70 research outputs found
Digital 3D Technologies for Humanities Research and Education: An Overview
Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods
Fast photorealistic techniques to simulate global illumination in videogames and virtual environments
Per al càlcul de la il·luminació global per a la síntesi d'imatges d'escenaris virtuals s'usen mètodes físicament acurats com a radiositat o el ray-tracing. Aquests mètodes són molt potents i capaços de generar imatges de gran realisme, però són molt costosos. A aquesta tesi presenta algunes tècniques per simular i/o accelerar el càlcul de la il·luminació global. La tècnica de les obscurances es basa en la suposició que com més amagat és un punt a l'escena, més fosc s'ha de veure. Es calcula analitzant l'entorn geomètric del punt i ens dóna un valor per a la seva il·luminació indirecta, que no és físicament acurat, però sí aparentment realista.Aquesta tècnica es millora per a entorns en temps real com els videojocs. S'aplica també a entorns de ray-tracing per a la generació d'imatges realistes. En aquest context, el càlcul de seqüències de frames per a l'animació de llums i càmeres s'accelera enormement reusant informació entre frames.Les obscurances serveixen per a simular la il·luminació indirecta d'una escena. La llum directa es calcula apart i de manera independent. El desacoblament de la llum directa i la indirecta és una gran avantatge, i en treurem profit. Podem afegir fàcilment l'efecte de coloració entre objectes sense afegir temps de càlcul. Una altra avantatge és que per calcular les obscurances només hem d'analitzar un entorn limitat al voltant del punt.Per escenes virtuals difuses, la radiositat es pot precalcular i l'escena es pot navegar amb apariència realista, però si un objecte de l'escena es mou en un entorn dinàmic en temps real, com un videojoc, el recàlcul de la il·luminació global de l'escena és prohibitiu. Com les obscurances es calculen en un entorn limitat, es poden recalcular en temps real per a l'entorn de l'objecte que es mou a cada frame i encara aconseguir temps real.A més, podem fer servir les obscurances per a calcular imatges de gran qualitat, o per seqüències d'imatges per una animació, com en el ray-tracing. Això ens permet tractar materials no difusos i investigar l'ús de tècniques normalment difuses com les obscurances en entorns generals. Quan la càmera està estàtica, l'ús d'animació de llum només afecta la il·luminació directa, i si usem obscurances per a la llum indirecta, gràcies al seu desacoblament, el càlcul de sèries de frames per a una animació és molt ràpid. El següent pas és afegir animació de càmera, reusant els valors de les obscurances entre frames. Aquesta última tècnica de reús d'informació de la il·luminació del punt d'impacte entre frames la podem usar per a tècniques acurades d'il·luminació global com el path-tracing, i nosaltres estudiem com reusar aquesta informació de manera no esbiaixada. A més, estudiem diferents tècniques de mostreig per a la semi-esfera, i les obscurances es calculen amb una nova tècnica, aplicant depth peeling amb GPU.To compute global illumination solutions for rendering virtual scenes, physically accurate methods based on radiosity or ray-tracing are usually employed. These methods, though powerful and capable of generating images with high realism, are very costly. In this thesis, some techniques to simulate and/or accelerate the computation of global illumination are studied. The obscurances technique is based on the supposition that the more occluded is a point in the scene, the darker it will appear. It is computed by analyzing the geometric environment of the point and gives a value for the indirect illumination for the point that is, though not physically accurate, visually realistic. This technique is enhanced and improved in real-time environments as videogames. It is also applied to ray-tracing frameworks to generate realistic images. In this last context, sequences of frames for animation of lights and cameras are dramatically accelerated by reusing information between frames.The obscurances are computed to simulate the indirect illumination of a scene. The direct lighting is computed apart and in an independent way. The decoupling of direct and indirect lighting is a big advantage, and we will take profit from this. We can easily add color bleeding effects without adding computation time. Another advantage is that to compute the obscurances we only need to analyze a limited environment around the point. For diffuse virtual scenes, the radiosity can be precomputed and we can navigate the scene with a realistic appearance. But when a small object moves in a dynamic real-time virtual environment, as a videogame, the recomputation of the global illumination of the scene is prohibitive. Thanks to the limited reach of the obscurance computation, we can recompute the obscurances only for the limited environment of the moving object for every frame and still have real-time frame rates. Obscurances can also be used to compute high quality images, or sequences of images for an animation, in a ray-tracing-like. This allows us to deal with non-diffuse materials and to research the use of a commonly diffuse technique as obscurances in general environments. For static cameras, using light animation only affects to direct lighting, and if we use obscurances for the indirect lighting, thanks to the decoupling of direct and indirect illumination, the computation of a series of frames for the animation is very fast. The next step is to add camera animation, reusing the obscurances results between frames. Using this last technique of reusing the illumination of the hit points between frames for a true global illumination technique as path tracing, we study how we can reuse this information in an unbiased way. Besides, a study of different sampling techniques for the hemisphere is made, obscurances are computed with the depth-peeling technique and using GPU
Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering
Conventional hotel booking websites only represents their services in 2D photos to show
their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased
virtual walkthrough for the hospitality industry is a potential technology to attract
more customers. In this project, a research will be carried out to create an Image-based
rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only
Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the
interaction of the images. The web-based of the image-based are using the Macromedia
Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or
higher. In making image-based walkthrough, a concentric mosaic technique is used
while image mosaicing technique is applied in panoramic-based walkthrough. A
comparison of the both walkthrough is compared. The study is also focus on the
comparison between number of pictures and smoothness of the walkthrough. There are
advantages of using different techniques such as image-based walkthrough is a real time
walkthrough since the user can walk around right, left, forward and backward whereas
the panoramic-based cannot experience real time walkthrough because the user can only
view 360 degrees from a fixed spot
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Multi-Scale Models to Simulate Interactions between Liquid and Thin Structures
In this dissertation, we introduce a framework for simulating the dynamics between liquid and thin structures, including the effects of buoyancy, drag, capillary cohesion, dripping, and diffusion. After introducing related works, Part I begins with a discussion on the interactions between Newtonian fluid and fabrics. In this discussion, we treat both the fluid and the fabrics as continuum media; thus, the physical model is built from mixture theory. In Part II, we discuss the interactions between Newtonian fluid and hairs. To have more detailed dynamics, we no longer treat the hairs as continuum media. Instead, we treat them as discrete Kirchhoff rods. To deal with the thin layer of liquid that clings to the hairs, we augment each hair strand with a height field representation, through which we introduce a new reduced-dimensional flow model to solve the motion of liquid along the longitudinal direction of each hair. In addition, we develop a faithful model for the hairs' cohesion induced by surface tension, where a penalty force is applied to simulate the collision and cohesion between hairs. To enable the discrete strands interact with continuum-based, shear-dependent liquid, in Part III, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. Accordingly, we extend the reduced-dimensional flow model to simulate liquid with elastoviscoplastic behavior. Furthermore, we use a constraint-based model to replace the penalty-force model to handle contact, which enables an accurate simulation of the frictional and adhesive effects between wet strands. We also present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps.
We demonstrate a wide range of effects, including the challenging animation scenarios involving splashing, wringing, and colliding of wet clothes, as well as flipping of hair, animals shaking, spinning roller brushes from car washes being dunked in water, and intricate hair coalescence effects. For complex liquids, we explore a series of challenging scenarios, including strands interacting with oil paint, mud, cream, melted chocolate, and pasta sauce
Saving temporary exhibitions in virtual environments: The Digital Renaissance of Ulisse Aldrovandi – Acquisition and digitisation of cultural heritage objects
As per the objectives of Project CHANGES, particularly its thematic sub-project on the use of virtual technologies for museums and art collections, our goal was to obtain a digital twin of the temporary exhibition on Ulisse Aldrovandi called “The Other Renaissance”, and make it accessible to users online. After a preliminary study of the exhibition, focusing on acquisition constraints and related solutions, we proceeded with the digital twin creation by acquiring, processing, modelling, optimising, exporting, and metadating the exhibition. We made hybrid use of two acquisition techniques to create new digital cultural heritage objects and environments, and we used open technologies, formats, and protocols to make available the final digital product. Here, we describe the process of collecting and curating bibliographical exhibition (meta) data and the beginning of the digital twin creation to foster its findability, accessibility, interoperability, and reusability. The creation of the digital twin is currently ongoing
Spatial CPU-GPU data structures for interactive rendering of large particle data
In this work, I investigate the interactive visualization of arbitrarily large particle data sets which ft into system memory, but not into GPU memory. With conventional rendering techniques, interactivity of visualizations is drastically reduced when rendering tens- or hundreds of millions of objects. At the same time, graphics hardware memory capabilities limit the size of data sets which can be placed in GPU memory for rendering. To circumvent these obstacles, a progressive rendering approach is employed, which gradually streams and renders all particle data to the GPU without reducing or altering the particle data itself. The particle data is rendered according to a visibility sorting derived from occlusion relations between different parts of the data set, leading to a rendering order of scene contents guided by importance for the rendered image.
I analyze and compare possible implementation choices for rendering particles as opaque spheres in OpenGL, which forms the basis of the particle rendering application developed within this work. The application utilizes a multi-threaded architecture, where data preprocessing on a CPU-thread and a rendering algorithm on a GPU-thread ensure that the user can interact with the application at any time. In particular it is guaranteed that the user can explore the particle data interactively, by ensuring minimal latency from user input to seeing the effects of that input. This is achieved by favoring user inputs over completeness of the rendered image at all stages during rendering. At the same time the user is provided with an immediate feedback about interactions by re-projecting all currently visible particles to the next rendered image. The re-projection is realized with an on-GPU particle-cache of visible particles that is built during particle data streaming and rendering, and drawn upon user interaction using the most recent camera confguration according to user inputs.
The combination of the developed techniques allows interactive exploration of particle data sets with up to 1.5 billion particles on a commodity computer.In dieser Arbeit wird die interaktive Visualisierung beliebig großer Partikeldaten untersucht, wobei die Partikeldaten im Arbeitsspeicher hinterlegt sind, aber nicht zwangsläufig in den Grafikspeicher passen. Mit üblichen Rendering Methoden büßen Visualisierungen drastisch an Interaktivität ein, wenn mehrere zehn- bis hunderte Millionen Objekte dargestellt werden. Gleichzeitig ist die Größe möglicher zu visualisierender Datensätze begrenzt durch den Videospeicher von Grafikkarten, auf dem zu visualisierende Daten vorliegen müssen. Um diese Einschränkungen zu umgehen, wird in dieser Arbeit ein progressiver Rendering Ansatz verfolgt, der sukzessive alle Partikeldaten zur Grafikkarte hochlädt und rendert, ohne die Partikeldaten zu reduzieren oder anderweitig zu verändern. Die Partikeldaten werden entsprechend einer vorgenommenen Sichtbarkeitssortierung gerendert, die aus gegenseitigen Verdeckungen verschiedener Teile des Partikeldatensatzes berechnet wird. Dies führt dazu, dass Teile der Szene nach ihrer Wichtigkeit für das aktuelle Bild sortiert und dargestellt werden.
Es werden verschiedene Möglichkeiten analysiert und verglichen, Partikel als opake Kugeln in OpenGL zu rendern. Dies formt die Grundlage für die Partikel-Rendering Software, die in dieser Arbeit entwickelt wurde. Die Architektur der Rendering-Software benutzt mehrere Threads, sodass durch eine Daten-Vorverarbeitung auf einem CPUThread und durch Rendering-Algorithmen auf einem GPU-Thread sichergestellt ist, dass der Benutzer mit der Software jederzeit interagieren kann. Insbesondere ist sichergestellt, dass der Benutzer die Partikeldaten interaktiv untersuchen kann, indem die Latenz zwischen Benutzereingaben und dem Anzeigen der daraus resultierenden Veränderungen minimal gehalten wird. Dies wird erreicht indem der Verarbeitung von Benutzereingaben an allen Stellen des Rendering-Prozesses höhere Priorität eingeräumt wird als der Vollständigkeit des gerenderten Bildes. Gleichzeitig wird dem Benutzer eine sofortige Rückmeldung über getätigte Benutzereingaben gegeben, indem alle sichtbaren Partikel in das nächste gerenderte Bild neu projeziert werden. Diese Neu-Projektion wird durch einen GPU-seitigen Partikel-Cache aller aktuell sichtbaren Partikel realisiert, der während des sukzessiven Partikelstreamings und -renderns aufgebaut wird. Sobald der Benutzer eine Eingabe tätigt, wird der auf der GPU liegende Partikel-Cache unter der aktuellsten benutzerdefinierten Kameraposition neu gerendert.
Die Kombination dieser entwickelten Methoden erlaubt ein interaktives Betrachten von Partikeldaten mit bis zu 1,5 Milliarden Partikeln auf einem handelsüblichen Computer
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