3,317 research outputs found

    Visualization of unsteady computational fluid dynamics

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    A brief summary of the computer environment used for calculating three dimensional unsteady Computational Fluid Dynamic (CFD) results is presented. This environment requires a super computer as well as massively parallel processors (MPP's) and clusters of workstations acting as a single MPP (by concurrently working on the same task) provide the required computational bandwidth for CFD calculations of transient problems. The cluster of reduced instruction set computers (RISC) is a recent advent based on the low cost and high performance that workstation vendors provide. The cluster, with the proper software can act as a multiple instruction/multiple data (MIMD) machine. A new set of software tools is being designed specifically to address visualizing 3D unsteady CFD results in these environments. Three user's manuals for the parallel version of Visual3, pV3, revision 1.00 make up the bulk of this report

    3D SURVEY POINT CLOUD DATA AS DIRECT RENDERING ASSETS FOR VISUALISING COMPLEX HERITAGE IN VIRTUAL APPLICATIONS

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    Digital technology provides methods to record and preserve cultural heritage, support conservation and restoration efforts, and share our collective past with a worldwide audience. Between 2011 and 2017, the 3D Survey Group from Politecnico di Milano operated an annual workshop in the medieval village of Ghesc in which photogrammetry and laser-scanner surveys were carried out. The point cloud data acquired in these activities has become “time slices” documenting different stages of the preservation interventions in Ghesc and the evolution of advanced survey techniques. The main objective of this research is to streamline the workflow of delivering immersive and interactive experiences for complex heritage by directly utilising the 3D survey point cloud data, whether derived from a photogrammetric survey, static laser scanner, or mobile mapping. A point cloud-based multiplatform application is designed and delivered with versatile functions. It runs on PC and VR devices to provide virtual access to the village and narrate its revitalisation story. Additionally, it operates on mobile devices with an AR feature that brings vibrancy to the on-site experience. This application integrates high-fidelity point cloud models, detailed information on vernacular architecture in the Ossola Valley, and information on the preservation project with gamified learning experiences. The unconventional approach of using points as rendering primitives in virtual applications offers a practical solution for visualising complex heritage, enabling an efficient transition from the data collection stage to the data sharing stage without the need for 3D reconstruction and intricate BIM modelling

    A Critical Analysis of NeRF-Based 3D Reconstruction

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    This paper presents a critical analysis of image-based 3D reconstruction using neural radiance fields (NeRFs), with a focus on quantitative comparisons with respect to traditional photogrammetry. The aim is, therefore, to objectively evaluate the strengths and weaknesses of NeRFs and provide insights into their applicability to different real-life scenarios, from small objects to heritage and industrial scenes. After a comprehensive overview of photogrammetry and NeRF methods, highlighting their respective advantages and disadvantages, various NeRF methods are compared using diverse objects with varying sizes and surface characteristics, including texture-less, metallic, translucent, and transparent surfaces. We evaluated the quality of the resulting 3D reconstructions using multiple criteria, such as noise level, geometric accuracy, and the number of required images (i.e., image baselines). The results show that NeRFs exhibit superior performance over photogrammetry in terms of non-collaborative objects with texture-less, reflective, and refractive surfaces. Conversely, photogrammetry outperforms NeRFs in cases where the object’s surface possesses cooperative texture. Such complementarity should be further exploited in future works

    Intuitive and Accurate Material Appearance Design and Editing

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    Creating and editing high-quality materials for photorealistic rendering can be a difficult task due to the diversity and complexity of material appearance. Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. Even with the support of commercial software packages, material design can be a time-consuming trial-and-error task due to the counter-intuitive nature of the complex reflectance models. Moreover, many material design tasks require the physical realization of virtually designed materials as the final step, which makes the process even more challenging due to rendering artifacts and the limitations of fabrication. In this dissertation, we propose a series of studies and novel techniques to improve the intuitiveness and accuracy of material design and editing. Our goal is to understand how humans visually perceive materials, simplify user interaction in the design process and, and improve the accuracy of the physical fabrication of designs. Our first work focuses on understanding the perceptual dimensions for measured material data. We build a perceptual space based on a low-dimensional reflectance manifold that is computed from crowd-sourced data using a multi-dimensional scaling model. Our analysis shows the proposed perceptual space is consistent with the physical interpretation of the measured data. We also put forward a new material editing interface that takes advantage of the proposed perceptual space. We visualize each dimension of the manifold to help users understand how it changes the material appearance. Our second work investigates the relationship between translucency and glossiness in material perception. We conduct two human subject studies to test if subsurface scattering impacts gloss perception and examine how the shape of an object influences this perception. Based on our results, we discuss why it is necessary to include transparent and translucent media for future research in gloss perception and material design. Our third work addresses user interaction in the material design system. We present a novel Augmented Reality (AR) material design prototype, which allows users to visualize their designs against a real environment and lighting. We believe introducing AR technology can make the design process more intuitive and improve the authenticity of the results for both novice and experienced users. To test this assumption, we conduct a user study to compare our prototype with the traditional material design system with gray-scale background and synthetic lighting. The results demonstrate that with the help of AR techniques, users perform better in terms of objectively measured accuracy and time and they are subjectively more satisfied with their results. Finally, our last work turns to the challenge presented by the physical realization of designed materials. We propose a learning-based solution to map the virtually designed appearance to a meso-scale geometry that can be easily fabricated. Essentially, this is a fitting problem, but compared with previous solutions, our method can provide the fabrication recipe with higher reconstruction accuracy for a large fitting gamut. We demonstrate the efficacy of our solution by comparing the reconstructions with existing solutions and comparing fabrication results with the original design. We also provide an application of bi-scale material editing using the proposed method

    ProteinShader: illustrative rendering of macromolecules

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    <p>Abstract</p> <p>Background</p> <p>Cartoon-style illustrative renderings of proteins can help clarify structural features that are obscured by space filling or balls and sticks style models, and recent advances in programmable graphics cards offer many new opportunities for improving illustrative renderings.</p> <p>Results</p> <p>The ProteinShader program, a new tool for macromolecular visualization, uses information from Protein Data Bank files to produce illustrative renderings of proteins that approximate what an artist might create by hand using pen and ink. A combination of Hermite and spherical linear interpolation is used to draw smooth, gradually rotating three-dimensional tubes and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to modify the graphics pipeline.</p> <p>Conclusion</p> <p>By programming to the graphics processor unit, ProteinShader is able to produce high quality images and illustrative rendering effects in real-time. The main feature that distinguishes ProteinShader from other free molecular visualization tools is its use of texture mapping techniques that allow two-dimensional images to be mapped onto the curved three-dimensional surfaces of ribbons and tubes with minimum distortion of the images.</p
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