Filling the Void in Archaeological Excavations: 2D Point Clouds to 3D Volumes
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From Laser Scanner Point Clouds to 3D Modeling of the Valencian Silo-Yard in Burjassot”
Hochschule Karlsruhe – Technik und Wirtschaft University of Applied Sciences Fakultät für Fakultät für Informationsmanagement und Medien Master´s Programme Geomatics Master´s Thesis of María Cristina Gómez Peribáñez FROM LASER SCANNER POINT CLOUDS TO 3D MODELING OF THE VALENCIAN SILO-YARD IN BURJASSOT First Referee: Prof. Dr.-Ing. H. Saler Second Referee: Prof. Dr.-Ing. V. Tsioukas (AUTH) Third Referee: Prof. Dr.-Ing. F. Buchón (UPV) Karlsruhe, September 2017 Acknowledgement I would like to express my sincere thanks to all those who have made this Master Thesis possible, especially to the program Baden- Württemberg Stipendium. I would like to thank my tutors Heinz Saler, Vassilis Tsioukas and Fernando Buchón, for the time they have given me, for their help and support in this project. To my parents, family and friends, I would also like to thank you for your daily support to complete this project. Especially to Irini for all her help. Thanks. María Cristina Gómez Peribáñez I | P a g e Hochschule Karlsruhe – Technik und Wirtschaft Aristotle University of Thessaloniki -Faculty of Engineering University Polytechnic of Valencia Table of contents Acknowledgement ......................................................................................................................... I Table of contents .......................................................................................................................... 1 List of figures ............................................................................................................................... -
RGB Subdivision Enrico Puppo, Member, IEEE, and Daniele Panozzo
IEEE-TVCG 1 RGB Subdivision Enrico Puppo, Member, IEEE, and Daniele Panozzo Abstract— We introduce the RGB Subdivision: an adaptive subdivision scheme for triangle meshes, which is based on the iterative application of local refinement and coarsening operators, and generates the same limit surface of the Loop subdivision, independently on the order of application of local operators. Our scheme supports dynamic selective refinement, as in Continuous Level Of Detail models, and it generates conforming meshes at all intermediate steps. The RGB subdivision is encoded in a standard topological data structure, extended with few attributes, which can be used directly for further processing. We present an interactive tool that permits to start from a base mesh and use RGB subdivision to dynamically adjust its level of detail. Index Terms— Triangle meshes, Subdivision, Level of Detail. I. INTRODUCTION UBDIVISION surfaces are becoming more and more popular S in computer graphics and CAD. During the last decade, they found major applications in the entertainment industry [1] and in simulation [2]. Several solid modelers, both commercial and open source, now support modeling based on subdivision [3], [4], [5], [6]. From the point of view of users, subdivision surfaces come midway between polygonal meshes and NURBS, getting many advantages from both worlds. They allow a designer to model a shape on the basis of a relatively simple control net, which can be handled as freely as a polygonal mesh, while automatically Fig. 1. A polygonal model (upper left) is selectively refined through RGB subdivision, by increasing level of detail in the parts representing eyes, nose, generating either a finer mesh at the desired level of detail, or a mouth and the top of the head (upper right). -
Tool Analysis.Xlsx
3D Software Comparison Technical Details Supported Extension Price with stated Package Platforms Video Language(s) Functionality Direct X, OpenGL, Windows 32/64 MAXScript, 3ds Max Software $3,495 Bit C++ (SDK) Rendering, Heidi Direct X, Animation Master Windows, OSX $299 OpenGL Software Any OS that Beanshell, Free soft. Art of Illusion Rendering, supports Java Java (GPLv2) $0 OpenGL Windows, OSX, Software Free soft. Blender Linux, FreeBSD, Rendering, C, Python (GPLv2) $0 Irix, Solaris OpenGL Software Carrara Pro Windows, OSX Rendering, $549 OpenGL Software Carrara Std Windows, OSX Rendering, $249 OpenGL Windows 32/64 Software COFFEE, Bit, Intel 32/64 Cinema4D Rendering, Python, C++ $3,695 Bit, Linux 32/64 OpenGL (API) Bit Software HScript, VEX, Windows, Linux, from 100$ up to Houdini Rendering, Python C++ OSX, 32/64 bit $7,995 OpenGL (HDK) Windows, LightWave 3D v9 Windows 64-bit, OpenGL LScript $795 OSX Direct X, Windows, OSX, Software MEL, Python, Maya $3,499 Linux Rendering, C++ (API) OpenGL OpenGL, Python,PERL, Modo Windows, OSX Software $895 LUA Rendering Silo Windows, OSX ? ? $109 Cheetah 3D OSX OpenGL JavaScript $149 OpenGL, Direct Python, Truespace Windows X, Software VBScript, Free soft. $0 Rendering JavaScript, C Windows, OSX, Free soft. (BSD) Wings3D OpenGL Linux $0 VB Script, C#, Windows 32/64 Direct X, XSI JScript, $6,995 Bit, Linux OpenGL Python, Perl Windows, OSX, $285(30 day 3D Coat DirectX,OpenGL Linux discount: $235) Software ZBrush Windows, OSX ZScript $489 Rendering [edit] Modeling Tools Smooths Smooths Package NURBS -
Visualizing the Future Globally
Burning Glass Technologies / Epic Games Visualizing the Future Globally Tracking Worldwide Demand for 3D Graphics Skills January 2021 © Burning Glass Technologies 2021 1 Burning Glass Technologies / Epic Games Visualizing the Future Globally 2 © Burning Glass Technologies 2021 Burning Glass Technologies / Epic Games Table of Contents Table of Contents 1. Executive Summary 4 2. Introduction 8 3. Where are 3D Skills Essential? 12 4. Where is Demand for 3D Skills Largest? 18 5. Real-Time 3D Use by Country 22 6. Where are Graphics Skills Emerging and Maturing? 26 7. Salary Premiums for Qualified Candidates 30 8. Conclusion 34 9. Methodology & Appendix 36 © Burning Glass Technologies 2021 3 Burning Glass Technologies / Epic Games Visualizing the Future Globally 1. Executive Summary 4 © Burning Glass Technologies 2021 Burning Glass Technologies / Epic Games Executive Summary The rapid growth in the use of 3D technologies has redefined production and design—and demand for 3D skills is being felt in job markets around the world. In a 2019 Epic Games and Burning Glass Technologies report1 on the US job market, we found that competency in 3D graphics is in enormous demand across multiple industries, representing a robust market of more than 315,000 job postings. The use of real-time rendering 3D software is growing exponentially, with demand for these skills increasing 601% faster than the Epic Games and Burning Glass collaborated job market overall. In the previous report, once again in 2020 to further research the we also found that supply of real-time labor demand for 3D graphics skills—this 3D-proficient employees is not keeping up time broadening the scope internationally. -
Digital Technologies for Documenting and Preserving Cultural Heritage
and Digital Humanities Collection Development, Cultural Heritage, Cultural Heritage, Collection Development, DIGITAL TECHNIQUES FOR DOCUMENTING AND PRESERVING CULTURAL HERITAGE Edited by ANNA BENTKOWSKA-KAFEL and LINDSAY MacDONALD COLLECTION DEVELOPMENT, CULTURAL HERITAGE, AND DIGITAL HUMANITIES This exciting series publishes both monographs and edited thematic collections in the broad areas of cultural heritage, digital humanities, collecting and collections, public history and allied areas of applied humanities. In the spirit of our mission to take a stand for the humanities, this series illustrates humanities research keeping pace with technological innovation, globalization, and democratization. We value a variety of established, new, and diverse voices and topics in humanities research and this series provides a platform for publishing the results of cutting- Theedge aim projects is to illustrate within these the impact fields. of humanities research and in particular the cultural sector, including archives, libraries and museums, media and thereflect arts, the cultural exciting memory new networks and heritage developing institutions, between festivals researchers and tourism, and and public history. DIGITAL TECHNIQUES FOR DOCUMENTING AND PRESERVING CULTURAL HERITAGE Edited by ANNA BENTKOWSKA-KAFEL and LINDSAY MacDONALD Library of Congress Cataloging in Publication Data A catalog record for this book is available from the Library of Congress © 2017, Arc Humanities Press, Kalamazoo and Bradford This work is licensed under a Creative Commons Attribution- NonCommercial-NoDerivatives 4.0 International Licence. Permission to use brief excerpts from this work in scholarly and educational works is hereby The authors assert their moral right to be identified as the authors of their part of this work. granted provided that the source is acknowledged. -
Digital Sculpting for Historical Representation: Neville Tomb Case Study
University of Huddersfield Repository Fitzpatrick, Frank Digital sculpting for historical representation: Neville tomb case study Original Citation Fitzpatrick, Frank (2013) Digital sculpting for historical representation: Neville tomb case study. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/23389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Digital Sculpting for Historical Representation: Neville Tomb Case Study Frank Fitzpatrick UNIVERSITY OF HUDDERSFIELD School of Art, Design and Architecture Supervisors: Dr Ertu Unver and Cate Benincassa-Sharman Thesis submitted in partial fulfilment for the Degree of Master by Research April 2013 Acknowledgements I am grateful to the following individuals who have made a contribution to the development and completion of this Masters by Research Thesis and associated project: I would like to sincerely thank my supervisors: Dr Ertu Unver for his unfailing support and advice and Cate Benincassa-Sharman for her thoughtful suggestions and encouragement throughout. -
3D Printing –!Basic Instructions
!"#$%&'(&')#! !!!"#$%&!"#$%&'$()"#" Step 1 – Creating An Object For Printing 1. Use a 3D modeling application to produce a model from either a single object or multiple objects that are connected (touching) each other. Both tables will print as single, unified objects 2. Determine the units of measurement you will be using and make sure the modeling application you are using is set to these units before you begin building your model. Acceptable units of measurement include inches, millimeters, centimeters or meters. “Working Units” preferences settings from Autodesk Maya Preferences Pane 3D Printing - Basic Instructions 1 ! ! This simple step is critical and should not be ignored. You will need to reference your chosen units of measurement when you bring the model in to be printed. Reporting the wrong units of measurements can adversely affect the final size of your printed object. 3. The model must be closed or “watertight” and free of any “holes”. “Holes” are considered to be “non-manifold” geometry and may produce undesirable results. Two “primitive” objects, one that is complete, and one that has “holes” Please note that a “hole” is actual missing geometry from the surface of the model. It is different than an opening in the model such as the opening in the center of a model of a donut or an open door in a model of a shed. 4. The model must not have edges that are shared between more than two faces. This is considered to be “non-manifold” geometry and may produce undesirable results. Two primitive objects sharing a single, “2 dimensional” edge.