937 resultados para Rendering, Blender, Ray-tracing, Rendering-engine, Light-Behaviour


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This paper presents the development history and specification of a 3D game engine titled "Spark Engine". The term "engine" is used to describe a complex graphics software suite that streamlines application development and provides efficient rendering functionality. A game engine specifically provides tools to simplify game development. Spark Engine is fully shader driven and is built on top of Microsoft's XNA Framework. It is a reusable and flexible platform that can be used to build any type of graphics application ranging from gaming to simulation. The engine was released as open source software under the New BSD License with an interest in furthering its development.

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Con este proyecto se ha desarrollado una guía introductoria a uno de los aspectos más complejos y especializados de Blender, que es el control de su motor de videojuegos mediante programas escritos en Python. Está orientado a lectores que tienen un conocimiento amplio sobre el manejo de Blender, su interfaz y el funcionamiento de sus diferentes elementos, así como una mínima experiencia en cuanto a programación. Se ha organizado en una parte descriptiva, centrada en el lenguaje Python y en las bases de su uso para programar el motor de videojuegos (Game Engine) de Blender, y otra de práctica guiada, que constituye la mayoría del proyecto, donde se estudian de manera progresiva ejemplos concretos de uso del mismo. En la parte descriptiva se ha tratado tanto el funcionamiento más básico del lenguaje Python, especialmente las características que difieren de otros lenguajes de programación tradicionales, como su relación con Blender en particular, explicando las diferentes partes de la API de Blender para Python, y las posibles estrategias de uso. La parte práctica guiada, dado que esta interacción entre Blender y Python ofrece un rango de posibilidades muy amplio, se ha centrado en tres áreas concretas que han sido investigadas en profundidad: el control del objeto protagonista, de la cámara y la implementación de un mapa de orientación. Todas ellas se han centrado en torno a un ejemplo común, que consiste en un videojuego muy básico, y que, gracias a los ficheros de Blender que acompañan a esta memoria, sirve para apoyar las explicaciones y poder probar su efecto directamente. Por una parte, estos tres aspectos prácticos se han explicado exhaustivamente, y se han llevado hasta un nivel relativamente alto. Asimismo se han intentado minimizar las dependencias, tanto entre ellos como con la escena que se ha usado como ejemplo, de manera que sea sencillo usar los programas generados en otras aplicaciones. Por otra, la mayoría de los problemas que ha sido necesario resolver durante el desarrollo no son específicos de ninguna de las tres áreas, sino que son de carácter general, por lo que sus explicaciones podrán usarse al afrontar otras situaciones. ABSTRACT. This Thesis consists of an introductory guide to one of the most complex and specific parts of Blender, which is the control of its game engine by means of programs coded in Python. The dissertation is orientated towards readers who have a good knowledge of Blender, its interface and how its different systems work, as well as basic programming skills. The document is composed of two main sections, the first one containing a description of Python’s basics and its usage within Blender, and the second consisting of three practical examples of interaction between them, guided and explained step by step. On the first section, the fundamentals of Python have been covered in the first place, focusing on the characteristics that distinguish it from other programming languages. Then, Blender’s API for Python has also been introduced, explaining its different parts and the ways it can be used in. Since the interaction between Blender and Python offers a wide range of possibilities, the practical section has been centered on three particular areas. Each one of the following sections has been deeply covered: how to control the main character object, how to control the camera, and how to implement and control a mini-map. Furthermore, a demonstrative videogame has been generated for the reader to be able to directly test the effect of what is explained in each section. On the one hand, these three practical topics have been thoroughly explained, starting from the basis and gradually taking them to a relatively advanced level. The dependences among them, or between them and the demonstrative videogame, have been minimised so that the scripts or ideas can be easily used within other applications. On the other hand, most of the problems that have been addressed are not exclusively related to these areas, but will most likely appear in different situations, thus enlarging the field in which this Thesis can be used.

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Several groups all over the world are researching in several ways to render 3D sounds. One way to achieve this is to use Head Related Transfer Functions (HRTFs). These measurements contain the Frequency Response of the human head and torso for each angle. Some years ago, was only possible to measure these Frequency Responses only in the horizontal plane. Nowadays, several improvements have made possible to measure and use 3D data for this purpose. The problem was that the groups didn't have a standard format file to store the data. That was a problem when a third part wanted to use some different HRTFs for 3D audio rendering. Every of them have different ways to store the data. The Spatially Oriented Format for Acoustics or SOFA was created to provide a solution to this problem. It is a format definition to unify all the previous different ways of storing any kind of acoustics data. At the moment of this project they have defined some basis for the format and some recommendations to store HRTFs. It is actually under development, so several changes could come. The SOFA[1] file format uses a numeric container called netCDF[2], specifically the Enhaced data model described in netCDF 4 that is based on HDF5[3]. The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms. The SSR was developed at the Quality and Usability Lab at TU Berlin and is now further developed at the Institut für Nachrichtentechnik at Universität Rostock [4]. This project is intended to be an introduction to the use of SOFA files, providing a C++ API to manipulate them and adapt the binaural renderer of the SSR for working with the SOFA format. RESUMEN. El SSR (SoundScape Renderer) es un programa que está siendo desarrollado actualmente por la Universität Rostock, y previamente por la Technische Universität Berlin. El SSR es una herramienta diseñada para la reproducción y renderización de audio 2D en tiempo real. Para ello utiliza diversos algoritmos, algunos orientados a sistemas formados por arrays de altavoces en diferentes configuraciones y otros algoritmos diseñados para cascos. El principal objetivo de este proyecto es dotar al SSR de la capacidad de renderizar sonidos binaurales en 3D. Este proyecto está centrado en el binaural renderer del SSR. Este algoritmo se basa en el uso de HRTFs (Head Related Transfer Function). Las HRTFs representan la función de transferencia del sistema formado por la cabeza y el torso del oyente. Esta función es medida desde diferentes ángulos. Con estos datos el binaural renderer puede generar audio en tiempo real simulando la posición de diferentes fuentes. Para poder incluir una base de datos con HRTFs en 3D se ha hecho uso del nuevo formato SOFA (Spatially Oriented Format for Acoustics). Este nuevo formato se encuentra en una fase bastante temprana de su desarrollo. Está pensado para servir como formato estándar para almacenar HRTFs y cualquier otro tipo de medidas acústicas, ya que actualmente cada laboratorio cuenta con su propio formato de almacenamiento y esto hace bastante difícil usar varias bases de datos diferentes en un mismo proyecto. El formato SOFA hace uso del contenedor numérico netCDF, que a su vez esta basado en un contenedor más básico llamado HRTF-5. Para poder incluir el formato SOFA en el binaural renderer del SSR se ha desarrollado una API en C++ para poder crear y leer archivos SOFA con el fin de utilizar los datos contenidos en ellos dentro del SSR.

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Low-cost, plastic-injected optics mix light from different color LED dies without a significant decrease in average brightness, simplifying luminaire design both optically and electronically. In solid-state lighting, high-flux and high-color rendering index (CRI) light engines may be achieved by arraying and mixing the light from different color dies or phosphors, or a combination of the two, in the LED package. However, these nonhomogeneous sources, when combined with luminaire optics, tend to produce patterns with undesirable artifacts such as spatial and angular nonuniformities and color separation.

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The present work focuses on gypsum mortar manufactu red in traditional kilns and used historically as exterior rendering. A documentation survey has been carried out followed by an experimental analysis using geological techniques. Conclusion shows that traditional gypsum is formed by anhydrite and inert active impurities (crystalline amorphous silica; cl ays and hydraulic phases) produced by the craft manufacture process of the system, in a kiln with a 200ºC to 1000ºC temperature interval, and continuo us fuel supply during 36 hours. Anhydrite together wit h the hydraulic phases set at consecutive time peri ods and with the presence of moisture improve the physi cal and mechanical properties of the final product. The hydration system is of great complexity and sho ws a very slow kinetics when in presence of impurities

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An advance of the study undertaken of the plastering of the few dwellings that still exist in the historical area of Maracaibo is presented, with a base of restoration mortar of the plastering of sandstone known as “piedra de ojo”. The mortars are made of lime with a ferruginous stone aggregate that gives them a pinkish color, with additions of ceramics, bamboo, sand, wood and straw, and kneaded with salty water from Lake Maracaibo

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The neurodegeneration and amyloid deposition of sporadic Alzheimer disease (AD) also occur in familial AD and in all trisomy-21 Down syndrome (DS) patients, suggesting a common pathogenetic mechanism. We investigated whether defective processing of damaged DNA might be that mechanism, as postulated for the neurodegeneration in xeroderma pigmentosum, a disease with defective repair not only of UV radiation-induced, but also of some oxygen free radical-induced, DNA lesions. We irradiated AD and DS skin fibroblasts or blood lymphocytes with fluorescent light, which is known to cause free radical-induced DNA damage. The cells were then treated with either beta-cytosine arabinoside (araC) or caffeine, and chromatid breaks were quantified. At least 28 of 31 normal donors and 10 of 11 donors with nonamyloid neurodegenerations gave normal test results. All 12 DS, 11 sporadic AD, and 16 familial AD patients tested had abnormal araC and caffeine tests, as did XP-A cells. In one of our four AD families, an abnormal caffeine test was found in all 10 afflicted individuals (including 3 asymptomatic when their skin biopsies were obtained) and in 8 of 11 offspring at a 50% risk for AD. Our tests could prove useful in predicting inheritance of familial AD and in supporting, or rendering unlikely, the diagnosis of sporadic AD in patients suspected of having the disease.

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PCDD/F emissions from three light-duty diesel vehicles–two vans and a passenger car–have been measured in on-road conditions. We propose a new methodology for small vehicles: a sample of exhaust gas is collected by means of equipment based on United States Environmental Protection Agency (U.S. EPA) method 23A for stationary stack emissions. The concentrations of O2, CO, CO2, NO, NO2 and SO2 have also been measured. Six tests were carried out at 90-100 km/h on a route 100 km long. Two additional tests were done during the first 10 minutes and the following 60 minutes of the run to assess the effect of the engine temperature on PCDD/F emissions. The emission factors obtained for the vans varied from 1800 to 8400 pg I-TEQ/Nm3 for a 2004 model year van and 490-580 pg I-TEQ/Nm3 for a 2006 model year van. Regarding the passenger car, one run was done in the presence of a catalyst and another without, obtaining emission factors (330-880 pg I-TEQ/Nm3) comparable to those of the modern van. Two other tests were carried out on a power generator leading to emission factors ranging from 31 to 78 pg I-TEQ/Nm3. All the results are discussed and compared with literature.

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Context. BD + 60° 73 is the optical counterpart of the X-ray source IGR J00370+6122, a probable accretion-powered X-ray pulsar. The X-ray light curve of this binary system shows clear periodicity at 15.7 d, which has been interpreted as repeated outbursts around the periastron of an eccentric orbit. Aims. We aim to characterise the binary system IGR J00370+6122 by deriving its orbital and physical parameters. Methods. We obtained high-resolution spectra of BD + 60° 73 at different epochs. We used the fastwind code to generate a stellar atmosphere model to fit the observed spectrum and obtain physical magnitudes. The synthetic spectrum was used as a template for cross-correlation with the observed spectra to measure radial velocities. The radial velocity curve provided an orbital solution for the system. We also analysed the RXTE/ASM and Swift/BAT light curves to confirm the stability of the periodicity. Results. BD + 60° 73 is a BN0.7 Ib low-luminosity supergiant located at a distance ~3.1 kpc, in the Cas OB4 association. We derive Teff = 24 000 K and log gc = 3.0, and chemical abundances consistent with a moderately high level of evolution. The spectroscopic and evolutionary masses are consistent at the 1-σ level with a mass M∗ ≈ 15 M⊙. The recurrence time of the X-ray flares is the orbital period of the system. The neutron star is in a high-eccentricity (e = 0.56 ± 0.07) orbit, and the X-ray emission is strongly peaked around orbital phase φ = 0.2, though the observations are consistent with some level of X-ray activity happening at all orbital phases. Conclusions. The X-ray behaviour of IGR J00370+6122 is reminiscent of “intermediate” supergiant X-ray transients, though its peak luminosity is rather low. The orbit is somewhat wider than those of classical persistent supergiant X-ray binaries, which when combined with the low luminosity of the mass donor, explains the low X-ray luminosity. IGR J00370+6122 will very likely evolve towards a persistent supergiant system, highlighting the evolutionary connection between different classes of wind-accreting X-ray sources.

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Tese de doutoramento, Ciências do Mar, Universidade de Lisboa, Faculdade de Ciências, 2016

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WorldStarHipHop.com (WSHH) is an online video aggregating website that describes itself as “the premiere online hip hop destination” and a home for “urban media.” Yet, browsing through the site provides little clarity on what constitutes a hip-hop video or urban Internet space because of the disparate video content, the actual racial diversity of the performers, and the website’s generic design. As a result, WSHH’s taglines make a strange claim about the current state of the black musical tradition. Through close readings of the site, this article considers the architecture of this space of interracial exchange and identifies the interface as an example of Modernist architectural simplicity. I argue WSHH’s modular design is flexible enough to include non-black bodies, while remaining a black “urban” space. Thus, the site’s straightforward architecture paradoxically becomes the scaffolding of a much more complex, de-corporealized, and “shareable” blackness.