8 research outputs found

    Tehnike zrcaljenja u Real-Time računalnoj grafici

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    Reflections have a long history in computer graphics, as they are important for conveying a sense of realism as well as depth and proportion. Their implementations come with a multitude of difficulties, and each solution typically has various trade-offs. Approaches highly depend on the geometry of the reflective surface since curved reflectors are usually more difficult to portray accurately. Techniques can typically be categorized by whether they work with the actual geometry of the reflected objects or with an image of these objects. For curved surfaces, image-based techniques are usually preferred, whereas for planar surfaces the reflected geometry can be used more easily because of the lack of distortion. With current advances in graphics hardware technology, ray tracing is also becoming more viable for real-time applications. Many modern solutions often combine multiple approaches to form a hybrid technique. In this paper, we give an overview of the techniques used in computer graphics applications to create real-time reflections. We highlight the trade-offs that have to be dealt with when choosing a particular technique, as well as their ability to produce interreflections. Finally, we describe how contemporary state-of-the-art rendering engines deal with reflections.Zrcaljenja imaju dugu povijest primjene u računalnoj grafici zbog njihove važnosti u prenošenju realističnosti prikaza te prikaza dubine i omjera na slikama. Pri implementaciji zrcaljenja dolazimo do raznih teškoća i svako novo rješenje često imaju svoju cijenu. Pristupi implementacije ovise o geometriji plohe na kojoj leži prikaz, Što je ploha zakrivljenija, to je teže postići vjerni prikaz. Tehnike možemo kategorizirati u one koje rade sa stvarnom geometrijom zrcaljenih objekata te one koje rade samo sa slikama objekata. Kod zakrivljenih ploha koriste se tehnike bazirane na slikama, dok se kod ravninskih ploha koristi zrcaljena geometrija jer nema iskrivljenja. Zahvaljujući trenutnom razvoju tehnologije grafičkih hardvera, metoda praćenja zraka (ray tracing) postaje sve isplativija u real-time primjeni. Mnoga moderna rješenja kombiniraju razne pristupe i dolazi do hibridnih tehnika. U ovom radu dajemo pregled tehnika korištenih u primjeni računalne grafike za postizanje real-time zrcalnih slika. Naglašavamo probleme koji nastaju pri korištenju određene tehnike te njihove mogućnosti u pogledu stvaranja međuzrcaljenja. Naposljetku, opisujemo kako moderni alati za renderiranje rješavaju probleme zrcaljenj

    Participative design of the human-machine interface of an information assistance system in the producing environment

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    Abweichender Titel nach Übersetzung der Verfasserin/des VerfassersDie Megatrends Globalisierung, Verkürzung der Produktlebenszyklen, steigende Produktvielfalt und die kontinuierlich voranschreitende Digitalisierung der Welt und der Menschen auf ihr findet ihren Weg in die produzierenden Unternehmen. Damit einher gehen eine generelle Erhöhung der Komplexität und ein kontinuierlicher Druck zur Effizienzsteigerung und Rationalisierung, die auch auf die Ebene der Mitarbeiter durchschlagen und eine erhöhte kognitive Belastung hervorrufen. Als Reaktion darauf bieten Informationsassistenzsysteme eine gute Möglichkeit zur Reduzierung der kognitiven Belastung von Arbeitern und Arbeiterinnen entlang der Wertschöpfungskette, sei es in der Produktion, Montage und der Qualitätssicherung. Das burgenländische Unternehmen BECOM sieht sich genau mit diesen Herausforderungen konfrontiert und stellt den Praxisbezug dieser Arbeit dar. Die Entwicklung eines effizienten und der Aufgabe angemessenen Assistenzsystems erfordert eine effiziente Erfassung der unterschiedlichen Anforderungen. Das Einbeziehen von Nutzern und Nutzerinnen des Endproduktes in den Entwicklungsprozess ermöglicht die effiziente Gestaltung eines Informationsassistenzsystems. Diese Diplomarbeit adaptiert Methoden für die Analyse von Produktanforderungen für externe Kunden und Kundinnen auf interne Personen aus der Produktion. Durch Einbeziehung der späteren Nutzer und Nutzerinnen und eine partizipative Gestaltung kann sichergestellt werden, dass die Mitarbeiter und Mitarbeiterinnen eines Unternehmens und deren Know-how dem Erfolg des Projektes zugutekommen und alle Anforderungen an ein solches System erfüllt werden. Ein Assistenzsystem kann selbst entwickelt oder aber zugekauft werden. Die Eigenentwicklung eines Informationsassistenzsystems ermöglicht es Unternehmen ihre spezifischen Prozesse optimal zu unterstützen. Die End-Nutzer und Nutzerinnen müssen in einem partizipativen Prozess kontinuierlich einbezogen werden. Die Testung der Usability und User Experience eines Softwareprototyps eines Informationsassistenzsystems durch eine Videoaufzeichnung und einen anschließenden Fragebogen stellt eine gute Evaluationsmethode dar, um ein Projekt nach Ansätzen der agilen Entwicklung effizient und effektiv durchzuführen. Ein vollständig evaluierter Softwareprototyp definiert die Voraussetzung für die Implementierung eines Informationsassistenzsystem und bietet die Grundlage zur Designgestaltung und Informationsaufbereitung des endgültigen Systems. Die Strukturierung der Daten mittels eines Strukturbaumes an der linken Seite des Bildschirms und die Kennzeichnung aktiver, inaktiver und nicht verfügbarer Elemente mittels dunklen, hellen und dem Hintergrund ähnelnden Farben aus der „Corporate Identity“ des Unternehmens erfüllen die Gestaltungsgrundsätze nach Orientierung, Vollständigkeit der Daten und Verstehen und Behalten.The megatrends globalisation, shortening of product lifecycles, increasing variety of products and digitalisation of the world and the humans reaches into producing enterprises. As the complexity of the processes increases, there is a need for information-assistance-systems, which reduce the cognitive load for the workers. The company BECOM deals with these challenges and constitutes the practical example for this thesis. The design of a suitable assistance-system requires the collection of all requirements for the new system beforehand. This thesis adapts methods of the evaluation of requirements for external customers on the needs for internal customers. The workers of the enterprise will be the customers of the development process. Therefore, the participation of the end users in the whole development is of great importance. The expertise of the workers is used to ensure an efficient assistance-system. The decision if an off-the-shelf solution will be bought or if the system will be designed in-house depends on the specific processes and products of the enterprise. The in-house development ensures that the new system really suites all the needs of the enterprise and that newfound information regarding the system and the processes stays in the company. To make sure that the assistance system is designed in a way that workers can use it intuitively, a usability and user experience test of the software prototype is needed. The combination of video-, audioand screen-recording with a short questionnaire at the end of the test has proven to be a suitable method of evaluation. The development of an assistance system with agile methods in the frame construct of project stages following the project management guidelines represents an efficient and effective development process.10

    O strukturalnim svojstvima Voronoi dijagrama

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    A Voronoi diagram is a tessellation technique, which subdivides space into regions in proximity to a given set of objects called seeds. Patterns emerging naturally in biological processes (for example, in cell tissue) can be modelled in a biomimicry process via Voronoi diagrams. As they originate in nature, we investigate the physical properties of such patterns to determine whether they are optimal given the constraints imposed by surrounding geometry and natural forces. This paper describes under what circumstances the Voronoi tessellation has optimal (structural) properties by surveying recent studies that apply this tessellation technique across different scales. To investigate the properties of random and optimized Voronoi tessellations in comparison to a regular tessellation method, we additionally run and evaluate a simulation in Karamba3D, a parametric structural engineering tool for Rhinoceros3D. The novelty of this research lies in presenting a simple and straightforward simulation of Voronoi diagrams and highlighting how and where their advantages over regular tessellations can be exploited by surveying more advanced approaches as found in literature.Voronoi dijagram je tehnika popločavanja koja čini particiju prostora s obzirom na udaljenosti od zadanog skupa objekata koje nazivamo lokacije (en. seeds). Uzorke koji nastaju tokom bioloških procesa (na primjer u staničnom tkivu) možemo modelirati biomimikrijskim procesima korištenjem Voronoi dijagrama. Kako je izvor takvih struktura prirodan, proučavamo fizička svojstva takvih uzoraka da bismo ispitali njihovu optimalnost s obzirom na ograničenja koja nameću vanjska geometrija i prirodne sile. U ovom članku opisujemo slučajeve u kojima je Voronoi popločavanje (strukturalno) optimalno proučavanjem nedavnih ispitivanja koja ovo popločavanje koriste u različitim razmjerima. Da bismo usporedili svojstva slučajnog te optimiziranog Voronoi popločavanja i metode pravilnog popločavanja, razvili smo simulaciju korištenjem Karamba3D, alata za parametarsko strukturalno inženjersko modeliranje unutar programam Rhinoceros3D. Novost ovog istraživanja je predstavljanje jednostavne i izravne simulacije Voronoi dijagrama, isticanje njenih prednosti nad pravilnim popločavanjima te pregled korištenja tih prednosti u naprednijim pristupima iz literature

    Correction to: Incidence of severe sepsis and septic shock in German intensive care units: the prospective, multicentre INSEP study

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    Incidence of severe sepsis and septic shock in German intensive care units: the prospective, multicentre INSEP study

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    9. Anhang

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