1,255 research outputs found

    FAST: A multi-processed environment for visualization of computational fluid dynamics

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    Three-dimensional, unsteady, multi-zoned fluid dynamics simulations over full scale aircraft are typical of the problems being investigated at NASA Ames' Numerical Aerodynamic Simulation (NAS) facility on CRAY2 and CRAY-YMP supercomputers. With multiple processor workstations available in the 10-30 Mflop range, we feel that these new developments in scientific computing warrant a new approach to the design and implementation of analysis tools. These larger, more complex problems create a need for new visualization techniques not possible with the existing software or systems available as of this writing. The visualization techniques will change as the supercomputing environment, and hence the scientific methods employed, evolves even further. The Flow Analysis Software Toolkit (FAST), an implementation of a software system for fluid mechanics analysis, is discussed

    Creation of modular 3D assets for videogames

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    Hráči počítačových her mají stále vyšší a vyšší nároky na grafické zpracování herního světa a jeho detaily. Aby jim mohlo být vyhověno, grafici musí neustále upravovat svůj přístup a používané modelovací techniky. Jeden z moderních a populárních přístupů je založen na modularitě a modulárním designu. Přestože tento přístup má spoustu benefitů, přesný popis technik a znalostí spojených s tímto konceptem není stále pevně definovaný. Tato práce poskytuje náhled na různé modelovací techniky, software pro 3D modelování a detailní popis modulárního přístupu aplikovaného v aktuálních počítačových hrách. Kombinací procedurálních modelovacích technik a modulárního designu jsme v programu Houdini připravili několik assetů už pouze čekajících na reálné využití. Dále jsme v Unreal Enginu poskládali testovací scénu a tím získali hlubší přehled o výhodách a nevýhodách použitého přístupu k tvorbě grafiky počítačových her.In order to keep up with the ever-increasing player's demand for higher visual fidelity of game environments, artists are continually implementing new modelling techniques and production methods into their workflow. One popular contemporary approach that has emerged is based on the notion of modular design. Although it offers many benefits for production workflow, the particular techniques and skills associated with this concept are still not well defined. This thesis provides an overview of various modelling techniques, 3D modelling software and thorough discussion of the modular design paradigm applied in computer games. We have combined procedural modelling techniques with the concept of modular design to create several game-ready assets in Houdini. We then assembled a simple test scene in Unreal Engine in order to gain a more in-depth insight into the advantages and disadvantages of the discussed workflow

    Constructing 3D faces from natural language interface

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    This thesis presents a system by which 3D images of human faces can be constructed using a natural language interface. The driving force behind the project was the need to create a system whereby a machine could produce artistic images from verbal or composed descriptions. This research is the first to look at constructing and modifying facial image artwork using a natural language interface. Specialised modules have been developed to control geometry of 3D polygonal head models in a commercial modeller from natural language descriptions. These modules were produced from research on human physiognomy, 3D modelling techniques and tools, facial modelling and natural language processing. [Continues.

    Virtual humans: thirty years of research, what next?

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    In this paper, we present research results and future challenges in creating realistic and believable Virtual Humans. To realize these modeling goals, real-time realistic representation is essential, but we also need interactive and perceptive Virtual Humans to populate the Virtual Worlds. Three levels of modeling should be considered to create these believable Virtual Humans: 1) realistic appearance modeling, 2) realistic, smooth and flexible motion modeling, and 3) realistic high-level behaviors modeling. At first, the issues of creating virtual humans with better skeleton and realistic deformable bodies are illustrated. To give a level of believable behavior, challenges are laid on generating on the fly flexible motion and complex behaviours of Virtual Humans inside their environments using a realistic perception of the environment. Interactivity and group behaviours are also important parameters to create believable Virtual Humans which have challenges in creating believable relationship between real and virtual humans based on emotion and personality, and simulating realistic and believable behaviors of groups and crowds. Finally, issues in generating realistic virtual clothed and haired people are presente

    An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization

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    International audienceThis research work is aimed towards the development of a VR-based trainer for colon cancer removal. It enables the surgeons to interactively view and manipulate the concerned virtual organs as during a real surgery. First, we present a method for animating the small intestine and the mesentery (the tissue that connects it to the main vessels) in real-time, thus enabling user-interaction through virtual surgical tools during the simulation. We present a stochastic approach for fast collision detection in highly deformable, self-colliding objects. A simple and efficient response to collisions is also introduced in order to reduce the overall animation complexity. Secondly, we describe a new method based on generalized cylinders for fast rendering of the intestine. An efficient curvature detection method, along with an adaptive sampling algorithm is presented. This approach, while providing improved tessellation without the classical self-intersection problem, also allows for high-performance rendering, thanks to the new 3D skinning feature available in recent GPUs. The rendering algorithm is also designed to ensure a guaranteed frame rate. Finally, we present the quantitative results of the simulations and describe the qualitative feedback obtained from the surgeons

    Uncovering the specificities of CAD tools for industrial design with design theory – style models for generic singularity

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    International audienceAccording to some casual observers, computer-aided design (CAD) tools are very similar. These tools are used to design new artifacts in a digital environment; hence, they share typical software components, such as a computing engine and human-machine interface. However, CAD software is dedicated to specific professionals—such as engineers, three-dimensional (3D) artists, and industrial designers (IDs)—who claim that, despite their apparent similarities, CAD tools are so different that they are not substitutable. Moreover, CAD tools do not fully meet the needs of IDs. This paper aims at better characterizing CAD tools by taking into account their underlying design logic, which involves relying on recent advances in design theory. We show that engineering CAD tools are actually modeling tools that design a generic variety of products; 3D artist CAD tools not only design but immediately produce single digital artefacts; and ID CAD tools are neither a mix nor an hybridization of engineering CAD and 3D artist CAD tools but have their own logic, namely to create new conceptual models for a large variety of products, that is, the creation of a unique original style that leads to a generic singularity. Such tools are useful for many creative designers beyond IDs

    Animating Virtual Human for Virtual Batik Modeling

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    This research paper describes a development of animating virtual human for virtual batik modeling project. The objectives of this project are to animate the virtual human, to map the cloth with the virtual human body, to present the batik cloth, and to evaluate the application in terms of realism of virtual human look, realism of virtual human movement, realism of 3D scene, application suitability, application usability, fashion suitability and user acceptance. The final goal is to accomplish an animated virtual human for virtual batik modeling. There are 3 essential phases which research and analysis (data collection of modeling and animating technique), development (model and animate virtual human, map cloth to body and add a music) and evaluation (evaluation of realism of virtual human look, realism of virtual human movement, realism of props, application suitability, application usability, fashion suitability and user acceptance). The result for application usability is the highest percentage which 90%. Result show that this application is useful to the people. In conclusion, this project has met the objective, which the realism is achieved by used a suitable technique for modeling and animating
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