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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
GLSL Specification
The OpenGL® Shading Language Language Version: 4.60 Document Revision: 3 23-Jul-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Agisoft Photoscan User Manual Standard Edition, Version 1.3 Agisoft Photoscan User Manual: Standard Edition, Version 1.3
Agisoft PhotoScan User Manual Standard Edition, Version 1.3 Agisoft PhotoScan User Manual: Standard Edition, Version 1.3 Publication date 2017 Copyright © 2017 Agisoft LLC Table of Contents Overview ......................................................................................................................... iv How it works ............................................................................................................ iv About the manual ...................................................................................................... iv 1. Installation and Activation ................................................................................................ 1 System requirements ................................................................................................... 1 GPU acceleration ........................................................................................................ 1 Installation procedure .................................................................................................. 2 Restrictions of the Demo mode ..................................................................................... 2 Activation procedure ................................................................................................... 3 2. Capturing photos ............................................................................................................ 4 Equipment ................................................................................................................ -
N Polys Advanced X3D [Autosaved]
Web3D 2011 Tutorial: Advanced X3D Nicholas Polys: Virginia Tech Yvonne Jung: Fraunhofer IGD Jeff Weekly, Don Brutzman: Naval Postgraduate School Tutorial Outline Recent work in the Web3D Consortium Heading to ISO this month! • X3D : Advanced Features • X3D Basics • Advanced rendering (Yvonne Jung) • Volumes • Geospatial • CAD • Units (Jeff Weekly) • Authoring 2 Open Standards www.web3d.org • Portability • Durability • IP-independence • International recognition and support : the Standard Scenegraph Scene graph for real-time interactive delivery of virtual environments over the web: • Meshes, lights, materials, textures, shaders • Integrated video, audio Event ROUTE • Animation • Interaction • Scripts & Behaviors Sensor • Multiple encodings (ISO = XML, VRML-Classic, Binary) • Multiple Application Programming Interfaces (ISO = ECMA, Java) • X3D 3.3 includes examples for Volume rendering, CAD and Geospatial support! Web3D Collaboration & Convergence W3C ISO OGC - XML - Web3DS - HTML 5 -CityGML - SVG - KML Interoperability Web3D Consortium IETF & Access - Mime types Across Verticals - Extensible 3D (X3D) - Humanoid Animation (H-Anim) - VRML DICOM - N-D Presentation State - DIS - Volume data Khronos - OpenGL, WebGL - COLLADA Adoption Immersive X3D • Virginia Tech Visionarium: VisCube • Multi-screen, clustered stereo rendering • 1920x1920 pixels per wall (x 4) • Infitech Stereo • Wireless Intersense head & wand • Instant Reality 7 VT Visionarium • Output from VMD • Jory Z. Ruscio, Deept Kumar, Maulik Shukla, Michael G. Prisant, T. M. Murali, -
The Opencl Specification
The OpenCL Specification Version: 2.0 Document Revision: 22 Khronos OpenCL Working Group Editor: Aaftab Munshi Last Revision Date: 3/18/14 Page 1 1. INTRODUCTION ............................................................................................................... 10 2. GLOSSARY ......................................................................................................................... 12 3. THE OPENCL ARCHITECTURE .................................................................................... 23 3.1 Platform Model ................................................................................................................................ 23 3.2 Execution Model .............................................................................................................................. 25 3.2.1 Execution Model: Mapping work-items onto an NDRange ........................................................................28 3.2.2 Execution Model: Execution of kernel-instances ........................................................................................30 3.2.3 Execution Model: Device-side enqueue ......................................................................................................31 3.2.4 Execution Model: Synchronization .............................................................................................................32 3.2.5 Execution Model: Categories of Kernels ....................................................................................................33 3.3 Memory -
Visualisation and Generalisation of 3D City Models
Visualisation and Generalisation of 3D City Models Bo Mao August 2010 TRITA SoM 2010-08 ISSN 1653-6126 ISRN KTH/SoM/-10/08/-SE ISBN 978-91-7415-715-4 © Bo Mao 2010 Licentiate Thesis Geoinformatics Division Department of Urban Planning and Environment Royal Institute of Technology (KTH) SE-100 44 STOCKHOLM, Sweden ii Abstract 3D city models have been widely used in different applications such as urban planning, traffic control, disaster management etc. Effective visualisation of 3D city models in various scales is one of the pivotal techniques to implement these applications. In this thesis, a framework is proposed to visualise the 3D city models both online and offline using City Geography Makeup Language (CityGML) and Extensible 3D (X3D) to represent and present the models. Then, generalisation methods are studied and tailored to create 3D city scenes in multi- scale dynamically. Finally, the quality of generalised 3D city models is evaluated by measuring the visual similarity from the original models. In the proposed visualisation framework, 3D city models are stored in CityGML format which supports both geometric and semantic information. These CityGML files are parsed to create 3D scenes and be visualised with existing 3D standard. Because the input and output in the framework are all standardised, it is possible to integrate city models from different sources and visualise them through the different viewers. Considering the complexity of the city objects, generalisation methods are studied to simplify the city models and increase the visualisation efficiency. In this thesis, the aggregation and typification methods are improved to simplify the 3D city models. -
ISO/IEC JTC 1 N13604 ISO/IEC JTC 1 Information Technology
ISO/IEC JTC 1 N13604 2017-09-17 Replaces: ISO/IEC JTC 1 Information Technology Document Type: other (defined) Document Title: Study Group Report on 3D Printing and Scanning Document Source: SG Convenor Project Number: Document Status: This document is circulated for review and consideration at the October 2017 JTC 1 meeting in Russia. Action ID: ACT Due Date: 2017-10-02 Pages: Secretariat, ISO/IEC JTC 1, American National Standards Institute, 25 West 43rd Street, New York, NY 10036; Telephone: 1 212 642 4932; Facsimile: 1 212 840 2298; Email: [email protected] Study Group Report on 3D Printing and Scanning September 11, 2017 ISO/IEC JTC 1 Plenary (October 2017, Vladivostok, Russia) Prepared by the ISO/IEC JTC 1 Study Group on 3D Printing and Scanning Executive Summary The purpose of this report is to assess the possible contributions of JTC 1 to the global market enabled by 3D Printing and Scanning. 3D printing, also known as additive manufacturing, is considered by many sources as a truly disruptive technology. 3D printers range presently from small table units to room size and can handle simple plastics, metals, biomaterials, concrete or a mix of materials. They can be used in making simple toys, airplane engine components, custom pills, large buildings components or human organs. Depending on process, materials and precision, 3D printer costs range from hundreds to millions of dollars. 3D printing makes possible the manufacturing of devices and components that cannot be constructed cost-effectively with other manufacturing techniques (injection molding, computerized milling, etc.). It also makes possible the fabrications of customized devices, or individual (instead of identical mass-manufactured) units. -
Moving Web 3D Content Into Gearvr
Moving Web 3d Content into GearVR Mitch Williams Samsung / 3d-online GearVR Software Engineer August 1, 2017, Web 3D BOF SIGGRAPH 2017, Los Angeles Samsung GearVR s/w development goals • Build GearVRf (framework) • GearVR Java API to build apps (also works with JavaScript) • Play nice with other devices • Wands, Controllers, I/O devices • GearVR apps run on Google Daydream ! • Performance, New Features • Fight for every Millisecond: • Android OS, Oculus, GPU, CPU, Vulkun • Unity, Unreal, GearVRf (framework) • Enable content creation • Game developers, 3D artists, UI/UX people, Web designers Content Creation for GearVR • 360 movies • Game Editors: Unity, Unreal • GearVRf (framework) • Open source Java api, JavaScript bindings • WebVR • WebGL; frameworks: A-frame, Three.js, React, X3Dom • 3d file formats • Collada, .FBX, gltf, .OBJ &.mtl, etc. using Jassimp • Java binding for Assimp (Asset Import Library) • X3D Why implement X3D in GearVR • Samsung began this effort February, 2016 • X3D is a widely supported file format • Exported by 3DS Max, Blender, Maya, Moto • Or exports VRML and converts to X3D • No other file format had similar capabilities. • Interactivity via JavaScript • Declarative format easy to edit / visualize the scene. • GearVR is not just a VR game console like Sony PSVR • We are a phone, web access device, camera, apps platform • X3D enables web applications: • Compliments the game influence in GearVR from Unity, Unreal. • Enables new VR web apps including: Google Maps, Facebook, Yelp JavaScript API’s. GearVR app Build Runtime Live Demo Very daring for the presenter who possesses no art skills. • 3ds Max 1. Animated textured objects 2. Export VRML97, Convert with “Instant Reality” to X3D • Android Studio 1. -
The Openvx™ Specification
The OpenVX™ Specification Version 1.0.1 Document Revision: r31169 Generated on Wed May 13 2015 08:41:43 Khronos Vision Working Group Editor: Susheel Gautam Editor: Erik Rainey Copyright ©2014 The Khronos Group Inc. i Copyright ©2014 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specifica- tion for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be re-formatted AS LONG AS the contents of the specifi- cation are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group web-site should be included whenever possible with specification distributions. -
The Openvx™ Specification
The OpenVX™ Specification Version 1.2 Document Revision: dba1aa3 Generated on Wed Oct 11 2017 20:00:10 Khronos Vision Working Group Editor: Stephen Ramm Copyright ©2016-2017 The Khronos Group Inc. i Copyright ©2016-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specifica- tion for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be re-formatted AS LONG AS the contents of the specifi- cation are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group web-site should be included whenever possible with specification distributions. -
모바일 그래픽스 라이브러리들: 크로노스 그룹의 표준을 중심으로 Mobile Graphics Libraries: Focusing on the Standards from Khronos Group
50 한국콘텐츠학회 제8권 제2호 모바일 그래픽스 라이브러리들: 크로노스 그룹의 표준을 중심으로 Mobile Graphics Libraries: focusing on the standards from Khronos Group 백낙훈 (경북대학교), 이환용 (㈜휴원 CTO, 경북대학교 박사과정) 차 례 1. 서론 2. OpenGL ES 3. OpenGL SC 4. OpenVG 5. 결론 1. 서론 전력 소모가 낮은 기기를 채택할 수 밖에 없는 것이다. 액정뿐만 아니라, 모든 컴퓨팅 자원들이 궁극적으로 전 컴퓨터는 그 출현 이후, 계속해서 그 크기를 줄여 왔고, 력 문제에 민감하여야 하고, 이 때문에, 제한된 기능만을 현재는 휴대폰, 네비게이터, 휴대용 게임기 등의 형태로 제공할 수 밖에 없는 상황이다. 모바일 컴퓨팅 환경을 제공하고 있다. 모바일 컴퓨팅 환 경의 대두와 함께, 이를 이용한 그래픽스 출력이 요구되 었고, 모바일 환경에서의 그래픽스 기능을 의미하는, 모 바일 그래픽스 환경이 구축되었다. 이 글에서는 현재의 모바일 그래픽스 환경 중에서도 특히 표준 라이브러리들 에 대해 이야기하고자 한다. 지난 10여년 사이에 모바일 그래픽스 분야는 눈부신 발전을 이루었다. 가장 대표적 인 기기인 휴대폰을 기준으로 본다면, 최초에 나온, 저해 상도에 흑백의 투박한 액정을 가진 모델이 불과 몇 년 사 이에 상당한 수준의 컬러 액정을 가진 제품으로 변했고, 3차원 그래픽스를 지원하는 특별한 하드웨어 칩들을 사 (a) 저해상도 2D (b) 3D 용하는 것도 이상하지 않은 상황이 되었다. 이에 따라, 소프트웨어 기술들도 눈부시게 발전하여, 그림 1에서 보 는 바와 같이, 2차원 저해상도에서 3차원 화면을 거쳐, 거의 PC 화면에 필적하는 수준의 고해상도 3차원 화면 이 급속히 사용되고 있다. 모바일 그래픽스 환경은 태생 상, 기존의 데스크 탑 또는 그 이상의 고급 기종들에 비 해, 상대적으로 열등한 하드웨어 환경을 제공할 수 밖에 없다. 가장 문제가 되는 것은 제한된 용량의 전원, 즉 배 터리의 수명을 고려해야 한다는 점이다. PC급의 고해상 (c) 하드웨어로 가속되는 3D 도 액정이 기술적으로 문제가 있는 것이 아니라, 채택하 ▶▶ 그림 1. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.20 Document Revision: 12 246 JuneAugust 2015 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost 1 Copyright (c) 2013-2015 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions.