2,807 research outputs found

    Material aging for game environments

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    We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model

    Usage Based Materials by Simulating Layered Imperfections

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    Maintaining the ability to make quick iterations is very important to any artist in Computer Graphics, which is not always easy for simulating realistic materials based on how they are used. This thesis will examine imperfections in materials and the way different imperfections interact with each other based on how they are used. A new system will be created to save artist time by simulating how imperfections are layered and positioned

    Texture Synthesis for Surface Inspection

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    The automated visual surface inspection planning is an important part of the quality assurance in automated custom product manufacturing. Visual surface inspection planning tackles image acquisition design and defect detection. Both tasks greatly benefit from the utilization of realistic and automated image synthesis of the inspected object. The realism of synthesized images greatly depends on object material, whose properties are largely influenced by texture. In this work, we focus on parametric texture synthesis and its application for visual surface inspection planning. We start by analyzing texture present on physical samples and introduce the requirements for texture synthesis models in visual surface inspection. Based on observation and surface characterization standards we present a model capable of reproducing texture on physical samples. This approach is generalized and further models are presented with respect to requirements. Finally, we highlight the importance of surface texture from the visual inspection planning perspective

    Data-Driven Scratch Generation for Rigid-Body Models

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    The procedural scratch generation process for rigid-body models automates the process of locating and painting scratches on a texture map. A script computes points where a scratch is most likely to occur at each frame of an animation sequence based on whether the distance between two objects lies within a threshold. These points are then used to create a map of the scratch pattern to guide the blending of scratches onto the image. The tool may be useful to expedite the animated film production pipeline as well as predict areas of wear on machines before they are manufactured

    Real virtuality: emerging technology for virtually recreating reality

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    Procedural Surface Weathering of Cultural Stone Through Physically Based Mesh Deformations

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    Weathering in computer graphics is crucial to creating believable objects. Common methods to add wear to an object include the application of 2D texture maps or direct model deformations through sculpting. These methods require an artist’s time and expertise, often at a cost to quality or iteration time for the asset. This creates a need for a method that is quick to iterate upon and easy to manipulate. This thesis outlines a new procedural method that combines principles of 2D texture maps and 3D sculpting to achieve large-scale mesh deformations in stone surfaces. The method involves the use of procedural 3D noise to define a stone’s composition combined with particle systems to simulate rainfall on an object, deforming it over time. A custom user interface with preset stone options is implemented to reduce the level of expertise needed to use the system
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