970 resultados para Blender modeling short movie rendering 3d


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PIBID's subproject from the Letras course at a public university from the interior of Sao Paulo has, as a vision, the teaching of languages in a different way, where the culture is something to be known, not only mentioned, and, because of that, students feel close to the language learning process, for the language is not something to be learned just as grammar, it is, in fact, to be learned as something more complex than that, making the connection between student and language and its values. The students have, as an objective the knowledge and formation in teaching, by participation in public schools where they could put the theory learned during the Letras course in the university in practice with students that could benefit from learning new languages. The public school, mentioned in this research, offered the opportunity for the PIBID students to participate in a project that already existed in this school, where the students were supposed to produce a script based in a tale, and with the script, they were supposed to produce a short movie and a trailer. In 2014, in the first year of the participation of PIBID in the project, PIBID students were asked to choose a tale in the languages that are currently part of the subproject, for the students could use as a base to the production of the short movie. This project is called Luz, Câmera… Action! and the main objective of this research was to verify the participation of PIBID in the project. For such, it was used a semi-structured open questionnaire, which sought to investigate how students and supervisors from the school understood and analyzed PIBID's participation in the project

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PIBID's subproject from the Letras course at a public university from the interior of Sao Paulo has, as a vision, the teaching of languages in a different way, where the culture is something to be known, not only mentioned, and, because of that, students feel close to the language learning process, for the language is not something to be learned just as grammar, it is, in fact, to be learned as something more complex than that, making the connection between student and language and its values. The students have, as an objective the knowledge and formation in teaching, by participation in public schools where they could put the theory learned during the Letras course in the university in practice with students that could benefit from learning new languages. The public school, mentioned in this research, offered the opportunity for the PIBID students to participate in a project that already existed in this school, where the students were supposed to produce a script based in a tale, and with the script, they were supposed to produce a short movie and a trailer. In 2014, in the first year of the participation of PIBID in the project, PIBID students were asked to choose a tale in the languages that are currently part of the subproject, for the students could use as a base to the production of the short movie. This project is called Luz, Câmera… Action! and the main objective of this research was to verify the participation of PIBID in the project. For such, it was used a semi-structured open questionnaire, which sought to investigate how students and supervisors from the school understood and analyzed PIBID's participation in the project

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Information management is a key aspect of successful construction projects. Having inaccurate measurements and conflicting data can lead to costly mistakes, and vague quantities can ruin estimates and schedules. Building information modeling (BIM) augments a 3D model with a wide variety of information, which reduces many sources of error and can detect conflicts before they occur. Because new technology is often more complex, it can be difficult to effectively integrate it with existing business practices. In this paper, we will answer two questions: How can BIM add value to construction projects? and What lessons can be learned from other companies that use BIM or other similar technology? Previous research focused on the technology as if it were simply a tool, observing problems that occurred while integrating new technology into existing practices. Our research instead looks at the flow of information through a company and its network, seeing all the actors as part of an ecosystem. Building upon this idea, we proposed the metaphor of an information supply chain to illustrate how BIM can add value to a construction project. This paper then concludes with two case studies. The first case study illustrates a failure in the flow of information that could have prevented by using BIM. The second case study profiles a leading design firm that has used BIM products for many years and shows the real benefits of using this program.

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Here we present a high-resolution faunal, floral and geochemical (stable isotopes and trace elements) record from the sediments of Ocean Drilling Program Site 963 (central Mediterranean basin), which shows centennial/millennial-scale resemblance to the high-northern latitude rapid temperature fluctuations documented in the Greenland ice cores between 20 and 70 kyr BP. Oxygen and carbon isotopes, planktic foraminifera and calcareous nannofossil distributions suggest that Dansgaard-Oeschger (D/O) and Heinrich events (HE) are distinctly expressed in the Mediterranean climate record. Moreover, recurrent though subdued oscillations not previously identified in the Lateglacial Mediterranean sediments document a significant centennial-scale climate variability in the basin that is greater than previously thought. Alternations between climate regimes dominated by polar outbreaks during D/O stadials and warm D/O interstadials, with associated intensification of continental runoff, are well expressed in the ODP Site 963. These place the Mediterranean basin as an often overlooked recorder of the interplay between large- and regional- scale climate controls at intermediate latitudes, and of the possible interactions between different components of the climate system. Significant changes in Ba/Ca values measured in Globigerinoides ruber shells from a number of D/O stadials and interstadials suggest enhanced freshwater input from the north-eastern Mediterranean borderland during the D/O interstadials. However, the short duration of 3D stratification events never led to complete oxygen consumption along the water column, but clear effects of sluggish 3D circulation in the basin are testified to by negative excursions in d13C measured in selected species of planktic and benthic foraminifera. HEs are constantly associated with lightening in the d18O record of planktic foraminifera, possibly because of the impact of iceberg melting in the Iberian Margin on Mediterranean thermohaline circulation. Interestingly, in two cases in particular, HE2 and HE5, fresher water inputs also affected deeper horizons of intermediate waters, suggesting a basin-wide impact.

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Modeling natural phenomena from 3D information enhances our understanding of the environment. Dense 3D point clouds are increasingly used as highly detailed input datasets. In addition to the capturing techniques of point clouds with LiDAR, low-cost sensors have been released in the last few years providing access to new research fields and facilitating 3D data acquisition for a broader range of applications. This letter presents an analysis of different speleothem features using 3D point clouds acquired with the gaming device Microsoft® Kinect. We compare the Kinect sensor with terrestrial LiDAR reference measurements using the KinFu pipeline for capturing complete 3D objects (< 4m**3). The results demonstrate the suitability of the Kinect to capture flowstone walls and to derive morphometric parameters of cave features. Although the chosen capturing strategy (KinFu) reveals a high correlation (R2=0.92) of stalagmite morphometry along the vertical object axis, a systematic overestimation (22% for radii and 44% for volume) is found. The comparison of flowstone wall datasets predominantly shows low differences (mean of 1 mm with 7 mm standard deviation) of the order of the Kinect depth precision. For both objects the major differences occur at strongly varying and curved surface structures (e.g. with fine concave parts).

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This work presents an efficient method for volume rendering of glioma tumors from segmented 2D MRI Datasets with user interactive control, by replacing manual segmentation required in the state of art methods. The most common primary brain tumors are gliomas, evolving from the cerebral supportive cells. For clinical follow-up, the evaluation of the pre- operative tumor volume is essential. Tumor portions were automatically segmented from 2D MR images using morphological filtering techniques. These seg- mented tumor slices were propagated and modeled with the software package. The 3D modeled tumor consists of gray level values of the original image with exact tumor boundary. Axial slices of FLAIR and T2 weighted images were used for extracting tumors. Volumetric assessment of tumor volume with manual segmentation of its outlines is a time-consuming proc- ess and is prone to error. These defects are overcome in this method. Authors verified the performance of our method on several sets of MRI scans. The 3D modeling was also done using segmented 2D slices with the help of a medical software package called 3D DOCTOR for verification purposes. The results were validated with the ground truth models by the Radi- ologist.

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El mundo de la animación 3D está en plena actualidad en este momento. Salas de cine, programas de televisión y la publicidad nos muestran constantemente personajes y objetos animados creados por ordenador. Son muchos los programas que pueden usarse para la realización de animación en 3D. En este proyecto vamos a centrarnos en Blender. Blender es un programa de animación y modelado que se puede obtener de manera gratuita por internet. Se trata de un programa de software libre, por lo que constantemente está siendo modificado gracias a la aportación de usuarios anónimos por internet. El objetivo de este proyecto es la creación de un corto de animación de un minuto de duración con Blender, para lo cual serán necesarias una serie de pautas iniciales sobre cómo funciona Blender y sus posibilidades. La primera parte de este proyecto es una guía básica sobre Blender y sus características. Capítulo a capítulo se irán describiendo la interfaz del programa y la creación de objetos (modelado, asignación de materiales y texturas) para luego aprender a animarlos y a visualizarlos como imágenes o video. La segunda parte se centra en el corto MOL. Creado a partir de los conocimientos adquiridos en la guía anterior, añadiendo en algunos casos, nuevas propiedades necesarias para su elaboración. Se describirán cada uno de los elementos y su creación. Esta guía pretende ser un referente para aquel que quiera introducirse en el mundo de la animación 3D con Blender. The world of 3D animation is a trending topic nowadays. Cinema, television and advertising constantly show us characters and animated objects created with computer graphics. There are many programs that can be used to perform 3D animations. In this project we will focus on Blender. Blender is a modeling and animation program that is available for free online. Blender is an open source program, so it is constantly being modified and improved by anonymous online users. The objective of this project is to create a one-minute animation short with Blender, for which we will require an initial set of guidelines on how Blender works and its possibilities. The first part of this project is a basic guide and will only cover basic features of Blender. In each chapter we will describe the interface and how to create objects (modeling, assigning materials and textures) and then we will learn to animate these objects and to display them as images or video. The second part focuses on the short film MOL. Created from the knowledge gained in the previous guide adding, in same cases, new properties necessary for its creation. We will describe each of the elements involved in the making of. This guide is intended to be a referent guide for anyone who wants to enter the world of 3D animation with Blender.

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One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft(R) Xna(R). Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine.

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Process modeling is a complex organizational task that requires many iterations and communication between the business analysts and the domain specialists involved in the process modeling. The challenge of process modeling is exacerbated, when the process of modeling has to be performed in a cross-organizational, distributed environment. Some systems have been developed to support collaborative process modeling, all of which use traditional 2D interfaces. We present an environment for collaborative process modeling, using 3D virtual environment technology. We make use of avatar instantiations of user ego centres, to allow for the spatial embodiment of the user with reference to the process model. We describe an innovative prototype collaborative process modeling approach, implemented as a modeling environment in Second Life. This approach leverages the use of virtual environments to provide user context for editing and collaborative exercises. We present a positive preliminary report on a case study, in which a test group modelled a business process using the system in Second Life.

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We contribute an empirically derived noise model for the Kinect sensor. We systematically measure both lateral and axial noise distributions, as a function of both distance and angle of the Kinect to an observed surface. The derived noise model can be used to filter Kinect depth maps for a variety of applications. Our second contribution applies our derived noise model to the KinectFusion system to extend filtering, volumetric fusion, and pose estimation within the pipeline. Qualitative results show our method allows reconstruction of finer details and the ability to reconstruct smaller objects and thinner surfaces. Quantitative results also show our method improves pose estimation accuracy. © 2012 IEEE.

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In this paper, a physically based analytical quantum linear threshold voltage model for short channel quad gate MOSFETs is developed. The proposed model, which is suitable for circuit simulation, is based on the analytical solution of 3-D Poisson and 2-D Schrodinger equation. Proposed model is fully validated against the professional numerical device simulator for a wide range of device geometries and also used to analyze the effect of geometry variation on the threshold voltage.

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The aim of this work is to enable seamless transformation of product concepts to CAD models. This necessitates availability of 3D product sketches. The present work concerns intuitive generation of 3D strokes and intrinsic support for space sharing and articulation for the components of the product being sketched. Direct creation of 3D strokes in air lacks in precision, stability and control. The inadequacy of proprioceptive feedback for the task is complimented in this work with stereo vision and haptics. Three novel methods based on pencil-paper interaction analogy for haptic rendering of strokes have been investigated. The pen-tilt based rendering is simpler and found to be more effective. For the spatial conformity, two modes of constraints for the stylus movements, corresponding to the motions on a control surface and in a control volume have been studied using novel reactive and field based haptic rendering schemes. The field based haptics, which in effect creates an attractive force field near a surface, though non-realistic, provided highly effective support for the control-surface constraints. The efficacy of the reactive haptic rendering scheme for the constrained environments has been demonstrated using scribble strokes. This can enable distributed collaborative 3D concept development. The notion of motion constraints, defined through sketch strokes enables intuitive generation of articulated 3D sketches and direct exploration of motion annotations found in most product concepts. The work, thus, establishes that modeling of the constraints is a central issue in 3D sketching.

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Aimed at brittle composites reinforced by randomly distributed short-fibers with a relatively large aspect ratio, stiffness modulus and strength, a mesoscopic material model was proposed. Based on the statistical description, damage mechanisms, damage-induced anisotropy, damage rate effect and stress redistribution, the constitutive relation were derived. By taking glass fiber reinforced polypropylene polymers as an example, the effect of initial orientation distribution of fibers, damage-induced anisotropy, and damage-rate effect on macro-behaviors of composites were quantitatively analyzed. The theoretical predictions compared favorably with the experimental results.