3,887 research outputs found

    Simulation of granular soil behaviour using the bullet physics library

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    A physics engine is computer software which provides a simulation of certain physical systems, such as rigid body dynamics, soft body dynamics and fluid dynamics. Physics engines were firstly developed for using in animation and gaming industry ; nevertheless, due to fast calculation speed they are attracting more and more attetion from researchers of the engineering fields. Since physics engines are capable of performing fast calculations on multibody rigid dynamic systems, soil particles can be modeled as distinct rigid bodies. However, up to date, it is not clear to what extent they perform accurately in modeling soil behaviour from a geotechnical viewpoint. To investigate this, examples of pluviation and vibration-induced desification were simulated using the physics engine called Bullet physics library. In order to create soil samples, first, randomly shaped polyhedrons, representing gravels, were generated using the Voronoi tessellation approach. Then, particles were pluviated through a funnel into a cylinder. Once the soil particles settled in a static state, the cylinder was subjected to horizontal sinusoidal vibration for a period of 20 seconds. The same procedure for sample perparation was performed in the laboratory. The results of pluviation and vibration tests weere recorded and compared to those of simulations. A good agreement has been found between the results of simulations and laboratory tests. The findings in this study reinforce the idea that physics engines can be employed as a geotechnical engineering simulation tool

    Information maps: tools for document exploration

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    The Computer Graphics Scene in the United States

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    We briefly survey the major thrusts of computer graphics activities, examining trends and topics rather than offering a comprehensive survey of all that is happening. The directions of professional activities, hardware, software, and algorithms are outlined. Within hardware we examine workstations, personal graphics systems, high performance systems, and low level VLSI chips; within software, standards and interactive system design; within algorithms, visible surface rendering and shading, three-dimensional modeling techniques, and animation. Note: This paper was presented at Eurographics\u2784 in Copenhagen, Denmark

    On the Hardware Implementation of Triangle Traversal Algorithms for Graphics Processing

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    Current GPU architectures provide impressive processing rates in graphical applications because of their specialized graphics pipeline. However, little attention has been paid to the analysis and study of different hardware architectures to implement specific pipeline stages. In this work we have identified one of the key stages in the graphics pipeline, the triangle traversal procedure, and we have implemented three different algorithms in hardware: bounding-box, zig-zag and Hilbert curve-based. The experimental results show that important area-performance trade-offs can be met when implementing key image processing algorithms in hardwar

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Development of Learning Objectives for an Undergraduate Computer-Aided Drafting and Design Animation Using the Delphi Technique

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    This study reflects on learning objectives created for an advanced computer aided drafting (CAD) learning module(s) or course with the emphasis on simulation and engineering animations. These objectives were derived by using the Delphi technique by access the support of a panel of subject matter experts (SME) from academia and industry that are interested in CAD. The results of this study are intended for the use of creating instructional modules for undergraduate studies. A panel of experts were chosen through an electronic listserv of engineering and technology supporters. Two rounds of two different Delphi survey instruments were utilized to complete a comprehensive list of necessary and extremely necessary learning objectives. Through the various instruments the necessary learning objectives were derived to help formulate the building blocks for learning module(s)

    Unbalanced growth and the U.S. productivity slowdown

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    An explanation of the slower trend rate of U.S. productivity growth in the past two decades as a natural response to unbalanced growth, whereby resources are shifted from sectors with high productivity growth rates to those with lower rates, such as the rapidly expanding service sector.Productivity

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Effects of Graphical Style and Location on Video Game Art

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    Video games are an interesting collection of visual elements, ranging from 3D animation to character design and user interface design. Audio-visual aspects are a core part of any video game, since they captivate the player’s attention, create atmosphere, and make the game memorable. However, video games are not usually viewed as an art form, and research on video game visual style is limited. This study aims to research art style and visual design of video games, focusing more specifically on character design. Graphical styles of video games have evolved a lot, from the pixelated shapes of the earliest video games to nearly photorealistic dimensions with modern devices. This study introduces one possible categorization of graphical styles in video games, which includes the stylistic, realistic, and abstract styles. Later, video games are grouped into two sets by their location of origin, followed by analysis on location’s effect on the game’s art style. Small research was conducted as a part of this study, where a game was developed using three different art styles. The game was then surveyed by a test group, and results from the survey were analysed from the point of game art style and its effect on player’s gaming experience. Due to problems in game development and small sample size, results of this study are not conclusive, but some patterns in players’ preference are found

    A painterly approach to human skin

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    technical reportRendering convincing human figures is one of the unsolved goals of computer graphics. Previous work has concentrated on modeling physics of human skin. We have taken a different approach. We are exploring techniques used by artists, specifically artists who paint air-brushed portraits. Our goal is to give the impression of skin without extraneous physical details such as pores, veins, and blemishes. In this paper, we provide rendering algorithms which are easy to incorporate into existing shaders, making rendering skin for medical illustration, computer animations, and other applications fast and simple. We accomplish this by using algorithms for real time drawing and shading of silhouette curves. We also build upon current non-photorealistic lighting methods using complementary colors to convey 3D shape information. Users select areas from a scanned art work and manipulate these areas to create shading models. The flexibility of this method of generating a shading model allows users to portray individuals with different skin tones or to capture the look and feel of a work of art
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