963 resultados para Computer Graphics, 3D Studio Max, Unity 3D, PlayMaker, Progettazione, Sviluppo, Videogioco
Resumo:
Questa tesi è stata realizzata con l’obiettivo di fornire un metodo alternativo e innovativo per la divulgazione e l’apprendimento della storia, mediante la realizzazione di una visita virtuale al Museo Civico Mambrini di Galeata (FC), ottenuta facendo uso della Computer Grafica. La scelta del Museo Civico Mambrini di Galeata è stata dettata dalla possibilità di valorizzare il patrimonio storico-culturale di una vallata, quella del fiume Bidente, che dispone di una grande quantità di siti archeologici e edifici dalla grande importanza storica.
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Opinnäytteeni teososana on 3D-Kalevala projektinimellä tunnetun animaation partikkeliefektit. Tarkastelen tarkemmin elokuvan Lumi-, Kylä-, Paja- ja Luola-kohtauksia. 3D-Kalevala on tietokoneella tehty animaatio, joka kertoo Suomen kansalliseepoksen Kalevalan päähenkilöstä Väinämöisestä. Elokuvassa vanha Väinämöinen muistelee nuoruutensa tapahtumia. 3D-Kalevala-projekti käynnistettiin vuonna 2003, mutta sen alkuperäiset tekijät eivät saaneet sitä valmiiksi, ja projektin teko keskeytettiin vuonna 2005. Vuoden 2006 keväällä projektiin perustettiin uusi kahden verkkoviestinnän opiskelijan projektiryhmä, jonka tehtävänä oli saada elokuva valmiiksi vuoden 2007 kevääseen mennessä. Kun aloitimme projektin tekemisen, olin kolmiulotteisessa mallinnuksessa aloittelija. Tästä johtuen opinnäytteen kirjallinen osa on opas aloittelijoille partikkelien maailmaan. Selvitän raportissani miten elokuvan partikkeliefektit rakennettiin, mitä niiden tekeminen minulta vaati ja miten ne loppujen lopuksi mielestäni onnistuivat. Elokuvan efektit tehtiin 3D Studio Max-ohjelman versiolla 6.0, ja tämän takia kirjoitankin efektien rakentamisesta kyseisen ohjelman keinoin. Projektin suuruuden vuoksi molemmat tekijät pääsivät tekemään monenlaisia töitä, mutta päävastuualueet olivat selvät. Minun osani oli tehdä elokuvaan efektejä. Partikkeliefektit ovat proseduraalisia efektejä, joiden avulla on mahdollista tehdä aidon näköisiä luonnonilmiöitä, kuten tulta, savua, kipinöitä ja veden roiskeita. Koska partikkeliefektit mallintavat reaalimaailman ilmiöitä, on tekijän hyvä olla kiinnostunut selvittämään ilmiöiden käyttäytymistä luonnossa. Raportoin myös projektin aikana huomaamistani hyvistä tavoista opiskella itsenäisesti partikkelien rakentamiseen käytettyjä tekniikoita. On hyvä lukea 3D Studio Maxin tasokasta käyttöohjesovellusta, tutustua Internetissä löytyviin 3D-aiheisiin foorumeihin, käydä aiheesta tutoriaaleja läpi sekä tutustua ohjelman ominaisuuksiin kokeilemalla ja tutkimalla itsenäisesti. Elokuvan efektit onnistuivat mielestäni kiitettävästi ottaen huomioon lähtötasoni. Löysin tapoja kehittää itseäni ja helppoja keinoja toteuttaa realistista jälkeä efektien rakentamisessa. Toivon, että raportistani olisi jollekin 3D-partikkeliefekteistä kiinnostuneelle hyötyä.
Resumo:
As far back as I can remember, I have always been interested in studio art. Whether it be painting, drawing, printmaking, or photography, it has consistently been a part of my life. Upon enrolling in Colby, I became interested in computers and decided to major my undergraduate college career in Computer Science. Not forgetting past interests, I continued my studio art education, taking several classes within the Art department. In due time, I began combining interests and began studying Computer Graphics and Design. With limited resources in this field at Colby, the majority of my computer graphic education and experience has been done on my own time apart from regular classroom work. As time progressed, so did my interests. Starting with simple image manipulation of digitally scanned photographs, I moved on to Web Page design, eventually leading to Desktop Publishing. Ultimately, I wanted to take a step further and expand my overall computer graphic knowledge by learning 3D modeling and animation. With even fewer resources in 3D animation at Colby, I perceived having trouble finding the information and tools I would need to gain the necessary skills for this new field. The Senior Scholars program gave me the opponunity to find and acquire the necessary tools to pursue my interest. This program also allowed me to devote the proper amount of time required for learning these new tools.
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L'algoritmo di semplificazione proposto in questa tesi agisce in modo iterativo su due livelli, in una prima fase alla mesh viene applicato un operatore di smoothing e alla mesh così elaborata viene poi applicata la decimazione. L'alternanza di questi due operatori permette di avere mesh semplificate che mantengono però una qualità maggiore rispetto al risultato che si avrebbe invece applicando solo la decimazione. A partire da una mesh ad alta risoluzione, ad ogni iterazione viene quindi creata una mesh con una risoluzione inferiore fino all'ultima iterazione che produce la mesh coarse (a bassa risoluzione) desiderata. Si viene quindi a creare una struttura di semplificazione multilivello, utile in molte applicazioni di computer graphics.
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Lo scopo di questa tesi è dimostrare che è possibile integrare elementi sintetici in scene reali, producendo rendering realistici, avvalendosi di software come Autodesk Maya e Adobe Photoshop. Il progetto, infatti, consiste nella realizzazione di cinque immagini ottenute assemblando in fotografie reali, oggetti 3D, generati usando il software di modellazione Maya, con l’obiettivo di produrre immagini finali altamente fotorealistiche, per cui l’osservatore non riesce a distinguere se l’immagine è reale o sintetica.
Resumo:
Reconstructions based directly upon forensic evidence alone are called primary information. Historically this consists of documentation of findings by verbal protocols, photographs and other visual means. Currently modern imaging techniques such as 3D surface scanning and radiological methods (Computer Tomography, Magnetic Resonance Imaging) are also applied. Secondary interpretation is based on facts and the examiner's experience. Usually such reconstructive expertises are given in written form, and are often enhanced by sketches. However, narrative interpretations can, especially in complex courses of action, be difficult to present and can be misunderstood. In this report we demonstrate the use of graphic reconstruction of secondary interpretation with supporting pictorial evidence, applying digital visualisation (using 'Poser') or scientific animation (using '3D Studio Max', 'Maya') and present methods of clearly distinguishing between factual documentation and examiners' interpretation based on three cases. The first case involved a pedestrian who was initially struck by a car on a motorway and was then run over by a second car. The second case involved a suicidal gunshot to the head with a rifle, in which the trigger was pushed with a rod. The third case dealt with a collision between two motorcycles. Pictorial reconstruction of the secondary interpretation of these cases has several advantages. The images enable an immediate overview, give rise to enhanced clarity, and compel the examiner to look at all details if he or she is to create a complete image.
Resumo:
Though 3D computer graphics has seen tremendous advancement in the past two decades, most available mechanisms for computer interaction in 3D are high cost and targeted for industry and virtual reality applications. Recent advances in Micro-Electro-Mechanical-System (MEMS) devices have brought forth a variety of new low-cost, low-power, miniature sensors with high accuracy, which are well suited for hand-held devices. In this work a novel design for a 3D computer game controller using inertial sensors is proposed, and a prototype device based on this design is implemented. The design incorporates MEMS accelerometers and gyroscopes from Analog Devices to measure the three components of the acceleration and angular velocity. From these sensor readings, the position and orientation of the hand-held compartment can be calculated using numerical methods. The implemented prototype is utilizes a USB 2.0 compliant interface for power and communication with the host system. A Microchip dsPIC microcontroller is used in the design. This microcontroller integrates the analog to digital converters, the program memory flash, as well as the core processor, on a single integrated circuit. A PC running Microsoft Windows operating system is used as the host machine. Prototype firmware for the microcontroller is developed and tested to establish the communication between the design and the host, and perform the data acquisition and initial filtering of the sensor data. A PC front-end application with a graphical interface is developed to communicate with the device, and allow real-time visualization of the acquired data.
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The object of this paper is presenting the University of Economics – Varna, using a 3D model with 3Ds MAX. Created in 1920, May 14, University of Economics - Varna is a cultural institution with a place and style of its own. With the emergence of the three-dimensional modeling we entered a new stage of the evolution of computer graphics. The main target is to preserve the historical vision, to demonstrate forward-thinking and using of future-oriented approaches.
Resumo:
La crescente disponibilità di scanner 3D ha reso più semplice l’acquisizione di modelli 3D dall’ambiente. A causa delle inevitabili imperfezioni ed errori che possono avvenire durante la fase di scansione, i modelli acquisiti possono risultare a volte inutilizzabili ed affetti da rumore. Le tecniche di denoising hanno come obiettivo quello di rimuovere dalla superficie della mesh 3D scannerizzata i disturbi provocati dal rumore, ristabilendo le caratteristiche originali della superficie senza introdurre false informazioni. Per risolvere questo problema, un approccio innovativo è quello di utilizzare il Geometric Deep Learning per addestrare una Rete Neurale in maniera da renderla in grado di eseguire efficacemente il denoising di mesh. L’obiettivo di questa tesi è descrivere il Geometric Deep Learning nell’ambito del problema sotto esame.
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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
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Computação gráfica um campo que tem vindo a crescer bastante nos últimos anos, desde áreas como cinematográficas, dos videojogos, da animação, o avanço tem sido tão grande que a semelhança com a realidade é cada vez maior. Praticamente hoje em dia todos os filmes têm efeitos gerados através de computação gráfica, até simples anúncios de televisão para não falar do realismo dos videojogos de hoje. Este estudo tem como objectivo mostrar duas alternativas no mundo da computação gráfica, como tal, vão ser usados dois programas, Blender e Unreal Engine. O cenário em questão será todo modelado de raiz e será o mesmo nos dois programas. Serão feitos vários renders ao cenário, em ambos os programas usando diferentes materiais, diferentes tipos de iluminação, em tempo real e não de forma a mostrar as várias alternativas possíveis.
Resumo:
The action of various DNA topoisomerases frequently results in characteristic changes in DNA topology. Important information for understanding mechanistic details of action of these topoisomerases can be provided by investigating the knot types resulting from topoisomerase action on circular DNA forming a particular knot type. Depending on the topological bias of a given topoisomerase reaction, one observes different subsets of knotted products. To establish the character of topological bias, one needs to be aware of all possible topological outcomes of intersegmental passages occurring within a given knot type. However, it is not trivial to systematically enumerate topological outcomes of strand passage from a given knot type. We present here a 3D visualization software (TopoICE-X in KnotPlot) that incorporates topological analysis methods in order to visualize, for example, knots that can be obtained from a given knot by one intersegmental passage. The software has several other options for the topological analysis of mechanisms of action of various topoisomerases.
Resumo:
This paper presents a complete solution for creating accurate 3D textured models from monocular video sequences. The methods are developed within the framework of sequential structure from motion, where a 3D model of the environment is maintained and updated as new visual information becomes available. The camera position is recovered by directly associating the 3D scene model with local image observations. Compared to standard structure from motion techniques, this approach decreases the error accumulation while increasing the robustness to scene occlusions and feature association failures. The obtained 3D information is used to generate high quality, composite visual maps of the scene (mosaics). The visual maps are used to create texture-mapped, realistic views of the scene
Resumo:
The thesis introduced the octree and addressed the complete nature of problems encountered, while building and imaging system based on octrees. An efficient Bottom-up recursive algorithm and its iterative counterpart for the raster to octree conversion of CAT scan slices, to improve the speed of generating the octree from the slices, the possibility of utilizing the inherent parallesism in the conversion programme is explored in this thesis. The octree node, which stores the volume information in cube often stores the average density information could lead to “patchy”distribution of density during the image reconstruction. In an attempt to alleviate this problem and explored the possibility of using VQ to represent the imformation contained within a cube. Considering the ease of accommodating the process of compressing the information during the generation of octrees from CAT scan slices, proposed use of wavelet transforms to generate the compressed information in a cube. The modified algorithm for generating octrees from the slices is shown to accommodate the eavelet compression easily. Rendering the stored information in the form of octree is a complex task, necessarily because of the requirement to display the volumetric information. The reys traced from each cube in the octree, sum up the density en-route, accounting for the opacities and transparencies produced due to variations in density.
Resumo:
This paper presents a complete solution for creating accurate 3D textured models from monocular video sequences. The methods are developed within the framework of sequential structure from motion, where a 3D model of the environment is maintained and updated as new visual information becomes available. The camera position is recovered by directly associating the 3D scene model with local image observations. Compared to standard structure from motion techniques, this approach decreases the error accumulation while increasing the robustness to scene occlusions and feature association failures. The obtained 3D information is used to generate high quality, composite visual maps of the scene (mosaics). The visual maps are used to create texture-mapped, realistic views of the scene