307 research outputs found

    Generating Shadows with an Umbra and Penumbra

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    An algorithm for generating shadows with an umbra and penumbra due to distributed light sources is presented. The method used is based on the inclusion of the shadow volumes in the object data processed by a depth-buffer visible surface computation. The standard depth-buffer data structure is modified to allow the handling of shadows with a depth-buffer hidden surface algorithm. The algorithm involves breaking the light source up into a set of point sources and superimposing the shadows generated by each point source to obtain the final shadow

    An empirically derived system for high-speed shadow rendering

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    Shadows have captivated humanity since the dawn of time; with the current age being no exception – shadows are core to realism and ambience, be it to invoke a classic Baroque interplay of lights, darks and colours as the case in Rembrandt van Rijn’s Militia Company of Captain Frans Banning Cocq or to create a sense of mystery as found in film noir and expressionist cinematography. Shadows, in this traditional sense, are regions of blocked light – the combined effect of placing an object between a light source and surface. This dissertation focuses on real-time shadow generation as a subset of 3D computer graphics. Its main focus is the critical analysis of numerous real-time shadow rendering algorithms and the construction of an empirically derived system for the high-speed rendering of shadows. This critical analysis allows us to assess the relationship between shadow rendering quality and performance. It also allows for the isolation of key algorithmic weaknesses and possible bottleneck areas. Focusing on these bottleneck areas, we investigate several possibilities of improving the performance and quality of shadow rendering; both on a hardware and software level. Primary performance benefits are seen through effective culling, clipping, the use of hardware extensions and by managing the polygonal complexity and silhouette detection of shadow casting meshes. Additional performance gains are achieved by combining the depth-fail stencil shadow volume algorithm with dynamic spatial subdivision. Using this performance data gathered during the analysis of various shadow rendering algorithms, we are able to define a fuzzy logic-based expert system to control the real-time selection of shadow rendering algorithms based on environmental conditions. This system ensures the following: nearby shadows are always of high-quality, distant shadows are, under certain conditions, rendered at a lower quality and the frames per second rendering performance is always maximised.Dissertation (MSc)--University of Pretoria, 2009.Computer Scienceunrestricte

    A Multilayer Perceptron-based Fast Sunlight Assessment for the Conceptual Design of Residential Neighborhoods under Chinese Policy

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    In Chinese building codes, it is required that residential buildings receive a minimum number of hours of natural, direct sunlight on a specified winter day, which represents the worst sunlight condition in a year. This requirement is a prerequisite for obtaining a building permit during the conceptual design of a residential project. Thus, officially sanctioned software is usually used to assess the sunlight performance of buildings. These software programs predict sunlight hours based on repeated shading calculations, which is time-consuming. This paper proposed a multilayer perceptron-based method, a one-stage prediction approach, which outputs a shading time interval caused by the inputted cuboid-form building. The sunlight hours of a site can be obtained by calculating the union of the sunlight time intervals (complement of shading time interval) of all the buildings. Three numerical experiments, i.e., horizontal level and slope analysis, and simulation-based optimization are carried out; the results show that the method reduces the computation time to 1/84~1/50 with 96.5%~98% accuracies. A residential neighborhood layout planning plug-in for Rhino 7/Grasshopper is also developed based on the proposed model. This paper indicates that deep learning techniques can be adopted to accelerate sunlight hour simulations at the conceptual design phase

    Conceptual design study for an advanced cab and visual system, volume 2

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    The performance, design, construction and testing requirements are defined for developing an advanced cab and visual system. The rotorcraft system integration simulator is composed of the advanced cab and visual system and the rotorcraft system motion generator, and is part of an existing simulation facility. User's applications for the simulator include rotorcraft design development, product improvement, threat assessment, and accident investigation

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Colour coded

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    This 300 word publication to be published by the Society of Dyers and Colourists (SDC) is a collection of the best papers from a 4-year European project that has considered colour from the perspective of both the arts and sciences.The notion of art and science and the crossovers between the two resulted in application and funding for cross disciplinary research to host a series of training events between 2006 and 2010 Marie Curie Conferences & Training Courses (SCF) Call Identifier: FP6-Mobility-4, Euros 532,363.80 CREATE – Colour Research for European Advanced Technology Employment. The research crossovers between the fields of art, science and technology was also a subject that was initiated through Bristol’s Festival if Ideas events in May 2009. The author coordinated and chaired an event during which the C.P Snow lecture “On Two Cultures’ (1959) was re-presented by Actor Simon Cook and then a lecture made by Raymond Tallis on the notion of the Polymath. The CREATE project has a worldwide impact for researchers, academics and scientists. Between January and October 2009, the site has received 221, 414 visits. The most popular route into the site is via the welcome page. The main groups of visitors originate in the UK (including Northern Ireland), Italy, France, Finland, Norway, Hungary, USA, Finland and Spain. A basic percentage breakdown of the traffic over ten months indicates: USA -15%; UK - 16%; Italy - 13%; France -12%; Hungary - 10%; Spain - 6%; Finland - 9%; Norway - 5%. The remaining approximate 14% of visitors are from other countries including Belgium, The Netherlands and Germany (approx 3%). A discussion group has been initiated by the author as part of the CREATE project to facilitate an ongoing dialogue between artists and scientists. http://createcolour.ning.com/group/artandscience www.create.uwe.ac.uk.Related papers to this research: A report on the CREATE Italian event: Colour in cultural heritage.C. Parraman, A. Rizzi, ‘Developing the CREATE network in Europe’, in Colour in Art, Design and Nature, Edinburgh, 24 October 2008.C. Parraman, “Mixing and describing colour”. CREATE (Training event 1), France, 2008

    History of Computer Art

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    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)

    Spatial Displays and Spatial Instruments

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    The conference proceedings topics are divided into two main areas: (1) issues of spatial and picture perception raised by graphical electronic displays of spatial information; and (2) design questions raised by the practical experience of designers actually defining new spatial instruments for use in new aircraft and spacecraft. Each topic is considered from both a theoretical and an applied direction. Emphasis is placed on discussion of phenomena and determination of design principles

    Seventh Biennial Report : June 2003 - March 2005

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