30,886 research outputs found

    Smooth Fly-to-Orbiting Animation for Viewing Points of Interest in 3D

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    The present disclosure describes systems and methods that combine two or more CameraSource objects to create a smooth fly-to-orbit animation within a three-dimensional user interface. More particularly, an algorithm is used to blend a fly animation CameraSource with and an orbiting animation CameraSource over an interpolation time period to create a CameraSource object that allows a smooth, user-friendly transition between the animations for use in a user interface (e.g., presenting three-dimensional data). Keywords associated with the present disclosure include: mapping; user interface; three-dimensional; point of interest; geographic area; virtual camera; navigation; camera source; animation; fly; orbit, blending; transition; interpolation

    A Parallel Rendering Algorithm for MIMD Architectures

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    Applications such as animation and scientific visualization demand high performance rendering of complex three dimensional scenes. To deliver the necessary rendering rates, highly parallel hardware architectures are required. The challenge is then to design algorithms and software which effectively use the hardware parallelism. A rendering algorithm targeted to distributed memory MIMD architectures is described. For maximum performance, the algorithm exploits both object-level and pixel-level parallelism. The behavior of the algorithm is examined both analytically and experimentally. Its performance for large numbers of processors is found to be limited primarily by communication overheads. An experimental implementation for the Intel iPSC/860 shows increasing performance from 1 to 128 processors across a wide range of scene complexities. It is shown that minimal modifications to the algorithm will adapt it for use on shared memory architectures as well

    Posing 3D Models from Drawing

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    Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The inference of the 3D pose is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp, a horse and a human character. The results show that this method is robust, highly scalable and is able to be extended to various types of models

    Publishing Time Dependent Oceanographic Visualizations using VRML

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    Oceanographic simulations generate time dependent data; thus, visualizations of this data should include and realize the variable `time'. Moreover, the oceanographers are located across the world and they wish to conveniently communicate and exchange these temporal realizations. This publication of material may be achieved using different methods and languages. VRML provides one convenient publication medium that allows the visualizations to be easily viewed and exchanged between users. Using VRML as the implementation language, we describe five categories of operation. The strategies are determined by the level of calculation that is achieved at the generation stage compared to the playing of the animation. We name the methods: 2D movie, 3D spatial, 3D flipbook, key frame deformation and visualization program
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