154 research outputs found

    Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

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    Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization

    Design and research of VLCC vessel virtual marine engine room

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    Characterization of multiphase flows integrating X-ray imaging and virtual reality

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    Multiphase flows are used in a wide variety of industries, from energy production to pharmaceutical manufacturing. However, because of the complexity of the flows and difficulty measuring them, it is challenging to characterize the phenomena inside a multiphase flow. To help overcome this challenge, researchers have used numerous types of noninvasive measurement techniques to record the phenomena that occur inside the flow. One technique that has shown much success is X-ray imaging. While capable of high spatial resolutions, X-ray imaging generally has poor temporal resolution. This research improves the characterization of multiphase flows in three ways. First, an X-ray image intensifier is modified to use a high-speed camera to push the temporal limits of what is possible with current tube source X-ray imaging technology. Using this system, sample flows were imaged at 1000 frames per second without a reduction in spatial resolution. Next, the sensitivity of X-ray computed tomography (CT) measurements to changes in acquisition parameters is analyzed. While in theory CT measurements should be stable over a range of acquisition parameters, previous research has indicated otherwise. The analysis of this sensitivity shows that, while raw CT values are strongly affected by changes to acquisition parameters, if proper calibration techniques are used, acquisition parameters do not significantly influence the results for multiphase flow imaging. Finally, two algorithms are analyzed for their suitability to reconstruct an approximate tomographic slice from only two X-ray projections. These algorithms increase the spatial error in the measurement, as compared to traditional CT; however, they allow for very high temporal resolutions for 3D imaging. The only limit on the speed of this measurement technique is the image intensifier-camera setup, which was shown to be capable of imaging at a rate of at least 1000 FPS. While advances in measurement techniques for multiphase flows are one part of improving multiphase flow characterization, the challenge extends beyond measurement techniques. For improved measurement techniques to be useful, the data must be accessible to scientists in a way that maximizes the comprehension of the phenomena. To this end, this work also presents a system for using the Microsoft Kinect sensor to provide natural, non-contact interaction with multiphase flow data. Furthermore, this system is constructed so that it is trivial to add natural, non-contact interaction to immersive visualization applications. Therefore, multiple visualization applications can be built that are optimized to specific types of data, but all leverage the same natural interaction. Finally, the research is concluded by proposing a system that integrates the improved X-ray measurements, with the Kinect interaction system, and a CAVE automatic virtual environment (CAVE) to present scientists with the multiphase flow measurements in an intuitive and inherently three-dimensional manner

    MeasureIt-ARCH: A Tool for Facilitating Architectural Design in the Open Source Software Blender

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    This thesis discusses the design and synthesis of MeasureIt-ARCH, a GNU GPL licensed software add-on developed by the author in order to add functionality to the Open Source 3D modeling software Blender that facilitates the creation of architectural drawings. MeasureIt-ARCH adds to Blender simple tools to dimension and annotate 3D models, as well as basic support for the definition and drawing of line work. These tools for the creation of dimensions, annotations and line work are designed to be used in tandem with Blender's existing modelling and rendering tool set. While the drawings that MeasureIt-ARCH produces are fundamentally conventional, as are the majority of the techniques that MeasureIt-ARCH employs to create them, MeasureIt-ARCH does provide two simple and relatively novel methods in its drawing systems. MeasureIt-ARCH provides a new method for the placement of dimension elements in 3D space that draws on the dimension's three dimensional context and surrounding geometry order to determine a placement that optimizes legibility. This dimension placement method does not depend on a 2D work plane, a convention that is common in industry standard Computer Aided Design software. MeasureIt-ARCH also implements a new approach for drawing silhouette lines that operates by transforming the silhouetted models geometry in 4D 'Clip Space'. The hope of this work is that MeasureIt-ARCH might be a small step towards creating an Open Source design pipeline for Architects. A step towards creating architectural drawings that can be shared, read, and modified by anyone, within a platform that is itself free to be changed and improved. The creation of MeasureIt-ARCH is motivated by two goals. First, the work aims to create a basic functioning Open Source platform for the creation of architectural drawings within Blender that is publicly and freely available for use. Second, MeasureIt-ARCH's development served as an opportunity to engage in an interdisciplinary act of craft, providing the author an opportunity to explore the act of digital tool making and gain a basic competency in this intersection between Architecture and Computer Science. To achieve these goals, MeasureIt-ARCH's development draws on references from the history of line drawing and dimensioning within Architecture and Computer Science. On the Architectural side, we make use of the history of architectural drawing and dimensioning conventions as described by Mario Carpo, Alberto Pérez Gómez and others, as well as more contemporary frameworks for the classification of architectural software, such as Mark Bew and Mervyn Richard's BIM Levels framework, in order to help determine the scope of MeasureIt-ARCH's feature set. When crafting MeasureIt-ARCH, precedent works from the field of Computer Science that implement methods for producing line drawings from 3D models helped inform the author’s approach to line drawing. In particular this work draws on the overview of line drawing methods produced by Bénard Pierre and Aaron Hertzmann, Arthur Appel's method for line drawing using 'Quantitative Invisibility', the techniques employed in the Freestyle line drawing system created by Grabli et al. as well as other to help inform MeasureIt-ARCH's simple drawing tools. Beyond discussing MeasureIt-ARCH's development and its motivations, this thesis also provides three small speculative discussions about the implications that an Open Source design tool might have on the architectural profession. We investigate MeasureIt-ARCH's use for small scale architectural projects in a practical setting, using it's tool set to produce conceptual design and renovation drawings for cottages at the Lodge at Pine Cove. We provide a demonstration of how MeasureIt-ARCH and Blender can integrate with external systems and other Blender add-ons to produce a proof of concept, dynamic data visualization of the Noosphere installation at the Futurium center in Berlin by the Living Architecture Systems Group. Finally, we discuss the tool's potential to facilitate greater engagement with the Open Source Architecture (OSArc) movement by illustrating a case study of the work done by Alastair Parvin and Clayton Prest on the WikiHouse project, and by highlighting the challenges that face OSArc projects as they try to produce Open Source Architecture without an Open Source design software

    TOWARD HIGHLY SECURE AND AUTONOMIC COMPUTING SYSTEMS: A HIERARCHICAL APPROACH

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    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Support tools for 3D game creation

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    Nowadays, tools for developing videogames are a very important part of the development process in the game industry. Such tools are used to assist game developers in their tasks, allowing them to create functional games while writing a few lines of code. For example, these tools allow the users to import the content for the game, set the game logic, or produce the source code and compile it. There are several tasks and components regarding the development of videogames that may become unproductive, therefore, it’s necessary to automate and/or optimize such tasks. For example, the programming of events or dialogs can be a task that consumes too much time in the development cycle, and a tedious and repetitive task for the programmer. For this reason, the use of tools to support these tasks can be very important to increase productivity and help on the maintenance of the various processes that involve the development of videogames. This dissertation aims to demonstrate the advantages of the use of these kind of tools during the development of videogames, presenting a case study involving the development of a Serious Game entitled Clean World.Atualmente, as ferramentas para o desenvolvimento de jogos são uma parte bastante importante de todo o processo de desenvolvimento. Estas ferramentas servem para assistir os criadores de jogos nas tarefas que realizam, permitindo-lhes a criação de jogos funcionais escrevendo poucas linhas de código. Desenvolver um videojogo sem a utilização de ferramentas especializadas é um processo complexo e que consome bastante tempo, daí a existência de ferramentas que permitem ao utilizador importar os conteúdos para o jogo, definir a lógica de jogo, produzir o código fonte e compilá-lo. Este tipo de software é normalmente utilizado por quem se dedica à criação de jogos como hobby, ou por profissionais que procuram otimizar o processo de desenvolvimento de jogos. Existem várias componentes ao nível do desenvolvimento de videojogos que se tornam pouco produtivas, se não forem automatizados e/ou otimizadas. Por exemplo, a programação de eventos ou de diálogos pode ser uma tarefa que consome demasiado tempo no ciclo de desenvolvimento, para além de ser uma tarefa entediante e repetitiva no ponto de vista do programador. Por este motivo, a utilização de ferramentas pode ser muito importante no que diz respeito ao aumento da produtividade e manutenção dos vários processos que envolvem o desenvolvimento de videojogos. Nesta dissertação pretendemos demonstrar as vantagens da utilização dessas mesmas ferramentas durante o desenvolvimento de videojogos, através da apresentação de um caso de estudo que envolve o desenvolvimento de um Serious Game intitulado Clean World. Em Clean World, foram identificadas determinadas tarefas que se mostraram demasiado repetitivas e entediantes quando programadas por inteiro, como é o caso da adição, modificação ou remoção de componentes como diálogos, quest ou items. Tendo em conta este problema concreto, foram criadas algumas ferramentas de forma a aumentar a produtividade no desenvolvimento do jogo, tornando tarefas repetitivas e entediantes em processos simples e intuitivos. O conjunto de ferramentas é constituído por: Item Manager, Quest Manager, Dialog Manager e Terrain Creator

    Kosmos : a virtual 3-D universe

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    Kosmos is an application enabling interactive visualization of a fictional 3D universe. It offers users the opportunity to explore and experience an aesthetically pleasing virtual environment complete with billions of high-resolution planets and stars. Kosmos integrates several novel 3D rendering techniques in terrain rendering, large-scale particle systems, etc. to make this level of graphical realism and scale possible. The efficiency of the algorithms developed for this project enables average hardware (such as almost any modern laptop) to run Kosmos smoothly. Moreover, through the use of the recent WebGL standard, Kosmos may be viewed online in any modern web browser on any major operating system, with no large downloads or additional software installation necessary. Moreover, the author has released the full source code for Kosmos online for free under the BSD Open Source License
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