101 research outputs found
Inter-color NPR lines: A comparison of rendering techniques
Renders of 3D scenes can feature lines drawn automatically along sharp edges between colored areas on object textures, in order to imitate certain conventional styles of hand-drawn line art. However, such inter-color lines have been studied very little. Two algorithms for rendering these lines were compared in this study - a faster one utilizing lines baked into the textures themselves and a more complex one that dynamically generated the lines in image space on each frame - for the purpose of determining which of the two better imitated traditional, hand-drawn art styles and which was more visually appealing. Test subjects compared results of the two algorithms side by side in a real-time rendering program, which let them view a 3D scene both passively and interactively from a moving camera, and they noted the differences between each technique\u27s relative line thicknesses - the key visual disparity - in order to reach final judgments as to which better adhered to artistic conventions and which was more appealing. Statistical analysis of the sample proportions that preferred each algorithm failed to prove that any significant difference existed between the two algorithms in terms of either of the above metrics. Thus the algorithm using baked lines appeared to be more recommendable overall, as it was known to be computationally faster, whereas the dynamic algorithm was not shown to be preferred by viewers in terms of conventionality or aesthetics
Exploring heritage through time and space : Supporting community reflection on the highland clearances
On the two hundredth anniversary of the Kildonan clearances, when people were forcibly removed from their homes, the Timespan Heritage centre has created a program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process. This paper explores the innovative ways in which virtual world technology has facilitated community engagement, enhanced visualisation and encouraged reflection as part of this program. An installation where users navigate through a reconstruction of pre clearance Caen township is controlled through natural gestures and presented on a 300 inch six megapixel screen. This environment allows users to experience the past in new ways. The platform has value as an effective way for an educator, artist or hobbyist to create large scale virtual environments using off the shelf hardware and open source software. The result is an exhibit that also serves as a platform for experimentation into innovative ways of community co-creation and co-curation.Postprin
3D visualisation of the laetoli footprints on the internet
Bibliography: p. 84-86
The use of massively multiplayer online games to augment early-stage design process in construction
Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual spaces are in relation to interactions within the real world. This research examines the potential of this technology for enhancing and informing the early stage building design process. Initially, the tools currently used by architects at early stages of the RIBA Plan of Work were evaluated through interviewing architects. Then, the advantages of using MMOG over current tools at early-stage design were evaluated through interviews in SL. A virtual model was developed to examine how realistic the visualisation and interaction between end-users in an MMOG was. This was used to propose and validate guidance to incorporating MMOG into the early stages of the RIBA Plan of Work. It revealed that the virtual model created, the validated guidance and a successful example combining 2D sketches, Google SketchUp and MMOG at early-stage design can be used to guide architects to manage the complex decision making process in a simple, easy, cost-effective way, while effectively engaging both professional and non-professional stakeholders
Utilizing a 3D game engine to develop a virtual design review system
A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
OmniDrones: An Efficient and Flexible Platform for Reinforcement Learning in Drone Control
In this work, we introduce OmniDrones, an efficient and flexible platform
tailored for reinforcement learning in drone control, built on Nvidia's
Omniverse Isaac Sim. It employs a bottom-up design approach that allows users
to easily design and experiment with various application scenarios on top of
GPU-parallelized simulations. It also offers a range of benchmark tasks,
presenting challenges ranging from single-drone hovering to over-actuated
system tracking. In summary, we propose an open-sourced drone simulation
platform, equipped with an extensive suite of tools for drone learning. It
includes 4 drone models, 5 sensor modalities, 4 control modes, over 10
benchmark tasks, and a selection of widely used RL baselines. To showcase the
capabilities of OmniDrones and to support future research, we also provide
preliminary results on these benchmark tasks. We hope this platform will
encourage further studies on applying RL to practical drone systems.Comment: Submitted to IEEE RA-
An interface model for improving the use of space simulation software in architectural design
Ankara : Department of Interior Architecture and Environmental Design and Institute of Fine Arts, Bilkent Univ., 1998.Thesis (Ph.D.) -- Bilkent University, 1998.Includes bibliographical refences.There is an ongoing debate on the success of architectural software in meeting the designers' wishes and in being familiar with the way designers design. One dominant belief is that as architectural software introduces a work environment closer to that of the paper-based techniques, the efficiency of the use of such software in the profession will increase. We argue that the use will increase by designing interfaces through which the users will be able to customize the digital environment according to their wishes. This thesis introduces a context-specific interface model to transform a state in the user+need space to a digital aid in the virtual design space. This model incorporates the Customization Scale Menu (CSM) to act with the menu options of the architectural space simulation software. The menu options are customized through the selections made on the CSM by the user. These selections will determine the required level of interaction between the software and the user, thus customizing the digital environment according to the user's needs.Şenyapılı, BurcuPh.D
- …