1,498 research outputs found

    Sifat fizikal dan keupayaan mekanikal konkrit campuran abu kulit kupang (perna viridis) sebagai bahan tambah

    Get PDF
    Matlamat SDGs selari dengan inisiatif RMK-11 iaitu pengaplikasian teknologi hijau di dalam pembinaan infrastruktur yang mampan, berkonsepkan lestari dan pemuliharaan alam sekitar. Kajian ini memfokuskan kulit kupang yakni limpahan sisa akuakultur yang tidak diurus dengan tepat untuk dijadikan bahan tambah di dalam campuran konkrit bagi meningkatkan nilai kulit kupang dan keupayaan konkrit campuran bagi memacu infrastruktur yang lestari. Kupang yang telah di proses menjadi abu di tambah di dalam konkrit sebanyak 1%, 2%, 3% dan 4% dan melalui proses pengawetan air biasa selama 7, 28 dan 60 hari dengan sasaran gred 30MPa. Penyelidikan ini memfokuskan beberapa ujian pencirian bahan iaitu sifat-sifat fizikal (graviti tentu, masa pengerasan dan serakan saiz partikel), dan kimia (X-Ray Powder Diffraction ), morfologi partikel (Scanning Electron Microscope), keupayaan konkrit (kebolehkerjaan, kekuatan mampatan, kekuatan tegangan dan serapan kapilari air dan analisis statistik (korelasi dan signifikan). Dapatan sifat-sifat fizikal abu kulit kupang mendapati kulit kupang lebih halus (saiz diameter purata 8.284ÎĽm) dan ringan (nilai graviti tentu 2.52) berbanding simen Portland biasa memberi kelebihan di dalam masa pengerasan, kebolehkerjaan dan serapan kapilari. Bagi nilai keupayaan konkrit mampatan , tegangan dan serapan kapilari air konkrit campuran 2% abu kulit kupang adalah lebih baik berbanding konkrit campuran yang lain. Selain itu, tempoh pengawetan 7, 28 dan didapati tiada perbezaan yang signifikan (p > 0.025) bagi konkrit campuran 2%. Berdasarkan dapatan kajian abu kulit kupang mempunyai potensi sebagai bahan tambah yang menghasilkan konkrit berkekuatan awal dan berkeupayaan tinggi. Penyelidikan ini menambah pengetahuan bahan pembinaan , meningkatkan nilai kulit kupang serta memastikan infrastruktur berkonsepkan kehidupan lestari dan pemeliharaan alam sekitar di dalam matlamat SDGs dan dasar RMK-11 dicapai

    Hybridization of silhouette rendering and pen-and-ink illustration of non-photorealistic rendering technique for 3D object

    Get PDF
    This study proposes a hybrid of Non-photorealistic Rendering techniques. Nonphotorealistic Rendering (NPR) covers one part in computer graphics that caters towards generating many kinds of 2D digital art style from 3D data, for instance output that looks like painting and drawing. NPR includes the painterly, interpretative, expressive and artistic styles, among others. NPR research deal with different issues such as the stylization that are driven by human perception, the science and art that were brought together and being harmonized with techniques used. Some of approaches used in NPR were discussed such as cartoon rendering, watercolour painting, silhouette rendering, penand- ink illustration and so on. A plan for hybridization of NPR techniques is proposed between silhouette rendering techniques and pen-and-ink illustration for this study. The integration process of these rendering techniques takes on the lighting mapping and also the construction of colour region of the model in order to ensure the pen-and-ink illustration texture can be implemented into the object. The evaluation process is based on the visualization of the image from the hybridization process. Based on findings, the hybridization of NPR technique was able to create interesting results and considered as an alternative in producing new variety of visualization image in NPR

    Interactive Ray Tracing Infrastructure

    Get PDF
    In this thesis, I present an approach to develop interactive ray tracing infrastructures for artists. An advantage of ray-tracing is that it provides some essential global illumination (GI) effects such as reflection, refraction and shadows, which are essential for artistic applications. My approach relies on massively paralleled computing power of Graphics Processing Unit (GPU) that can help achieve interactive rendering by providing several orders of magnitude faster computation than conventional CPU-based (Central Processing Unit) rendering. GPU-based rendering makes real time manipulation possible which is also essential for artistic applications. Based on this approach, I have developed an interactive ray tracing infrastructure as a proof of concept. Using this ray tracing infrastructure, artists can interactively manipulate shading and lighting effects through provided Graphical User Interface (GUI) with input controls. Additionally, I have developed a data communication between my ray-tracing infrastructure and commercial modeling and animation software. This addition extended the level of interactivity beyond the infrastructure. This infrastructure can also be extended to develop 3D dynamic environments to obtain any specific art style while providing global illumination effects. It has already been used to create a 3D interactive environment that emulates a given art work with reflections and refractions

    Non-photorealistic rendering: a critical examination and proposed system.

    Get PDF
    In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - • The Expressive Marks system • Magic Painter system • The Piranesi system (which includes the EPixel and Sketcher systems) • A large portfolio of images generated throughout the exploration

    Implementing non-photorealistic rendreing enhancements with real-time performance

    Get PDF
    We describe quality and performance enhancements, which work in real-time, to all well-known Non-photorealistic (NPR) rendering styles for use in an interactive context. These include Comic rendering, Sketch rendering, Hatching and Painterly rendering, but we also attempt and justify a widening of the established definition of what is considered NPR. In the individual Chapters, we identify typical stylistic elements of the different NPR styles. We list problems that need to be solved in order to implement the various renderers. Standard solutions available in the literature are introduced and in all cases extended and optimised. In particular, we extend the lighting model of the comic renderer to include a specular component and introduce multiple inter-related but independent geometric approximations which greatly improve rendering performance. We implement two completely different solutions to random perturbation sketching, solve temporal coherence issues for coal sketching and find an unexpected use for 3D textures to implement hatch-shading. Textured brushes of painterly rendering are extended by properties such as stroke-direction and texture, motion, paint capacity, opacity and emission, making them more flexible and versatile. Brushes are also provided with a minimal amount of intelligence, so that they can help in maximising screen coverage of brushes. We furthermore devise a completely new NPR style, which we call super-realistic and show how sample images can be tweened in real-time to produce an image-based six degree-of-freedom renderer performing at roughly 450 frames per second. Performance values for our other renderers all lie between 10 and over 400 frames per second on homePC hardware, justifying our real-time claim. A large number of sample screen-shots, illustrations and animations demonstrate the visual fidelity of our rendered images. In essence, we successfully achieve our attempted goals of increasing the creative, expressive and communicative potential of individual NPR styles, increasing performance of most of them, adding original and interesting visual qualities, and exploring new techniques or existing ones in novel ways.KMBT_363Adobe Acrobat 9.54 Paper Capture Plug-i

    CAD2Sketch: Generating Concept Sketches from CAD Sequences

    Get PDF
    International audienceConcept sketches are ubiquitous in industrial design, as they allow designers to quickly depict imaginary 3D objects. To construct their sketches with accurate perspective, designers rely on longstanding drawing techniques, including the use of auxiliary construction lines to identify midpoints of perspective planes, to align points vertically and horizontally, and to project planar curves from one perspective plane to another. We present a method to synthesize such construction lines from CAD sequences. Importantly, our method balances the presence of construction lines with overall clutter, such that the resulting sketch is both well-constructed and readable, as professional designers are trained to do. In addition to generating sketches that are visually similar to real ones, we apply our method to synthesize a large quantity of paired sketches and normal maps, and show that the resulting dataset can be used to train a neural network to infer normals from concept sketches

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

    Get PDF
    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

    Get PDF
    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models
    • …
    corecore