48 research outputs found

    Remote rendering control using Python scripts and Dropbox technology

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    The process of rendering a 3D animation often takes a very long time to complete. In situations where it would take several hours or even many days, it is inconvenient to spend that time near the rendering computer in order to control and oversee the process. Through the work with 3D computer graphic technologies, the authors realized that there is no simple solution on the market that facilitates the monitoring of the remote computer that is running the rendering process. This paper deals with developing a system to enable those tasks to be done from a remote computer or any mobile device. The developed proof-of-concept system consists of two Python programs communicating over the Dropbox service and a computer that is running the Autodesk Maya software

    Ptex system for advanced texture mapping

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    Ptex is a texture mapping method. It’s main advantage is the elimination of UV mapping process by storing separate texture for each face. Ptex deals with the filtering across face boundaries, which makes all the little separate textures look seamless, as if they were one big texture. Ptex file format can efficiently store hundreds of thousands of images into a single file. Ptex API is released as open source, written in C++, which enables implementation of Ptex in various programs. This paper analyses advantages and drawbacks of this system and examines if Ptex is today usable outside of big production studios. Analysis leads us to a conclusion that Ptex can already be used by individuals outside of big production studios

    Tehnike renderiranja i računalnog osvjetljenja

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    This paper describes the rendering techniques, render engines and types of lighting in the Autodesk Maya software. There are many types of algorithms in the computer graphics area, but this paper describes the most commonly used or historically important ones for the development of computer graphics. Mental ray, which is used as a plug-in, enables the photorealistic rendering for Maya. Mental ray is compared with its biggest rival – V-ray. Furthermore, this paper describes the sources of direct lighting which Maya offers, as well as the options that are available from mental ray for indirect or global lighting.Ovaj rad opisuje tehnike renderiranja, render pogone, te vrste osvjetljenja scene u programu Autodesk Maya. Postoji više algoritama renderiranja koje se koriste u računalnoj grafici, a u ovom radu su opisani oni koji se najviše koriste ili oni algoritmi koji su bili važni za razvoj računalne grafike kakvu danas poznajemo. Opisan je mental ray koji je zaseban program, a u Mayi se koristi kao dodatak, pomoću kojega se Mayi omogućuje napredno i realistično renderiranje. Uz to se mental ray uspoređuje sa svojim najvećim konkurentom, V-rayom. Također su navedeni direktni izvori svjetlosti koje nam nudi Maya, te koje su to opcije za indirektno ili globalno osvjetljenje, koje nam nudi mental ray

    PERFORMANCE AND ARCHITECTURE OF GRAPHIC AND CENTRAL PROCESSORS IN COMPUTER GRAPHICS

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    Tema rada je osmišljena kao podloga za buduća istraživanja gdje je potrebno uočiti glavne razlike po pitanju performansi grafičkih i centralnih procesora. Elementi koji su važni i uzimaju se u obzir prilikom istraživanja su propusnost memorije i shaderi. Postoje tri tipa shadera od kojih je poseban naglasak na pixel i vertex shader-ima. Kroz rad je prikazana njihova uloga u računalnoj grafici te se prikazuje najnovija tehnologija pod nazivom CUDA koja predstavlja temelj renderiranja grafičkim procesorima. Problematika je prikazana pomoću dva usporedna testa, prvi je vezan za iscrtavanje računalno generirane scene, a drugi za algoritam sortiranja. Uz navedeno prikazuje se i usporedni test iscrtavanja poligona i piksela pomoću CPU i GPU sklopovlja. Rezultat ukazuje na superiornost grafičkih procesora koji bi u budućnosti mogli imati još veću primjenu u specijaliziranim namjenama.The theme of this paper is designed as a basis for future research where it is necessary to notice the main differences in the performance of graphic and central processors. Elements that are important and taken into account during the research are the bandwidth of memory and shaders. There are three types of shaders of which there is a special emphasis on pixel and vertex shaders. The paper presents their role in computer graphics and shows the latest technology called CUDA, which is the foundation for rendering graphics processors. The problem is illustrated by two parallel tests, the first being linked to plotting a computergenerated scene, and the other to a sorting algorithm. In addition to the above, a comparative polarity and pixel plotting test is performed using CPU and GPU. The result points to the superiority of graphics processors that could in the future have even greater application in specialized applications

    RENDERING SPEED COMPARISON OF THE PRIMITIVE GRAPHICS ELEMENTS WITH CENTRAL AND GRPAHICS PROCESSORS

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    Tema rada je proširiti istraživanje koje je uključivalo iscrtavanje osnovnih geometrijskih oblika kao što je poligon i piksel. Za potrebe istraživanja, kreirana je specijalizirana aplikacija koja omogućuje iscrtavanje sljedećih oblika: poligon, piksel, linija, elipsa i tekst. Svaki od grafičkih elemenata ispitan je nekoliko iteracija. Cilj rada je utvrditi koliko je zapravo pojedini element zahtjevan za iscrtavanje grafičkim i centralnim procesorom.The subject of this paper was to expand research involving sketching of basic geometric shapes such as polygon and pixel. For research purposes, a specialized application has been created that allows rendering of the following forms: polygon, pixel, line, ellipse, and text. Each of the graphic elements was examined by several iterations. The aim is to determine just how demanding individual element is for rendering with graphics and central processors

    Implementation of Computer Game Elements into Online Teaching of Information Technology Courses

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    U ovoj disertaciji prvo se daje pregled istraživanja iz područja primjene gemifikacije u e-učenju. Provedena je anketa među nastavnicima koji koriste e-učenje u radu sa studentima, nakon koje slijedi predistraživanje, te prvo i drugo glavno istraživanje. Istraživanje spada u područje društvenih znanosti, gdje se provjerava spoznaja je li primjena motivirajućih elemenata računalnih igara omogućila ostvarenje boljih rezultata po pitanju studentovog znanja. Također, analizirana je motivacija kao aktivnost studenata koji su koristili gemificirani e-tečaj. Ova disertacija sastoji se od osam poglavlja čiji je kratak sadržaj opisan u nastavku sažetka. Poglavlje ''1. Uvod'' - opisuje se i definira istraživački problem te koja je tema ove disertacije. Navode se ciljevi i hipoteze istraživanja, prikazuje se slika tijeka istraživanja te opis teorijskog i empirijskog dijela istraživanja. Poglavlje ''2. Pedagoški i tehnološki aspekti e-učenja'' - poglavlje opisuje pojam e-učenja te njegove osnovne elemente. Opisane su sve aktivnosti i resursi prisutni u Moodle sustavu. Poglavlje završava opisom pedagoških aspekata koji imaju temelje u području e-učenja. Poglavlje ''3. Gemifikacija e-učenja'' - unutar poglavlja ističe se teoretski opisi i definicije gemifikacije kao i osnovni elementi koji su prisutni u gemificiranim sustavima. Opisuju se tipovi igrača te pedagoški i psihološki aspekti teorije tijeka na uvođenje gemifikacije u obrazovni sustav. Navode se primjeri elemenata računalnih igara u obrazovnom sustavu kao i osnovni prikaz postojećih gemifikacijskih modela. Poglavlje ''4. Dizajn e-tečaja'' - poglavlje navodi postojeće stanje i izgled prosječnog Moodle e-tečaja. Autor disertacije je razvio konceptualan model eRIOOS, prema kojemu je izrađen prototip gemificiranog sustava za korištenje u predistraživanju provedenom na Sveučilištu Sjever. S obzirom na prototip, pokrenuta je izrada i implementacija idejnog rješenja za prvo glavno istraživanje, provedeno na Fakultetu organizacije i informatike, na preddiplomskom studiju u zimskom semestru akademske godine 2015./2016. Idejno rješenje napravljeno je i za drugo glavno istraživanje, koje je provedeno na Fakultetu organizacije i informatike, na prvoj godini diplomskog studija u zimskom semestru akademske godine 2015./2016. Poglavlje ''5. Opis i obilježja istraživanja'' - poglavlje prikazuje teorijska razmatranja te se navode ciljevi i hipoteze istraživačkog rada. Ističe se vremensko trajanje istraživanja kao i faze empirijskog tijeka istraživanja. Slijedi objašnjenje ishoda učenja za sva tri istraživanja, zajedno s ispitnim pitanjima koji ishode i provjeravaju. Opisuju se instrumenti istraživačkog rada, ispitanici te sadržaj svih e-tečajeva koji se koriste u istraživanju. Poglavlje završava objašnjenjem koraka u pripremi provođenja istraživanja. Poglavlje ''6. Rezultati istraživanja'' - unutar poglavlja 6. daje se iscrpan pregled i analiza svih triju istraživanja. Sva tri istraživanja imaju istu strukturu, analiziraju se rezultati predtesta i posttesta, provjerava se statistička razlika između parova ispitanika pomoću izračunavanja statističke značajnosti razlike metodom t-testa između prosječnih rezultata odgovora. Provodi se analiza unutarnjih konzistentnosti skala u svim trima provedenim istraživanjima te se navode zaključci imajući u vidu hipoteze, podhipoteze i prosječne rezultate polaznika eksperimentalnih i kontrolnih e-tečaja. Poglavlje ''7. Diskusija'' - poglavlje ističe osvrt na preduvjete i rezultate istraživačkog rada ove disertacije. Navode se zaključci za sva provedena istraživanja i objašnjenje za prihvaćanje tvrdnji hipoteza H1 i H2, isto kao i podhipoteza H1.1, H2.1, H2.2, H2.3, H2.4 i H2.5. Poglavlje se zaključuje navodom nekoliko doktorskih disertacija drugih istraživača. Poglavlje ''8. Zaključak'' - zadnje poglavlje uz sumirani prikaz govori o metodologiji i ishodu empirijskog istraživanja. Spominju se doprinosi i ograničenja istraživanja te se navode otvoreni problemi i smjerovi za buduća istraživanja. Disertacija završava zaključkom, popisom korištene literature te prilozima.This thesis first provides an overview of research in the field of application in gamification of e-learning. A survey was conducted among teachers who use e-learning to work with students, followed by pilot research, and the first and second main research. The research falls into the field of social sciences, where it is verified whether the application of motivating elements of computer games has enabled the achievement of better results in terms of student knowledge. Also, motivation of students who used a gamified e-course was analyzed. Chapter "1. Introduction" - describes and defines the research problem and the subject of this dissertation. The research objectives and hypotheses are outlined, as well as the picture of the course of research and a description of the theoretical and empirical part of the research are included. Chapter "2. Pedagogical and Technological Aspects of E-Learning" - chapter describes the notion of e-learning and its basic elements. All the activities and resources present in the Moodle system are described. The chapter ends with a description of pedagogical aspects that have foundations in the field of e-learning. Chapter "3. Gamification of e-Learning" - within the chapters there is the theoretical descriptions and definitions of gamification as well as the basic elements that are present in gamified systems. The types of players are described and the pedagogical and psychological aspects of the flow theory on the gamified educational e-course system. Examples of computer game elements in the education system are presented, as well as a basic view of the existing gamification models. Chapter "4. E-Course Design " - chapter states the current state and appearance of the average Moodle e-Course. The author of the dissertation has developed a conceptual model of eRIOOS. According to a model, a prototype of a gamified system was made for the pilot research at the University North. With regard to the prototype, the gamified e-course was made for the first major research, at the Faculty of Organization and Informatics, on the undergraduate study in the winter semester of the academic year 2015/2015. Gamified e-course was made on the basis of conceptual solution for the second main research, conducted at the Faculty of Organization and Informatics, on the first year of graduate study in the winter semester of the academic year 2015/2015. Chapter "5. The description and features of the research " - chapter discusses theoretical considerations and outlines the aims and hypotheses of the research work. The duration of research as well as the stage of the empirical course of research is emphasized. There is also an explanation of the learning outcomes for all three surveys, together with the exam questions and final learning outcomes. The research instruments are described as well as the respondents and the content of all e-courses used in the research. The chapter ends with an explanation of the steps in preparing the research. Chapter "6. The research results " - within Chapter 6, an exhaustive review and analysis of all three researches is provided. All three studies have the same structure, the results of the pretests and posttests are analyzed. The statistical difference between the pairs of respondents is checked by computing the statistical significance of the difference by the t-test method between the average response results. The analysis of internal scale consistency is performed in all three studies and the conclusions are given for all hypothesis, sub-hypothesis and average results of students for experimental and control e-courses. Chapter "7. Discussion " - chapter highlights the preconditions and results of the research work of this dissertation. Conclusions are made for all studies and explanations are given for accepting the hypothesis H1 and H2, as well as the sub-hypothesis H1.1, H2.1, H2.2, H2.3, H2.4 and H2.5. The chapter is concluded with several similar doctoral dissertations of other researchers. Chapter "8. Conclusion " - the last chapter summarizes the methodology and the outcome of empirical research. The contributions and limitations of research are mentioned as well as an open issues and directions for future research. The dissertation ends with the conclusion, the list of literature used in theoretical part and with the end-note attachments

    Implementation of Computer Game Elements into Online Teaching of Information Technology Courses

    Get PDF
    U ovoj disertaciji prvo se daje pregled istraživanja iz područja primjene gemifikacije u e-učenju. Provedena je anketa među nastavnicima koji koriste e-učenje u radu sa studentima, nakon koje slijedi predistraživanje, te prvo i drugo glavno istraživanje. Istraživanje spada u područje društvenih znanosti, gdje se provjerava spoznaja je li primjena motivirajućih elemenata računalnih igara omogućila ostvarenje boljih rezultata po pitanju studentovog znanja. Također, analizirana je motivacija kao aktivnost studenata koji su koristili gemificirani e-tečaj. Ova disertacija sastoji se od osam poglavlja čiji je kratak sadržaj opisan u nastavku sažetka. Poglavlje ''1. Uvod'' - opisuje se i definira istraživački problem te koja je tema ove disertacije. Navode se ciljevi i hipoteze istraživanja, prikazuje se slika tijeka istraživanja te opis teorijskog i empirijskog dijela istraživanja. Poglavlje ''2. Pedagoški i tehnološki aspekti e-učenja'' - poglavlje opisuje pojam e-učenja te njegove osnovne elemente. Opisane su sve aktivnosti i resursi prisutni u Moodle sustavu. Poglavlje završava opisom pedagoških aspekata koji imaju temelje u području e-učenja. Poglavlje ''3. Gemifikacija e-učenja'' - unutar poglavlja ističe se teoretski opisi i definicije gemifikacije kao i osnovni elementi koji su prisutni u gemificiranim sustavima. Opisuju se tipovi igrača te pedagoški i psihološki aspekti teorije tijeka na uvođenje gemifikacije u obrazovni sustav. Navode se primjeri elemenata računalnih igara u obrazovnom sustavu kao i osnovni prikaz postojećih gemifikacijskih modela. Poglavlje ''4. Dizajn e-tečaja'' - poglavlje navodi postojeće stanje i izgled prosječnog Moodle e-tečaja. Autor disertacije je razvio konceptualan model eRIOOS, prema kojemu je izrađen prototip gemificiranog sustava za korištenje u predistraživanju provedenom na Sveučilištu Sjever. S obzirom na prototip, pokrenuta je izrada i implementacija idejnog rješenja za prvo glavno istraživanje, provedeno na Fakultetu organizacije i informatike, na preddiplomskom studiju u zimskom semestru akademske godine 2015./2016. Idejno rješenje napravljeno je i za drugo glavno istraživanje, koje je provedeno na Fakultetu organizacije i informatike, na prvoj godini diplomskog studija u zimskom semestru akademske godine 2015./2016. Poglavlje ''5. Opis i obilježja istraživanja'' - poglavlje prikazuje teorijska razmatranja te se navode ciljevi i hipoteze istraživačkog rada. Ističe se vremensko trajanje istraživanja kao i faze empirijskog tijeka istraživanja. Slijedi objašnjenje ishoda učenja za sva tri istraživanja, zajedno s ispitnim pitanjima koji ishode i provjeravaju. Opisuju se instrumenti istraživačkog rada, ispitanici te sadržaj svih e-tečajeva koji se koriste u istraživanju. Poglavlje završava objašnjenjem koraka u pripremi provođenja istraživanja. Poglavlje ''6. Rezultati istraživanja'' - unutar poglavlja 6. daje se iscrpan pregled i analiza svih triju istraživanja. Sva tri istraživanja imaju istu strukturu, analiziraju se rezultati predtesta i posttesta, provjerava se statistička razlika između parova ispitanika pomoću izračunavanja statističke značajnosti razlike metodom t-testa između prosječnih rezultata odgovora. Provodi se analiza unutarnjih konzistentnosti skala u svim trima provedenim istraživanjima te se navode zaključci imajući u vidu hipoteze, podhipoteze i prosječne rezultate polaznika eksperimentalnih i kontrolnih e-tečaja. Poglavlje ''7. Diskusija'' - poglavlje ističe osvrt na preduvjete i rezultate istraživačkog rada ove disertacije. Navode se zaključci za sva provedena istraživanja i objašnjenje za prihvaćanje tvrdnji hipoteza H1 i H2, isto kao i podhipoteza H1.1, H2.1, H2.2, H2.3, H2.4 i H2.5. Poglavlje se zaključuje navodom nekoliko doktorskih disertacija drugih istraživača. Poglavlje ''8. Zaključak'' - zadnje poglavlje uz sumirani prikaz govori o metodologiji i ishodu empirijskog istraživanja. Spominju se doprinosi i ograničenja istraživanja te se navode otvoreni problemi i smjerovi za buduća istraživanja. Disertacija završava zaključkom, popisom korištene literature te prilozima.This thesis first provides an overview of research in the field of application in gamification of e-learning. A survey was conducted among teachers who use e-learning to work with students, followed by pilot research, and the first and second main research. The research falls into the field of social sciences, where it is verified whether the application of motivating elements of computer games has enabled the achievement of better results in terms of student knowledge. Also, motivation of students who used a gamified e-course was analyzed. Chapter "1. Introduction" - describes and defines the research problem and the subject of this dissertation. The research objectives and hypotheses are outlined, as well as the picture of the course of research and a description of the theoretical and empirical part of the research are included. Chapter "2. Pedagogical and Technological Aspects of E-Learning" - chapter describes the notion of e-learning and its basic elements. All the activities and resources present in the Moodle system are described. The chapter ends with a description of pedagogical aspects that have foundations in the field of e-learning. Chapter "3. Gamification of e-Learning" - within the chapters there is the theoretical descriptions and definitions of gamification as well as the basic elements that are present in gamified systems. The types of players are described and the pedagogical and psychological aspects of the flow theory on the gamified educational e-course system. Examples of computer game elements in the education system are presented, as well as a basic view of the existing gamification models. Chapter "4. E-Course Design " - chapter states the current state and appearance of the average Moodle e-Course. The author of the dissertation has developed a conceptual model of eRIOOS. According to a model, a prototype of a gamified system was made for the pilot research at the University North. With regard to the prototype, the gamified e-course was made for the first major research, at the Faculty of Organization and Informatics, on the undergraduate study in the winter semester of the academic year 2015/2015. Gamified e-course was made on the basis of conceptual solution for the second main research, conducted at the Faculty of Organization and Informatics, on the first year of graduate study in the winter semester of the academic year 2015/2015. Chapter "5. The description and features of the research " - chapter discusses theoretical considerations and outlines the aims and hypotheses of the research work. The duration of research as well as the stage of the empirical course of research is emphasized. There is also an explanation of the learning outcomes for all three surveys, together with the exam questions and final learning outcomes. The research instruments are described as well as the respondents and the content of all e-courses used in the research. The chapter ends with an explanation of the steps in preparing the research. Chapter "6. The research results " - within Chapter 6, an exhaustive review and analysis of all three researches is provided. All three studies have the same structure, the results of the pretests and posttests are analyzed. The statistical difference between the pairs of respondents is checked by computing the statistical significance of the difference by the t-test method between the average response results. The analysis of internal scale consistency is performed in all three studies and the conclusions are given for all hypothesis, sub-hypothesis and average results of students for experimental and control e-courses. Chapter "7. Discussion " - chapter highlights the preconditions and results of the research work of this dissertation. Conclusions are made for all studies and explanations are given for accepting the hypothesis H1 and H2, as well as the sub-hypothesis H1.1, H2.1, H2.2, H2.3, H2.4 and H2.5. The chapter is concluded with several similar doctoral dissertations of other researchers. Chapter "8. Conclusion " - the last chapter summarizes the methodology and the outcome of empirical research. The contributions and limitations of research are mentioned as well as an open issues and directions for future research. The dissertation ends with the conclusion, the list of literature used in theoretical part and with the end-note attachments

    Analiza i tehnike renderiranja

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    Renderiranje je proces kojim se interaktivni element 3D računalne grafike pretvara u statični 2D objekt, sliku. Zahtjevi tržišta doveli su do razvoja dvije osnovne vrste renderiranja koje se biraju ovisno o završnom proizvodu. Svaki od osnovnih sustava renderiranja može se analizirati s obzirom na algoritme iscrtavanja koje koristi. Algoritmi podržavaju određeni skup osnovnih funkcija kojima se pokušavaju simulirati prirodni elementi poput osvjetljenja, sjena, loma zraka svjetlosti, fluida i sl. Kompleksnost matematičkih rješenja dovodi do punog opterećenja računalnih resursa koje se promatra kroz vrijeme potrebno za renderiranje jedne slike. Brzina je glavni faktor i najveći problem 3D računalne grafike. Razvojem računalne tehnologije proširuju se mogućnosti, otkrivaju se nove metode i vrijeme renderiranja potrebno za jednu fotorealističnu sliku

    Smart Internet of Things Modular Micro Grow Room Architecture

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    This article proposes the Internet of Things-based self-sustaining modular grow room architecture for optimising the seed germination and seedling development process. The architecture is scalable and flexible as it can be adapted to particular environments, scopes, requirements and plant types; it is modular as the host room can contain one or more smaller-scale grow rooms, each of them controlling their own micro-environment independently. One of the main goals of the research was to develop such a system that could be deployed efficiently, with minimal costs and energy footprint, which would enable its practical usage primarily in private self-sustainable households. The usage of widely available and inexpensive components, open source code, and free cloud services all enabled us to reach such a goal. Besides simple automation mostly described by existing solutions, the architecture proposed within this article offers remote control and data processing and visualisation, data trend tracking, smart optimisation, and actuator control, and event notifications

    Web Sites Internationalization using Domain Translator

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    The paper presents the concept of the Domain Translator (DT) and the example of its implementation for the purpose of web sites internationalization. The majority of Croatian web sites, especially in the domain of academic community, offer only their narrowed versions containing some general information in foreign languages. The users that do not speak Croatian try to cope with this problem by using translators like Google Translate, but only with a limited success, because of various problems, including the loss of local heritage like local names, shortcuts, and appropriate textual context. In the scope of this paper, a Domain Translator in a form of web browser extension was built, as well as the database of lexical artifacts covering an example of faculty web site. Given translations were compared with the corresponding results of the Google Translate and Bing Translator
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