271 research outputs found
Architectural rendering and 3D visualization
The following thesis, “Architectural Render and 3D Visualization,” describes the
process of creating, rendering, and optimizing an Interior Design using a 3D Engine as
the principal tool. The tool used during the development is “Unreal Engine,” which
allows rendering and interaction in real-time with the scene.
At the end of the process, we can obtain an interactive scene rendered with highquality materials trying to reach a realistic real-time scene by mixing modeling,
texturing, and illumination techniques.
Furthermore, scripting is contemplated in the project scope, looking to optimize the
environment where we will be developing the scene, and developing some tools
Creation of modular 3D assets for videogames
Hráči poÄŤĂtaÄŤovĂ˝ch her majĂ stále vyššà a vyššà nároky na grafickĂ© zpracovánĂ hernĂho svÄ›ta a jeho detaily. Aby jim mohlo bĂ˝t vyhovÄ›no, grafici musĂ neustále upravovat svĹŻj pĹ™Ăstup a pouĹľĂvanĂ© modelovacĂ techniky. Jeden z modernĂch a populárnĂch pĹ™ĂstupĹŻ je zaloĹľen na modularitÄ› a modulárnĂm designu. PĹ™estoĹľe tento pĹ™Ăstup má spoustu benefitĹŻ, pĹ™esnĂ˝ popis technik a znalostĂ spojenĂ˝ch s tĂmto konceptem nenĂ stále pevnÄ› definovanĂ˝. Tato práce poskytuje náhled na rĹŻznĂ© modelovacĂ techniky, software pro 3D modelovánĂ a detailnĂ popis modulárnĂho pĹ™Ăstupu aplikovanĂ©ho v aktuálnĂch poÄŤĂtaÄŤovĂ˝ch hrách. KombinacĂ procedurálnĂch modelovacĂch technik a modulárnĂho designu jsme v programu Houdini pĹ™ipravili nÄ›kolik assetĹŻ uĹľ pouze ÄŤekajĂcĂch na reálnĂ© vyuĹľitĂ. Dále jsme v Unreal Enginu poskládali testovacĂ scĂ©nu a tĂm zĂskali hlubšà pĹ™ehled o vĂ˝hodách a nevĂ˝hodách pouĹľitĂ©ho pĹ™Ăstupu k tvorbÄ› grafiky poÄŤĂtaÄŤovĂ˝ch 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
Mobile graphics: SIGGRAPH Asia 2017 course
Peer ReviewedPostprint (published version
Procedural Modeling and Physically Based Rendering for Synthetic Data Generation in Automotive Applications
We present an overview and evaluation of a new, systematic approach for
generation of highly realistic, annotated synthetic data for training of deep
neural networks in computer vision tasks. The main contribution is a procedural
world modeling approach enabling high variability coupled with physically
accurate image synthesis, and is a departure from the hand-modeled virtual
worlds and approximate image synthesis methods used in real-time applications.
The benefits of our approach include flexible, physically accurate and scalable
image synthesis, implicit wide coverage of classes and features, and complete
data introspection for annotations, which all contribute to quality and cost
efficiency. To evaluate our approach and the efficacy of the resulting data, we
use semantic segmentation for autonomous vehicles and robotic navigation as the
main application, and we train multiple deep learning architectures using
synthetic data with and without fine tuning on organic (i.e. real-world) data.
The evaluation shows that our approach improves the neural network's
performance and that even modest implementation efforts produce
state-of-the-art results.Comment: The project web page at
http://vcl.itn.liu.se/publications/2017/TKWU17/ contains a version of the
paper with high-resolution images as well as additional materia
Silvan: An Immersive Software for Visualization and Mensuration of 3D LiDAR Point Clouds
Light Detection and Ranging (LiDAR) point clouds, data representations composed of a collectionof 3D positioned points each with location and intensity data embedded, have numerous applications particularly in the fields of Forestry, Environmental Science, and Remote Sensing. This thesis
introduces Silvan, an immersive forestry research software designed for point cloud visualization,
segmentation, and mensuration. The main design goals of Silvan are to provide an immersive 3D
environment for research in Forestry and Remote Sensing and to provide a mensuration and visualization pipeline for extracting tree metrics including coordinates, tree height, diameter at breast
height (DBH), height to live crown, and crown spread. This thesis surveys the current state of research in immersive software for analyzing and visualizing 3D point clouds and focuses on discussing
the software implementation details of Silvan and how each feature addresses a limitation of current
tree mensuration techniques. This thesis then describes an experimental methodology for gathering
and analyzing user feedback and discusses the experimental feedback before finally concluding with
discussion of future extensions of Silvan
Realtime 3d Mapping, Optimization, and Rendering Based on a Depth Sensor
This thesis provides a method for using a portable scanner to create an optimized 3D map for real time rendering. This thesis uses a cloud computing software as a service architecture which allows for a portable scanner to acquire depth maps. Using a portable scanner allows for the mapping of large areas. It will then send the depth maps to a server for a 3D map to be created in real time. This thesis discusses the acquisition of the point cloud using an open source program for 3D mapping with a depth sensor. It then covers the triangulation into a mesh using the marching cubes algorithm. The optimization of the mesh to allow real time rendering is then introduced. Finally the mesh is imported and rendered in the Unreal Engine 3 for an interactive and intuitive display.School of Electrical & Computer Engineerin
Spatial Mapping Using HoloLens 2. A Proposal for Improvement and an Analysis of Inner Workings
In this thesis we focus on improving the spatial mapping of Microsoft's augmented reality glasses HoloLens 2. Firstly, an in depth analysis of inner workings and limitations, based on public resources, is conducted. This is then followed by a series of experiments in a small and simple indoor environment, the experiments are designed to extract additional information about the mapping which could not be found through public resources. Some of the experiments have also been conducted with a light detection and ranging (LiDAR) device of the type Velodyne VLP-16. A comparison between the two indicate that HoloLens 2 is able to perform at the same level.
The information from the analysis and experiments provide a strong foundation for improvement of the mapping. Only a simple algorithm have been implemented and tested, but in chapter 6 a series of recommendations and ideas for how to proceed with this project are listed. The implemented algorithm uses plane fitting to "pull" points within a certain distance onto the plane. This helps to improve structures that were originally flat, such as walls and floors
Atmospheric cloud representation methods in computer graphics: A review
Cloud representation is one of the important components in the atmospheric cloud visualization system. Lack of review papers on the cloud representation methods available in the area of computer graphics has directed towards the difficulty for researchers to understand the appropriate solutions. Therefore, this paper aims to provide a comprehensive review of the atmospheric cloud representation methods that have been proposed in the computer graphics domain, involving the classical and the current state-of-the-art approaches. The reviewing process was conducted by searching, selecting, and analyzing the prominent articles collected from online digital libraries and search engines. We highlighted the taxonomic classification of the existing cloud representation methods in solving the atmospheric cloud-related problems. Finally, research issues and directions in the area of cloud representations and visualization have been discussed. This review would be significantly beneficial for researchers to clearly understand the general picture of the existing methods and thus helping them in choosing the best-suited approach for their future research and development
GaussianHair: Hair Modeling and Rendering with Light-aware Gaussians
Hairstyle reflects culture and ethnicity at first glance. In the digital era,
various realistic human hairstyles are also critical to high-fidelity digital
human assets for beauty and inclusivity. Yet, realistic hair modeling and
real-time rendering for animation is a formidable challenge due to its sheer
number of strands, complicated structures of geometry, and sophisticated
interaction with light. This paper presents GaussianHair, a novel explicit hair
representation. It enables comprehensive modeling of hair geometry and
appearance from images, fostering innovative illumination effects and dynamic
animation capabilities. At the heart of GaussianHair is the novel concept of
representing each hair strand as a sequence of connected cylindrical 3D
Gaussian primitives. This approach not only retains the hair's geometric
structure and appearance but also allows for efficient rasterization onto a 2D
image plane, facilitating differentiable volumetric rendering. We further
enhance this model with the "GaussianHair Scattering Model", adept at
recreating the slender structure of hair strands and accurately capturing their
local diffuse color in uniform lighting. Through extensive experiments, we
substantiate that GaussianHair achieves breakthroughs in both geometric and
appearance fidelity, transcending the limitations encountered in
state-of-the-art methods for hair reconstruction. Beyond representation,
GaussianHair extends to support editing, relighting, and dynamic rendering of
hair, offering seamless integration with conventional CG pipeline workflows.
Complementing these advancements, we have compiled an extensive dataset of real
human hair, each with meticulously detailed strand geometry, to propel further
research in this field
CADSim: Robust and Scalable in-the-wild 3D Reconstruction for Controllable Sensor Simulation
Realistic simulation is key to enabling safe and scalable development of %
self-driving vehicles. A core component is simulating the sensors so that the
entire autonomy system can be tested in simulation. Sensor simulation involves
modeling traffic participants, such as vehicles, with high quality appearance
and articulated geometry, and rendering them in real time. The self-driving
industry has typically employed artists to build these assets. However, this is
expensive, slow, and may not reflect reality. Instead, reconstructing assets
automatically from sensor data collected in the wild would provide a better
path to generating a diverse and large set with good real-world coverage.
Nevertheless, current reconstruction approaches struggle on in-the-wild sensor
data, due to its sparsity and noise. To tackle these issues, we present CADSim,
which combines part-aware object-class priors via a small set of CAD models
with differentiable rendering to automatically reconstruct vehicle geometry,
including articulated wheels, with high-quality appearance. Our experiments
show our method recovers more accurate shapes from sparse data compared to
existing approaches. Importantly, it also trains and renders efficiently. We
demonstrate our reconstructed vehicles in several applications, including
accurate testing of autonomy perception systems.Comment: CoRL 2022. Project page: https://waabi.ai/cadsim
- …