937 resultados para Rendering, Blender, Ray-tracing, Rendering-engine, Light-Behaviour
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In the recovering process of oil, rock heterogeneity has a huge impact on how fluids move in the field, defining how much oil can be recovered. In order to study this variability, percolation theory, which describes phenomena involving geometry and connectivity are the bases, is a very useful model. Result of percolation is tridimensional data and have no physical meaning until visualized in form of images or animations. Although a lot of powerful and sophisticated visualization tools have been developed, they focus on generation of planar 2D images. In order to interpret data as they would be in the real world, virtual reality techniques using stereo images could be used. In this work we propose an interactive and helpful tool, named ZSweepVR, based on virtual reality techniques that allows a better comprehension of volumetric data generated by simulation of dynamic percolation. The developed system has the ability to render images using two different techniques: surface rendering and volume rendering. Surface rendering is accomplished by OpenGL directives and volume rendering is accomplished by the Zsweep direct volume rendering engine. In the case of volumetric rendering, we implemented an algorithm to generate stereo images. We also propose enhancements in the original percolation algorithm in order to get a better performance. We applied our developed tools to a mature field database, obtaining satisfactory results. The use of stereoscopic and volumetric images brought valuable contributions for the interpretation and clustering formation analysis in percolation, what certainly could lead to better decisions about the exploration and recovery process in oil fields
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Refractive and profilometric measurements of lenses were performed through holography with a photorefractive Bi12TiO20 crystal as the recording medium. Two properly aligned diode lasers emitting in the red region were employed as light sources. Both lasers were tuned in order to provide millimetric and sub-millimetric synthetic wavelengths. The surfaces of the test lens were covered by a 25-μm opaque plastic tape in order to allow the lens profilometry upon illuminating them with a collimated beam. The resulting holographic images appear covered by interference fringes corresponding to the wavefront geometry of the wave scattered by the lens. For refractive index measurement a diffusely scattering flat surface was positioned behind the uncovered lens which was also illuminated by a plane wave. The resulting contour interferogram describes the form of the wavefront after the beam traveled back and forth through the lens. The fringe quantitative evaluation was carried out through the four-stepping technique and the resulting phase map and the Branch-cut method was employed for phase unwrapping. The only non-optical procedure for lens characterization was the thickness measurement, made by a dial caliper. Exact ray tracing calculation was performed in order to establish a relation between the output wavefront geometry and the lens parameters like radii of curvature, thickness and refractive index. By quantitatively comparing the theoretical wavefront geometry with the experimental results relative uncertainties bellow 3% for refractive index and 1 % for focal length were obtained. © 2008 American Institute of Physics.
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In questa tesi descriveremo e analizzeremo il motore grafico OGRE, acronimo di Object-Oriented Graphics Rendering Engine. La scelta di analizzare proprio questo motore grafico è legata a diverse considerazioni. Innanzitutto, OGRE è rilasciato con licenza open source e quindi rende disponibile il suo codice sorgente. Questo è molto importante, in un contesto di studio e sperimentazione come quello universitario, perché permette di comprendere e analizzare anche il funzionamento interno del motore grafico. Inoltre, OGRE è un progetto maturo e stabile con una vasta comunità di sviluppatori e utilizzatori alle spalle. Esiste molta documentazione a riguardo, tra wiki, libri e manuali, e un forum molto attivo per la richiesta di aiuto e consigli. A conferma, sia della bontà del progetto che delle ottime prestazioni del motore grafico, basta dire che OGRE è utilizzato anche da applicazioni commerciali, come videogame, editor 3D e simulatori. Infine, la caratteristica che contraddistingue OGRE da tutti gli altri motori grafici è il fatto di essere "solamente" un motore di rendering puro. Ciò significa che qualsiasi funzionalità non direttamente legata al rendering, come ad esempio la gestione degli input dell'utente, non è supportata da OGRE. Anche se questo può sembrare un difetto, in realtà ciò permetterà di concentrarci solamente sugli aspetti legati al rendering che, in un motore grafico, costituiscono la parte fondamentale.
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A computational study of line-focus generation was done using a self-written ray-tracing code and compared to experimental data. Two line-focusing geometries were compared, i.e., either exploiting the sagittal astigmatism of a tilted spherical mirror or using the spherical aberration of an off-axis- illuminated spherical mirror. Line focusing by means of astigmatism or spherical aberration showed identical results as expected for the equivalence of the two frames of reference. The variation of the incidence angle on the target affects the line-focus length, which affects the amplification length such that as long as the irradiance is above the amplification threshold, it is advantageous to have a longer line focus. The amplification threshold is physically dependent on operating parameters and plasma-column conditions and in the present study addresses four possible cases.
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“Dual contouring” approaches provide an alternative to standard Marching Cubes (MC) method to extract and approximate an isosurface from trivariate data given on a volumetric mesh. These dual approaches solve some of the problems encountered by the MC methods. We present a simple method based on the MC method and the ray intersection technique to compute isosurface points in the cell interior. One of the advantages of our method is that it does not require us to use Hermite interpolation scheme, unlike other dual contouring methods. We perform a complete analysis of all possible configurations to generate a look-up table for all configurations. We use the look-up table to optimize the ray-intersection method to obtain minimum number of points necessarily sufficient for defining topologically correct isosurfaces in all possible configurations. Isosurface points are connected using a simple strategy.
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Refractive losses in laser-produced plasmas used as gain media are caused by electron density gradients, and limit the energy transport range. The pump pulse is thus deflected from the high-gain region and the short wavelength laser signal also steers away, causing loss of collimation. A Hohlraum used as a target makes the plasma homogeneous and can mitigate refractive losses by means of wave-guiding. A computational study combining a hydrodynamics code and an atomic physics code is presented, which includes a ray-tracing modeling based on the eikonal theory of the trajectory equation. This study presents gain calculations based on population inversion produced by free-electron collisions exciting bound electrons into metastable levels in the 3d94d1(J = 0) → 3d94p1(J = 1) transition of Ni-like Sn. Further, the Hohlraum suggests a dramatic enhancement of the conversion efficiency of collisionally excited x-ray lasing for Ni-like Sn.
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In this work, a new two-dimensional optics design method is proposed that enables the coupling of three ray sets with two lens surfaces. The method is especially important for optical systems designed for wide field of view and with clearly separated optical surfaces. Fermat’s principle is used to deduce a set of functional differential equations fully describing the entire optical system. The presented general analytic solution makes it possible to calculate the lens profiles. Ray tracing results for calculated 15th order Taylor polynomials describing the lens profiles demonstrate excellent imaging performance and the versatility of this new analytic design method.
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The two-dimensional analytic optics design method presented in a previous paper [Opt. Express 20, 5576–5585 (2012)] is extended in this work to the three-dimensional case, enabling the coupling of three ray sets with two free-form lens surfaces. Fermat’s principle is used to deduce additional sets of functional differential equations which make it possible to calculate the lens surfaces. Ray tracing simulations demonstrate the excellent imaging performance of the resulting free-form lenses described by more than 100 coefficients.
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Concentration photovoltaic (CPV) systems might produce quite uneven irradiance distributions (both on their level and on their spectral distribution) on the solar cell. This effect can be even more evident when the CPV system is slightly off-axis, since they are often designed to assure good uniformity only at normal incidence. The non-uniformities both in absolute irradiance and spectral content produced by the CPV systems, can originate electrical losses in multi-junction solar cells (MJSC). This works is focused on the integration of ray-tracing methods for simulating the irradiance and spectrum maps produced by different optic systems throughout the solar cell surface, with a 3D fully distributed circuit model which simulates the electrical behavior of a state-of-the-art triple-junction solar cell under the different light distributions obtained with ray-tracing. In this study four different CPV system (SILO, XTP, RTP, and FK) comprising Fresnel lenses concentrating sunlight onto the same solar cell are modeled when working on-axis and 0.6 degrees off-axis. In this study the impact of non-uniformities on a CPV system behavior is revealed. The FK outperforms other Fresnel-based CPV systems in both on-axis and off-axis conditions.
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In SSL general illumination, there is a clear trend to high flux packages with higher efficiency and higher CRI addressed with the use of multiple color chips and phosphors. However, such light sources require the optics provide color mixing, both in the near-field and far-field. This design problem is specially challenging for collimated luminaries, in which diffusers (which dramatically reduce the brightness) cannot be applied without enlarging the exit aperture too much. In this work we present first injection molded prototypes of a novel primary shell-shaped optics that have microlenses on both sides to provide Köhler integration. This shell is design so when it is placed on top of an inhomogeneous multichip Lambertian LED, creates a highly homogeneous virtual source (i.e, spatially and angularly mixed), also Lambertian, which is located in the same position with only small increment of the size (about 10-20%, so the average brightness is similar to the brightness of the source). This shell-mixer device is very versatile and permits now to use a lens or a reflector secondary optics to collimate the light as desired, without color separation effects. Experimental measurements have shown optical efficiency of the shell of 95%, and highly homogeneous angular intensity distribution of collimated beams, in good agreement with the ray-tracing simulations.
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High flux and high CRI may be achieved by combining different chips and/or phosphors. This, however, results in inhomogeneous sources that, when combined with collimating optics, typically produce patterns with undesired artifacts. These may be a combination of spatial, angular or color non-uniformities. In order to avoid these effects, there is a need to mix the light source, both spatially and angularly. Diffusers can achieve this effect, but they also increase the etendue (and reduce the brightness) of the resulting source, leading to optical systems of increased size and wider emission angles. The shell mixer is an optic comprised of many lenses on a shell covering the source. These lenses perform Kohler integration to mix the emitted light, both spatially and angularly. Placing it on top of a multi-chip Lambertian light source, the result is a highly homogeneous virtual source (i.e, spatially and angularly mixed), also Lambertian, which is located in the same position with essentially the same size (so the average brightness is not increased). This virtual light source can then be collimated using another optic, resulting in a homogeneous pattern without color separation. Experimental measurements have shown optical efficiency of the shell of 94%, and highly homogeneous angular intensity distribution of collimated beams, in good agreement with the ray-tracing simulations.
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The deployment of nodes in Wireless Sensor Networks (WSNs) arises as one of the biggest challenges of this field, which involves in distributing a large number of embedded systems to fulfill a specific application. The connectivity of WSNs is difficult to estimate due to the irregularity of the physical environment and affects the WSN designers? decision on deploying sensor nodes. Therefore, in this paper, a new method is proposed to enhance the efficiency and accuracy on ZigBee propagation simulation in indoor environments. The method consists of two steps: automatic 3D indoor reconstruction and 3D ray-tracing based radio simulation. The automatic 3D indoor reconstruction employs unattended image classification algorithm and image vectorization algorithm to build the environment database accurately, which also significantly reduces time and efforts spent on non-radio propagation issue. The 3D ray tracing is developed by using kd-tree space division algorithm and a modified polar sweep algorithm, which accelerates the searching of rays over the entire space. Signal propagation model is proposed for the ray tracing engine by considering both the materials of obstacles and the impact of positions along the ray path of radio. Three different WSN deployments are realized in the indoor environment of an office and the results are verified to be accurate. Experimental results also indicate that the proposed method is efficient in pre-simulation strategy and 3D ray searching scheme and is suitable for different indoor environments.