides leadership for the command and control research community by: • articulating critical research issues; • working to strengthen command and control research infrastructure; • sponsoring a series of workshops and symposia; • serving as a clearing house for command and control related research funding; and • disseminating outreach initiatives that include the CCRP Publication Series. This is a continuation in the series of publications produced by the Center for Advanced Concepts and Technology (ACT), which was created as a “skunk works” with funding provided by the CCRP under the auspices of the Assistant Secretary of Defense (NII). This program has demonstrated the importance of having a research program focused on the national security implications of the Information Age. It develops the theoretical foundations to provide DoD with information superiority and highlights the importance of active outreach and dissemination initiatives designed to acquaint senior military personnel and civilians with these emerging issues. -
Procedural Generation of a 3D Terrain Model Based on a Predefined
Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017. -
Annual Report 2018
2018 Annual Report 4 A Message from the Chair 5 A Message from the Director & President 6 Remembering Keith L. Sachs 10 Collecting 16 Exhibiting & Conserving 22 Learning & Interpreting 26 Connecting & Collaborating 30 Building 34 Supporting 38 Volunteering & Staffing 42 Report of the Chief Financial Officer Front cover: The Philadelphia Assembled exhibition joined art and civic engagement. Initiated by artist Jeanne van Heeswijk and shaped by hundreds of collaborators, it told a story of radical community building and active resistance; this spread, clockwise from top left: 6 Keith L. Sachs (photograph by Elizabeth Leitzell); Blocks, Strips, Strings, and Half Squares, 2005, by Mary Lee Bendolph (Purchased with the Phoebe W. Haas fund for Costume and Textiles, and gift of the Souls Grown Deep Foundation from the William S. Arnett Collection, 2017-229-23); Delphi Art Club students at Traction Company; Rubens Peale’s From Nature in the Garden (1856) was among the works displayed at the 2018 Philadelphia Antiques and Art Show; the North Vaulted Walkway will open in spring 2019 (architectural rendering by Gehry Partners, LLP and KXL); back cover: Schleissheim (detail), 1881, by J. Frank Currier (Purchased with funds contributed by Dr. Salvatore 10 22 M. Valenti, 2017-151-1) 30 34 A Message from the Chair A Message from the As I observe the progress of our Core Project, I am keenly aware of the enormity of the undertaking and its importance to the Museum’s future. Director & President It will be transformative. It will not only expand our exhibition space, but also enhance our opportunities for community outreach. -
Fast, High Quality Noise
The Importance of Being Noisy: Fast, High Quality Noise Natalya Tatarchuk 3D Application Research Group AMD Graphics Products Group Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Noise in real-time using Direct3D API Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion The Importance of Being Noisy Almost all procedural generation uses some form of noise If image is food, then noise is salt – adds distinct “flavor” Break the monotony of patterns!! Natural scenes and textures Terrain / Clouds / fire / marble / wood / fluids Noise is often used for not-so-obvious textures to vary the resulting image Even for such structured textures as bricks, we often add noise to make the patterns less distinguishable Ех: ToyShop brick walls and cobblestones Why Do We Care About Procedural Generation? Recent and upcoming games display giant, rich, complex worlds Varied art assets (images and geometry) are difficult and time-consuming to generate Procedural generation allows creation of many such assets with subtle tweaks of parameters Memory-limited systems can benefit greatly from procedural texturing Smaller distribution size Lots of variation -
Synthetic Data Generation for Deep Learning Models
32. DfX-Symposium 2021 Synthetic Data Generation for Deep Learning Models Christoph Petroll 1 , 2 , Martin Denk 2 , Jens Holtmannspötter 1 ,2, Kristin Paetzold 3 , Philipp Höfer 2 1 The Bundeswehr Research Institute for Materials, Fuels and Lubricants (WIWeB) 2 Universität der Bundeswehr München (UniBwM) 3 Technische Universität Dresden * Korrespondierender Autor: Christoph Petroll Institutsweg 1 85435 Erding Germany Telephone: 08122/9590 3313 Mail: [email protected] Abstract The design freedom and functional integration of additive manufacturing is increasingly being implemented in existing products. One of the biggest challenges are competing optimization goals and functions. This leads to multidisciplinary optimization problems which needs to be solved in parallel. To solve this problem, the authors require a synthetic data set to train a deep learning metamodel. The research presented shows how to create a data set with the right quality and quantity. It is discussed what are the requirements for solving an MDO problem with a metamodel taking into account functional and production-specific boundary conditions. A data set of generic designs is then generated and validated. The generation of the generic design proposals is accompanied by a specific product development example of a drone combustion engine. Keywords Multidisciplinary Optimization Problem, Synthetic Data, Deep Learning © 2021 die Autoren | DOI: https://doi.org/10.35199/dfx2021.11 1. Introduction and Idea of This Research Due to its great design freedom, additive manufacturing (AM) shows a high potential of functional integration and part consolidation [1]-[3]. For this purpose, functions and optimization goals that are usually fulfilled by individual components must be considered in parallel. -
Generating Realistic City Boundaries Using Two-Dimensional Perlin Noise
Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science Steven Wijgerse student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science by Steven Wijgerse, student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Abstract Currently, during the creation of a simulator that uses Virtual Reality, 3D content creation is by far the most time consuming step, of which a large part is done by hand. This is no different for the creation of virtual urban environments. In order to speed up this process, city generation systems are used. At re-lion, an overall design was specified in order to implement such a system, of which the first step is to automatically create realistic city boundaries. Within the scope of a research project for the University of Twente, an algorithm is proposed for this first step. This algorithm makes use of two-dimensional Perlin noise to fill a grid with random values. After applying a transformation function, to ensure a minimum amount of clustering, and a threshold mech- anism to the grid, the hull of the resulting shape is converted to a vector representation. -
CMSC 425: Lecture 14 Procedural Generation: Perlin Noise
CMSC 425 Dave Mount CMSC 425: Lecture 14 Procedural Generation: Perlin Noise Reading: The material on Perlin Noise based in part by the notes Perlin Noise, by Hugo Elias. (The link to his materials seems to have been lost.) This is not exactly the same as Perlin noise, but the principles are the same. Procedural Generation: Big game companies can hire armies of artists to create the immense content that make up the game's virtual world. If you are designing a game without such extensive resources, an attractive alternative for certain natural phenomena (such as terrains, trees, and atmospheric effects) is through the use of procedural generation. With the aid of a random number generator, a high quality procedural generation system can produce remarkably realistic models. Examples of such systems include terragen (see Fig. 1(a)) and speedtree (see Fig. 1(b)). terragen speedtree (a) (b) Fig. 1: (a) A terrain generated by terragen and (b) a scene with trees generated by speedtree. Before discussing methods for generating such interesting structures, we need to begin with a background, which is interesting in its own right. The question is how to construct random noise that has nice structural properties. In the 1980's, Ken Perlin came up with a powerful and general method for doing this (for which he won an Academy Award!). The technique is now widely referred to as Perlin Noise (see Fig. 2(a)). A terrain resulting from applying this is shown in Fig. 2(b). (The terragen software uses randomized methods like Perlin noise as a starting point for generating a terrain and then employs additional operations such as simulated erosion, to achieve heightened realism.) Perlin Noise: Natural phenomena derive their richness from random variations. -
Digital to Analog, PWM, Stepper Motors
Lecture #19 Digital To Analog, PWM, Stepper Motors 18-348 Embedded System Engineering Philip Koopman Monday, 28-March-2016 Electrical& Computer ENGINEERING © Copyright 2006-2016, Philip Koopman, All Rights Reserved Example System: HVAC Compressor Expansion Valve [http://www.solarpowerwindenergy.org] 2 HVAC Embedded Control Compressors (reciprocating & scroll) • Smart loading and unloading of compressor – Want to minimize motor turn on/turn off cycles – May involve bypassing liquid so compressor keeps running but doesn’t compress • Variable speed for better output temperature control • Diagnostics and prognostics – Prevent equipment damage (e.g., liquid entering compressor, compressor stall) – Predict equipment failures (e.g., low refrigerant, motor bearings wearing out) Expansion Valve • Smart control of amount of refrigerant evaporated – Often a stepper motor • Diagnostics and prognostics – Low refrigerant, icing on cold coils, overheating of hot coils System coordination • Coordinate expansion valve and compressor operation • Coordinate multiple compressors • Next lecture – talk about building-level system level diagnostics & coordination 3 Where Are We Now? Where we’ve been: • Interrupts, concurrency, scheduling, RTOS Where we’re going today: • Analog Output Where we’re going next: • Analog Input •Human I/O • Very gentle introduction to control •… • Test #2 and last project demo 4 Preview Digital To Analog Conversion • Example implementation • Understanding performance • Low pass filters Waveform encoding PWM • Digital way -
State of the Art in Procedural Noise Functions
EUROGRAPHICS 2010 / Helwig Hauser and Erik Reinhard STAR – State of The Art Report State of the Art in Procedural Noise Functions A. Lagae1,2 S. Lefebvre2,3 R. Cook4 T. DeRose4 G. Drettakis2 D.S. Ebert5 J.P. Lewis6 K. Perlin7 M. Zwicker8 1Katholieke Universiteit Leuven 2REVES/INRIA Sophia-Antipolis 3ALICE/INRIA Nancy Grand-Est / Loria 4Pixar Animation Studios 5Purdue University 6Weta Digital 7New York University 8University of Bern Abstract Procedural noise functions are widely used in Computer Graphics, from off-line rendering in movie production to interactive video games. The ability to add complex and intricate details at low memory and authoring cost is one of its main attractions. This state-of-the-art report is motivated by the inherent importance of noise in graphics, the widespread use of noise in industry, and the fact that many recent research developments justify the need for an up-to-date survey. Our goal is to provide both a valuable entry point into the field of procedural noise functions, as well as a comprehensive view of the field to the informed reader. In this report, we cover procedural noise functions in all their aspects. We outline recent advances in research on this topic, discussing and comparing recent and well established methods. We first formally define procedural noise functions based on stochastic processes and then classify and review existing procedural noise functions. We discuss how procedural noise functions are used for modeling and how they are applied on surfaces. We then introduce analysis tools and apply them to evaluate and compare the major approaches to noise generation. -
Networking, Noise
Final TAs • Jeff – Ben, Carmen, Audrey • Tyler – Ruiqi – Mason • Ben – Loudon – Jordan, Nick • David – Trent – Vijay Final Design Checks • Optional this week • Required for Final III Playtesting Feedback • Need three people to playtest your game – One will be in class – Two will be out of class (friends, SunLab, etc.) • Should watch your victim volunteer play your game – Don’t comment unless necessary – Take notes – Pay special attention to when the player is lost and when the player is having the most fun Networking STRATEGIES The Illusion • All players are playing in real-time on the same machine • This isn’t possible • We need to emulate this as much as possible The Illusion • What the player should see: – Consistent game state – Responsive controls – Difficult to cheat • Things working against us: – Game state > bandwidth – Variable or high latency – Antagonistic users Send the Entire World! • Players take turns modifying the game world and pass it back and forth • Works alright for turn-based games • …but usually it’s bad – RTS: there are a million units – FPS: there are a million bullets – Fighter: timing is crucial Modeling the World • If we’re sending everything, we’re modeling the world as if everything is equally important Player 1 Player 2 – But it really isn’t! My turn Not my turn Read-only – Composed of entities, only World some of which react to the StateWorld 1 player • We need a better model to solve these problems Client-Server Model • One process is the authoritative server Player 1 (server) Player 2 (client) – Now we