963 resultados para Computer Graphics, 3D Studio Max, Unity 3D, PlayMaker, Progettazione, Sviluppo, Videogioco


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In questa relazione di tesi verrà affrontato il problema della locomozione naturale in ambienti virtuali che possiedono una grandezza maggiore dello spazio reale nel quale l'utente si muove. Negli anni sono stati sviluppati numerosi metodi di navigazione, ma tra tutti la locomozione naturale è il sistema che porta un livello di immersione maggiore nello spazio virtuale, più di qualsiasi altra tecnica. In questo lavoro di tesi verrà proposto un algoritmo in grado di favorire la locomozione naturale all'interno di lunghi spazi chiusi, andando a modificare la geometria dello spazio virtuale (che andrà ad assumere una forma circolare) e mantendendo comunque un certo grado di realismo dal punto di vista dell'utente. L'obiettivo è quello di tradurre uno spazio virtuale chiuso e lungo (caso comune: un corridoio) in una forma circolare inscritta in una stanza di 2x2m, con un approccio simile a quello degli impossible spaces, con l'obiettivo di studiare in futuro entro quale percentuale di sovrapposizione l'utente si accorge di trovarsi in una geometria impossibile. Nel primo capitolo verranno introdotti i concetti chiave di VR e AR, nonché un'introduzione all'Engine Unity e al software Blender. Nel secondo capitolo si tratterà di computer graphics, quindi si introdurranno i concetti base della grafica 3D con un focus sulla matematica alla base di ogni processo grafico. Nel terzo capitolo verrà affrontano il concetto di embodiment, quindi la percezione del proprio corpo, l'importanza dell'immersitvità dei sistemi virtuali e verrà descritto un paper precedentemente realizzato riguardante tale concetto. Nel capitolo quattro si parlerà del movimento all'interno dei sistemi di realtà virtuale, della locomozione naturale e delle tecniche per rendere tale metodo più accessibile. Nel capitolo cinque infine verrà descritto l'algoritmo realizzato e verranno mostrati i risultati.

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Elmercat de jocs i de pel•lícules d'entreteniment demana constantment entornsmés realistes i efectes que sorprenguin a l'espectador.Els gràfics 3D interactius (per exemple, dels jocs) han vist una evoluciósorprenent en les dues últimes dècades. Hem passat de representacions moltesquemàtiques i simplificades dels entorns, a una qualitat visual que aviatserà indistingible de la realitat. El projecte tracta de desenvolupar un motor 3D des de zero. Es podria haver utilitzatun motor 3D ja disponible com a base, com per exemple el popular Unity,però s’ha decidit crear-lo ja que això dóna l’ oportunitat de conèixer com funcionen els motoscomercials i provar noves idees. En resum, és un treball difícil, però moltenriquidor, la qual cosa comporta una gran motivacio.S’han utilitzat noves tecnologies. No només s’ha volgut desenvoluparun motor 3D des de zero, si no que s’han volgut provar noves llibreries gràfiques i nous formats de dades 3d. El mercat té força oferta de les duess, per la qualcosa s’ha aprofitat l’ oportunitat per aprendre duess tecnologies noves.El procés de desenvolupar un projecte utilitzant tecnologies desconegudes permetrà aprendre els seus punts forts i febles, podent fer-neuna anàlisi crítica, que d'altra manera no es tindria.Finalment, s’ha implementat i comparat quatre algorismes de shading.La selecció dels quatre algorismes ha estat en base a les diferentsnecessitats que intenten cobrir. El primer, el Forward Shading, és l'algorismeclàssic, utilitzat des de fa dècades, però que teòricament escala malament respecte a la quantitat de llums. El segon, el Deferred Shading, teòricament,escala molt bé amb moltes llums, però té un cost base elevat, i un consum altde memòria. El tercer, el Deferred Lighting, és una variació de l'anterior queintenta reduir el cost base i l'úss de memòria. L'últim, el Inferred Lighting,intenta explotar la baixa freqüència de la il•luminació dels entorns 3D, persuportar una gran quantitat de llums amb un molt bon rendiment.Un cop implementats aquests quatre algorismes, s’han pogut compararrespecte el seu ús de la GPU, i el seu comportament en diferents tipusd'escenes, per tal de tenir una visió global de quin algorisme és adequat encada situació

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New emerging technologies in the recent decade have brought new options to cross platform computer graphics development. This master thesis took a look for cross platform 3D graphics development possibilities. All platform dependent and non real time solutions were excluded. WebGL and two different OpenGL based solutions were assessed via demo application by using most recent development tools. In the results pros and cons of the each solutions were noted.

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Running hydrodynamic models interactively allows both visual exploration and change of model state during simulation. One of the main characteristics of an interactive model is that it should provide immediate feedback to the user, for example respond to changes in model state or view settings. For this reason, such features are usually only available for models with a relatively small number of computational cells, which are used mainly for demonstration and educational purposes. It would be useful if interactive modeling would also work for models typically used in consultancy projects involving large scale simulations. This results in a number of technical challenges related to the combination of the model itself and the visualisation tools (scalability, implementation of an appropriate API for control and access to the internal state). While model parallelisation is increasingly addressed by the environmental modeling community, little effort has been spent on developing a high-performance interactive environment. What can we learn from other high-end visualisation domains such as 3D animation, gaming, virtual globes (Autodesk 3ds Max, Second Life, Google Earth) that also focus on efficient interaction with 3D environments? In these domains high efficiency is usually achieved by the use of computer graphics algorithms such as surface simplification depending on current view, distance to objects, and efficient caching of the aggregated representation of object meshes. We investigate how these algorithms can be re-used in the context of interactive hydrodynamic modeling without significant changes to the model code and allowing model operation on both multi-core CPU personal computers and high-performance computer clusters.

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Le superfici di suddivisione sono un ottimo ed importante strumento utilizzato principalmente nell’ambito dell’animazione 3D poichè consentono di definire superfici di forma arbitraria. Questa tecnologia estende il concetto di B-spline e permette di avere un’estrema libertà dei vincoli topologici. Per definire superfici di forma arbitraria esistono anche le Non-Uniform Rational B-Splines (NURBS) ma non lasciano abbastanza libertà per la costruzione di forme libere. Infatti, a differenza delle superfici di suddivisione, hanno bisogno di unire vari pezzi della superficie (trimming). La tecnologia NURBS quindi viene utilizzata prevalentemente negli ambienti CAD mentre nell’ambito della Computer Graphics si è diffuso ormai da più di 30 anni, l’utilizzo delle superfici di suddivisione. Lo scopo di questa tesi è quello di riassumere, quindi, i concetti riguardo questa tecnologia, di analizzare alcuni degli schemi di suddivisione più utilizzati e parlare brevemente di come questi schemi ed algoritmi vengono utilizzati nella realt`a per l’animazione 3D.

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3D geographic information system (GIS) is data and computation intensive in nature. Internet users are usually equipped with low-end personal computers and network connections of limited bandwidth. Data reduction and performance optimization techniques are of critical importance in quality of service (QoS) management for online 3D GIS. In this research, QoS management issues regarding distributed 3D GIS presentation were studied to develop 3D TerraFly, an interactive 3D GIS that supports high quality online terrain visualization and navigation. ^ To tackle the QoS management challenges, multi-resolution rendering model, adaptive level of detail (LOD) control and mesh simplification algorithms were proposed to effectively reduce the terrain model complexity. The rendering model is adaptively decomposed into sub-regions of up-to-three detail levels according to viewing distance and other dynamic quality measurements. The mesh simplification algorithm was designed as a hybrid algorithm that combines edge straightening and quad-tree compression to reduce the mesh complexity by removing geometrically redundant vertices. The main advantage of this mesh simplification algorithm is that grid mesh can be directly processed in parallel without triangulation overhead. Algorithms facilitating remote accessing and distributed processing of volumetric GIS data, such as data replication, directory service, request scheduling, predictive data retrieving and caching were also proposed. ^ A prototype of the proposed 3D TerraFly implemented in this research demonstrates the effectiveness of our proposed QoS management framework in handling interactive online 3D GIS. The system implementation details and future directions of this research are also addressed in this thesis. ^

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. ^ The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.^

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Este estudio forma parte de una investigación más amplia que trata de la capacidad expresiva de los sistemas perspectivos1. Bajo esta premisa hemos reflexionado sobre los métodos utilizados por los artistas del trecento italiano para representar la tercera dimensión. Hemos analizado un amplio número de obras, con un doble objetivo: El primero, obtener datos que otorguen consistencia y fiabilidad a una clasificación que nos ayuda a tipificar el espacio perspectivo en esta etapa predecesora de la perspectiva «correcta» (lineal o cónica). El segundo, extrapolar sus características a la construcción de escenarios pseudo-perspectivos mediante la modificación y creación de gráficos tridimensionales por computadora. Este proceso se ha utilizado para extraer los esquemas que nos sirven como herramienta para explorar nuevos caminos en la representación perspectiva, alejados de la lógica euclidiana. Con este propósito se aportan esquemas formales de representaciones clasificadas en diferentes tipos, que posteriormente se transforman para efectuar la construcción volumétrica de los escenarios.

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As the semiconductor industry struggles to maintain its momentum down the path following the Moore's Law, three dimensional integrated circuit (3D IC) technology has emerged as a promising solution to achieve higher integration density, better performance, and lower power consumption. However, despite its significant improvement in electrical performance, 3D IC presents several serious physical design challenges. In this dissertation, we investigate physical design methodologies for 3D ICs with primary focus on two areas: low power 3D clock tree design, and reliability degradation modeling and management. Clock trees are essential parts for digital system which dissipate a large amount of power due to high capacitive loads. The majority of existing 3D clock tree designs focus on minimizing the total wire length, which produces sub-optimal results for power optimization. In this dissertation, we formulate a 3D clock tree design flow which directly optimizes for clock power. Besides, we also investigate the design methodology for clock gating a 3D clock tree, which uses shutdown gates to selectively turn off unnecessary clock activities. Different from the common assumption in 2D ICs that shutdown gates are cheap thus can be applied at every clock node, shutdown gates in 3D ICs introduce additional control TSVs, which compete with clock TSVs for placement resources. We explore the design methodologies to produce the optimal allocation and placement for clock and control TSVs so that the clock power is minimized. We show that the proposed synthesis flow saves significant clock power while accounting for available TSV placement area. Vertical integration also brings new reliability challenges including TSV's electromigration (EM) and several other reliability loss mechanisms caused by TSV-induced stress. These reliability loss models involve complex inter-dependencies between electrical and thermal conditions, which have not been investigated in the past. In this dissertation we set up an electrical/thermal/reliability co-simulation framework to capture the transient of reliability loss in 3D ICs. We further derive and validate an analytical reliability objective function that can be integrated into the 3D placement design flow. The reliability aware placement scheme enables co-design and co-optimization of both the electrical and reliability property, thus improves both the circuit's performance and its lifetime. Our electrical/reliability co-design scheme avoids unnecessary design cycles or application of ad-hoc fixes that lead to sub-optimal performance. Vertical integration also enables stacking DRAM on top of CPU, providing high bandwidth and short latency. However, non-uniform voltage fluctuation and local thermal hotspot in CPU layers are coupled into DRAM layers, causing a non-uniform bit-cell leakage (thereby bit flip) distribution. We propose a performance-power-resilience simulation framework to capture DRAM soft error in 3D multi-core CPU systems. In addition, a dynamic resilience management (DRM) scheme is investigated, which adaptively tunes CPU's operating points to adjust DRAM's voltage noise and thermal condition during runtime. The DRM uses dynamic frequency scaling to achieve a resilience borrow-in strategy, which effectively enhances DRAM's resilience without sacrificing performance. The proposed physical design methodologies should act as important building blocks for 3D ICs and push 3D ICs toward mainstream acceptance in the near future.

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L'obiettivo di questo elaborato di tesi è la modellazione grafica delle cabine di pilotaggio di due elicotteri civili: si prevede una futura implementazione del modello di volo completo sul simulatore FlightGear. I due velivoli presi in considerazione sono stati sviluppati dall'azienda AgustaWestland e sono denominati AW109 e AW139. I modelli di volo sono composti da una parte grafica e dal modello dinamico del volo. La presente tesi si occupa del primo aspetto. Il lavoro di tesi è iniziato con una fase preliminare di ricerca che ha richiesto lo studio di come i modelli dinamici di volo siano implementati nel simulatore FlightGear; è stato, inoltre, approfondito l'utilizzo del linguaggio di markup XML necessario a descrivere il funzionamento e le caratteristiche dei velivoli in FlightGear. Ha fatto seguito la fase di scrittura dei file XML, facendo riferimento a modelli di elicotteri preesistenti e all'effettiva modellazione degli strumenti di bordo, attraverso il programma CAD Blender. Nella fase finale sono stati studiati e posizionati i vari strumenti principali di bordo, consultando i manuali degli elicotteri e ottenendo delle cabine di pilotaggio del tutto simili a quelle reali dei velivoli considerati. Gli sviluppi futuri di questo lavoro prevedono l'integrazione dei modelli grafici qui implementati nel modello di volo completo dei due elicotteri presi in considerazione.

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Depth estimation from images has long been regarded as a preferable alternative compared to expensive and intrusive active sensors, such as LiDAR and ToF. The topic has attracted the attention of an increasingly wide audience thanks to the great amount of application domains, such as autonomous driving, robotic navigation and 3D reconstruction. Among the various techniques employed for depth estimation, stereo matching is one of the most widespread, owing to its robustness, speed and simplicity in setup. Recent developments has been aided by the abundance of annotated stereo images, which granted to deep learning the opportunity to thrive in a research area where deep networks can reach state-of-the-art sub-pixel precision in most cases. Despite the recent findings, stereo matching still begets many open challenges, two among them being finding pixel correspondences in presence of objects that exhibits a non-Lambertian behaviour and processing high-resolution images. Recently, a novel dataset named Booster, which contains high-resolution stereo pairs featuring a large collection of labeled non-Lambertian objects, has been released. The work shown that training state-of-the-art deep neural network on such data improves the generalization capabilities of these networks also in presence of non-Lambertian surfaces. Regardless being a further step to tackle the aforementioned challenge, Booster includes a rather small number of annotated images, and thus cannot satisfy the intensive training requirements of deep learning. This thesis work aims to investigate novel view synthesis techniques to augment the Booster dataset, with ultimate goal of improving stereo matching reliability in presence of high-resolution images that displays non-Lambertian surfaces.

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Neural scene representation and neural rendering are new computer vision techniques that enable the reconstruction and implicit representation of real 3D scenes from a set of 2D captured images, by fitting a deep neural network. The trained network can then be used to render novel views of the scene. A recent work in this field, Neural Radiance Fields (NeRF), presented a state-of-the-art approach, which uses a simple Multilayer Perceptron (MLP) to generate photo-realistic RGB images of a scene from arbitrary viewpoints. However, NeRF does not model any light interaction with the fitted scene; therefore, despite producing compelling results for the view synthesis task, it does not provide a solution for relighting. In this work, we propose a new architecture to enable relighting capabilities in NeRF-based representations and we introduce a new real-world dataset to train and evaluate such a model. Our method demonstrates the ability to perform realistic rendering of novel views under arbitrary lighting conditions.

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This paper presents a framework to build medical training applications by using virtual reality and a tool that helps the class instantiation of this framework. The main purpose is to make easier the building of virtual reality applications in the medical training area, considering systems to simulate biopsy exams and make available deformation, collision detection, and stereoscopy functionalities. The instantiation of the classes allows quick implementation of the tools for such a purpose, thus reducing errors and offering low cost due to the use of open source tools. Using the instantiation tool, the process of building applications is fast and easy. Therefore, computer programmers can obtain an initial application and adapt it to their needs. This tool allows the user to include, delete, and edit parameters in the functionalities chosen as well as storing these parameters for future use. In order to verify the efficiency of the framework, some case studies are presented.

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Pectus excavatum is the most common deformity of the thorax and usually comprises Computed Tomography (CT) examination for pre-operative diagnosis. Aiming at the elimination of the high amounts of CT radiation exposure, this work presents a new methodology for the replacement of CT by a laser scanner (radiation-free) in the treatment of pectus excavatum using personally modeled prosthesis. The complete elimination of CT involves the determination of ribs external outline, at the maximum sternum depression point for prosthesis placement, based on chest wall skin surface information, acquired by a laser scanner. The developed solution resorts to artificial neural networks trained with data vectors from 165 patients. Scaled Conjugate Gradient, Levenberg-Marquardt, Resilient Back propagation and One Step Secant gradient learning algorithms were used. The training procedure was performed using the soft tissue thicknesses, determined using image processing techniques that automatically segment the skin and rib cage. The developed solution was then used to determine the ribs outline in data from 20 patient scanners. Tests revealed that ribs position can be estimated with an average error of about 6.82±5.7 mm for the left and right side of the patient. Such an error range is well below current prosthesis manual modeling (11.7±4.01 mm) even without CT imagiology, indicating a considerable step forward towards CT replacement by a 3D scanner for prosthesis personalization.

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En este proyecto se muestran las posibilidades de la visión estéreo para la visualización en monitores tanto de objetos simples como de grandes escenarios, así como su aplicación en juegos o en otros ámbitos como el cine, la geología e incluso la medicina. Para el desarrollo se ha usado una tarjeta con soporte 3d como la Nvidia 7600GT y una pantalla con una tasa de frecuencia alta como una ACER 19 pulgadas a 100Hz. Los resultados sobre la visualización han sido extraídos de las opiniones de un grupo de 20 personas, de diversas profesiones, no relacionadas con los gráficos por ordenador.