The Py3dviewer Project: a Python Library for Fast Prototyping in Geometry Processing
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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
Comparative Analysis of Human Modeling Tools Emilie Poirson, Mathieu Delangle
Comparative analysis of human modeling tools Emilie Poirson, Mathieu Delangle To cite this version: Emilie Poirson, Mathieu Delangle. Comparative analysis of human modeling tools. International Digital Human Modeling Symposium, Jun 2013, Ann Arbor, United States. hal-01240890 HAL Id: hal-01240890 https://hal.archives-ouvertes.fr/hal-01240890 Submitted on 24 Dec 2015 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. Comparative analysis of human modeling tools Emilie Poirson & Matthieu Delangle LUNAM, IRCCYN, Ecole Centrale de Nantes, France April 25, 2013 Abstract sometimes a multitude of functions that are not suitable for his application case. Digital Human Modeling tools simulate a task performed by a human in a virtual environment and provide useful The first step of our study consisted in listing all indicators for ergonomic, universal design and represen- the comparable software and to select the comparison tation of product in situation. The latest developments criteria. Then a list of indicators is proposed, in three in this field are in terms of appearance, behaviour and major categories: degree of realism, functions and movement. With the considerable increase of power com- environment. Based on software use, literature searches puters,some of these programs incorporate a number of [7] and technical reports ([8], [9], [10], for example), the key details that make the result closer and closer to a real table of indicator is filled and coded from text to a quinary situation. -
Openscad User Manual (PDF)
OpenSCAD User Manual Contents 1 Introduction 1.1 Additional Resources 1.2 History 2 The OpenSCAD User Manual 3 The OpenSCAD Language Reference 4 Work in progress 5 Contents 6 Chapter 1 -- First Steps 6.1 Compiling and rendering our first model 6.2 See also 6.3 See also 6.3.1 There is no semicolon following the translate command 6.3.2 See Also 6.3.3 See Also 6.4 CGAL surfaces 6.5 CGAL grid only 6.6 The OpenCSG view 6.7 The Thrown Together View 6.8 See also 6.9 References 7 Chapter 2 -- The OpenSCAD User Interface 7.1 User Interface 7.1.1 Viewing area 7.1.2 Console window 7.1.3 Text editor 7.2 Interactive modification of the numerical value 7.3 View navigation 7.4 View setup 7.4.1 Render modes 7.4.1.1 OpenCSG (F9) 7.4.1.1.1 Implementation Details 7.4.1.2 CGAL (Surfaces and Grid, F10 and F11) 7.4.1.2.1 Implementation Details 7.4.2 View options 7.4.2.1 Show Edges (Ctrl+1) 7.4.2.2 Show Axes (Ctrl+2) 7.4.2.3 Show Crosshairs (Ctrl+3) 7.4.3 Animation 7.4.4 View alignment 7.5 Dodecahedron 7.6 Icosahedron 7.7 Half-pyramid 7.8 Bounding Box 7.9 Linear Extrude extended use examples 7.9.1 Linear Extrude with Scale as an interpolated function 7.9.2 Linear Extrude with Twist as an interpolated function 7.9.3 Linear Extrude with Twist and Scale as interpolated functions 7.10 Rocket 7.11 Horns 7.12 Strandbeest 7.13 Previous 7.14 Next 7.14.1 Command line usage 7.14.2 Export options 7.14.2.1 Camera and image output 7.14.3 Constants 7.14.4 Command to build required files 7.14.5 Processing all .scad files in a folder 7.14.6 Makefile example 7.14.6.1 Automatic -
Christian Otten
CHRISTIAN OTTEN 3D GENERALIST PORTFOLIO 2018 Demo Scene - Apothecary Modelled with Maya | ngplant 2017 Rendered with Corona for C4D Compositing with Nuke demo scene - sector 51 Modelled with Maya | Cinema 4D 2017 Rendered with Corona for C4D Compositing with After Effects (Lens Flares) and Nuke demo scene - wynyard Modelled with Maya | zBrush | ngplant 2017 Rendered with Vray (Raven) and Corona Compositing with Nuke prototype Modelled with Cinema 4D 2018 Rendered with Corona Compositing with Nuke interiors Modelled with Cinema 4D | 3D Studio Max 2014-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke exteriors Modelled with Cinema 4D | Maya | zbrush | ngplant 2011-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke fantasy Modelled with Cinema 4D | zBrush | ngplant | makehuman 2011-2018 Rendered with Corona | C4D Physical Renderer Compositing with Photoshop | darktable | Nuke futuristic Modelled with Cinema 4D | zBrush 2012-2015 Rendered with C4D Physical Renderer Compositing with Photoshop For a more comprehensive portfolio feel free to visit: christianotten.daportfolio.com or ignisferroque.cgsociety.org A few animated experiments are available on: https://vimeo.com/christianotten All models, scenes and materials presented here where made by me, unless stated otherwise. Photo textures from cgtextures.com Thank you for watching! CHRISTIAN OTTEN Curriculum Vitae PERSONAL INFORMATION EDUCATION: Date of Birth: 09.09.1984 2016-2017 3D Animation and VFX course Place -
Seamless Texture Mapping of 3D Point Clouds
Seamless Texture Mapping of 3D Point Clouds Dan Goldberg Mentor: Carl Salvaggio Chester F. Carlson Center for Imaging Science, Rochester Institute of Technology Rochester, NY November 25, 2014 Abstract The two similar, quickly growing fields of computer vision and computer graphics give users the ability to immerse themselves in a realistic computer generated environment by combining the ability create a 3D scene from images and the texture mapping process of computer graphics. The output of a popular computer vision algorithm, structure from motion (obtain a 3D point cloud from images) is incomplete from a computer graphics standpoint. The final product should be a textured mesh. The goal of this project is to make the most aesthetically pleasing output scene. In order to achieve this, auxiliary information from the structure from motion process was used to texture map a meshed 3D structure. 1 Introduction The overall goal of this project is to create a textured 3D computer model from images of an object or scene. This problem combines two different yet similar areas of study. Computer graphics and computer vision are two quickly growing fields that take advantage of the ever-expanding abilities of our computer hardware. Computer vision focuses on a computer capturing and understanding the world. Computer graphics con- centrates on accurately representing and displaying scenes to a human user. In the computer vision field, constructing three-dimensional (3D) data sets from images is becoming more common. Microsoft's Photo- synth (Snavely et al., 2006) is one application which brought attention to the 3D scene reconstruction field. Many structure from motion algorithms are being applied to data sets of images in order to obtain a 3D point cloud (Koenderink and van Doorn, 1991; Mohr et al., 1993; Snavely et al., 2006; Crandall et al., 2011; Weng et al., 2012; Yu and Gallup, 2014; Agisoft, 2014). -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
Easy Facial Rigging and Animation Approaches
Pedro Tavares Barata Bastos EASY FACIAL RIGGING AND ANIMATION APPROACHES A dissertation in Computer Graphics and Human-Computer Interaction Presented to the Faculty of Engineering of the University of Porto in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Digital Media Supervisor: Prof. Verónica Costa Orvalho April 2015 ii This work is financially supported by Fundação para a Ciência e a Tecnologia (FCT) via grant SFRH/BD/69878/2010, by Fundo Social Europeu (FSE), by Ministério da Educação e Ciência (MEC), by Programa Operacional Potencial Humano (POPH), by the European Union (EU) and partially by the UT Austin | Portugal program. Abstract Digital artists working in character production pipelines need optimized facial animation solutions to more easily create appealing character facial expressions for off-line and real- time applications (e.g. films and videogames). But the complexity of facial animation has grown exponentially since it first emerged during the production of Toy Story (Pixar, 1995), due to the increasing demand of audiences for better quality character facial animation. Over the last 15 to 20 years, companies and artists developed various character facial animation techniques in terms of deformation and control, which represent a fragmented state of the art in character facial rigging. Facial rigging is the act of planning and building the mechanical and control structures to animate a character's face. These structures are the articulations built by riggers and used by animators to bring life to a character. Due to the increasing demand of audiences for better quality facial animation in films and videogames, rigging faces became a complex field of expertise within character production pipelines. -
AUTOR: Trabajo De Titulación Previo a La
FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO TEMA: “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil” AUTOR: García Ruiz, Andrés Alexander. Trabajo de titulación previo a la obtención del título de INGENIERO EN DESARROLLO DE NEGOCIOS BILINGüE. TUTOR: Ing. Rolando Farfán Vera, MAE Guayaquil, Ecuador. 18 de febrero del 2019. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO CERTIFICACIÓN Certificamos que el presente trabajo de titulación fue realizado en su totalidad por García Ruiz Andrés Alexander, como requerimiento para la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe. TUTOR f. ______________________ Ing. Rolando Farfán Vera, MAE. DIRECTOR DE LA CARRERA f. ______________________ CPA. Cecilia Vélez Barros, Mgs. Guayaquil, 18 de febrero del 2019 FACULTAD DE ESPECIALIDADE EMPRESARIALES CARRERA DE EMPRENDIMIENTO DECLARACIÓN DE RESPONSABILIDAD Yo, García Ruiz Andrés Alexander. DECLARO QUE: El Trabajo de Titulación, “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil”, previo a la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe, ha sido desarrollado respetando derechos intelectuales de terceros conforme las citas que constan en el documento, cuyas fuentes se incorporan en las referencias o bibliografías. Consecuentemente este trabajo es de mi total autoría. En virtud de esta declaración, me responsabilizo del contenido, veracidad y alcance del Trabajo de Titulación referido. Guayaquil, 18 de febrero del 2019 EL AUTOR f. ______________________________ García Ruiz Andrés Alexander. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO AUTORIZACIÓN Yo, García Ruiz Andrés Alexander. -
Surrealist Aesthetics
SURREALIST AESTHETICS Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution Peggy Li Auckland University of Technology Master of Design 2020 A thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Design, Digital Design P a g e | 1 Abstract “Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution”, is a practice-based research project focusing on the production of a poetic short film that incorporates surrealist aesthetics with motion capture and digital simulation effects. The project explores surrealist aesthetics using visual effects combined with motion capture techniques to portray the creator’s personal experiences of air pollution within a poetic short film form. This research explicitly portrays this narrative through the filter of the filmmaker’s personal experience, deploying an autoethnographic methodological approach in the process of its creation. The primary thematic contexts situated within this research are surrealist aesthetics, personal experiences and air pollution. The approach adopted for this research was inspired by the author’s personal experiences of feeling trapped in an air-polluted environment, and converting these unpleasant memories using a range of materials, memories, imagination, and the subconscious mind to portray the negative effects of air pollution. The overall aim of this process was to express my experiences poetically using a surrealist aesthetic, applied through -
Texture Builder Plugin for Cambam
Texture Builder Plugin for CamBam [Version 1.0.1] Purpose Textured surfaces are commonly used in CNC machining to create interesting or contrasting backgrounds on carved items. Essentially a textured surface suitable for CNC machining is a 2.5D surface with a Z (depth) varying over an X-Y plane. This plugin is built on the following premises: That the surface to be textured is a tessellation of a series of 2.5D tiles. Each tile can be repeated over the surface using some combination of: o Copying o Translating o Scaling o Repeating on an X-Y grid, or around a circular arc in the X-Y plane. The tile element must be predefined (using some other tool) as: o a height cloud (a set of X,Y,Z coordinate points) in a CSV file, o an STL model (Sterolithographic file, in ASCII or Binary formats), o a RAW file (sets of X,Y,Z point triplets defining each surface triangular surface patch, as defined for CamBam, in ASCII format), or o an image file (BMP. GIF, JPG, PNG or TIFF formatted) where the grey scale values are to be interpreted as a height map (in the range 0 to 255). Once the scene is constructed, the complete scene surface can be saved as a XYZ height cloud, an STL file or a RAW file, for input into CamBam, or other CAM modellers. Related Tools and Potential Contributions To build a tile element to form the required texture various support tools can be used to help, each performing a particular task in the process. -
Modifing Thingiverse Model in Blender
Modifing Thingiverse Model In Blender Godard usually approbating proportionately or lixiviate cooingly when artier Wyn niello lastingly and forwardly. Euclidean Raoul still frivolling: antiphonic and indoor Ansell mildew quite fatly but redipped her exotoxin eligibly. Exhilarating and uncarted Manuel often discomforts some Roosevelt intimately or twaddles parabolically. Why not built into inventor using thingiverse blender sculpt the model window Logo simple metal, blender to thingiverse all your scene of the combined and. Your blender is in blender to empower the! This model then merging some models with blender also the thingiverse me who as! Cam can also fits a thingiverse in your model which are interchangeably used software? Stl files software is thingiverse blender resize designs directly from the toolbar from scratch to mark parts of the optics will be to! Another method for linux blender, in thingiverse and reusable components may. Svg export new geometrics works, after hours and drop or another one of hobbyist projects its huge user community gallery to the day? You blender model is thingiverse all models working choice for modeling meaning you can be. However in blender by using the product. Open in blender resize it original shape modeling software for a problem indeed delete this software for a copy. Stl file blender and thingiverse all the stl files using a screenshot? Another one modifing thingiverse model in blender is likely that. If we are in thingiverse object you to modeling are. Stl for not choose another source. The model in handy later. The correct dimensions then press esc to animation and exporting into many brands and exported file with the. -
Metadefender Core V4.17.3
MetaDefender Core v4.17.3 © 2020 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of MetaDefender Core 14 1. Quick Start with MetaDefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Process Files with MetaDefender Core 21 2. Installing or Upgrading MetaDefender Core 22 2.1. Recommended System Configuration 22 Microsoft Windows Deployments 22 Unix Based Deployments 24 Data Retention 26 Custom Engines 27 Browser Requirements for the Metadefender Core Management Console 27 2.2. Installing MetaDefender 27 Installation 27 Installation notes 27 2.2.1. Installing Metadefender Core using command line 28 2.2.2. Installing Metadefender Core using the Install Wizard 31 2.3. Upgrading MetaDefender Core 31 Upgrading from MetaDefender Core 3.x 31 Upgrading from MetaDefender Core 4.x 31 2.4. MetaDefender Core Licensing 32 2.4.1. Activating Metadefender Licenses 32 2.4.2. Checking Your Metadefender Core License 37 2.5. Performance and Load Estimation 38 What to know before reading the results: Some factors that affect performance 38 How test results are calculated 39 Test Reports 39 Performance Report - Multi-Scanning On Linux 39 Performance Report - Multi-Scanning On Windows 43 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3.