Method for Creating Nighttime Textures that Considers the Uses of Buildings

Size: px
Start display at page:

Download "Method for Creating Nighttime Textures that Considers the Uses of Buildings"

Transcription

1 Method for Creating Nighttime Textures that Considers the Uses of Buildings Toru Isohata Kouki Itoh Tsukasa Kikuchi Takushoku University graduate school, Takushoku University k-itoh, Abstract Nightscapes are defined here as scenery based on artificial light sources in nighttime cityscapes. This paper proposes a method for effectively expressing light flooding out of buildings as the main light source for creating nightscapes. In the proposed method, nightscape textures are created by considering the way that lighting in office or residential buildings, the color of illumination, differences in types, and so on. Then, the textures that were created for the buildings in a cityscape model are automatically mapped to express the nightscape. In other words, a nightscape texture database is created by considering differences in building uses to conduct mapping in the building model. Furthermore, by applying building uses in combination with temporal changes in window brightness, it is possible to create animated nighttime scenes that change over time. Textures for use in mapping in building models for nighttime scenes are selected by considering whether the building is an office, residential, or other type of building, the areal ratio of each side of the building model, the elements that face the various sides of the building, and the compass direction. With the proposed method, it is not necessary to do rendering and allocate many light sources to reproduce nighttime scenes. Instead, it is possible to create animations not only from static images, but also in conjunction with temporal changes without incurring calculation costs. Keywords: Nightscape, Cityscape, Building use, Texture mapping 1. Introduction Rendering (Photo realistic Rendering) realistic technique in Computer Graphics (CG) has been proposed various the one so far, built into an application on the market, and supplied to practical use. A still limited calculation cost is needed even so though the speed-up algorithm is proposed as for the realistic photo rendering because there are a lot of one of the approach of calculating the behavior of light in optics. Therefore, the number of light sources included in the scene that tries to be made has not exceeded it to few. When the outdoor scenery is reproduced with CG, the nightscape is enumerated in one of the scenery where a lot of light sources are needed. Nightscape is not a natural light sources of moonlight etc. but the scenery by source of artificial light is indicated. Especially, the scenery that seems to be overcrowded of light, a searchlight, and an advertising lighting, etc. that leak from the building and go out in view is indicated, and there are a lot of nightscape. In this paper, it pays attention to " light flooding out of buildings " that is the main light source in the cityscape of the night. And it is build to database of texture for nightscape that considers building uses. And it proposes the generation method of an efficient nightscape by the texture mapping to building model. The calculation cost becomes huge in having faithfully arranged the light source in these when there are a lot of numbers and kinds (signboard etc. of the lamp of the light in the window and the car, streetlights, and illumination) of the light source, and it reproduces it with CG in the cityscape where the population and the density of the building are high. Then, the building model of the unit that gives the writing is generated and the large-scale city nightscape that suppresses the calculation cost is generated with the prior assumption of the rendering doing and it and a texture doing the mapping to the building model in the cityscape in this paper (Fig.1). The animation of the nightscape with a time change is enabled to be generated in addition by constructing the data base of the texture that considers the time change. Fig.1 Result image by technique for proposing it with this paper When the texture of the building is made, it is necessary to decide

2 ON/OFF of the window light of the building. When the window of the building is caught as a lattice arrangement of two dimensions, the algorithm that decides ON/OFF of the window light includes Conway's Game of Life [1]. It is a simulation where a simple model reproduces the processes of the birth of the life, evolution, and the selection, etc., and life and death is expressed by ON/OFF of the cell arranged on the lattice two dimensions. Each cell includes the cell near eight that is called Moore neighborhood, and the state of the next step of a certain cell (generation) is decided by the state in a generation in the Moore neighborhood today. The uses of the building, the direction of the building wall, and it is necessary to consider the distance with the adjacent building etc., and Conway's Game of Life cannot be applied to the ON/OFF judgment of the window light of the building in this paper as it is. L-System[2] by Prusinkiewicz, P. is one of the typical algorithm that describes the structure of the natural product like the growth process etc. of the plant based on the reflexive. The time series variation that can be applied to the reproduction of the time change of the nightscape is not considered though the reflexive can be applied to the ON/OFF judgment of the light. Building automatic modeling of the procedural by Pascal Mueller is enumerated for the modeling of the cityscape in CG [3]. ON/OFF of the window light of an architectural model is not considered the techniques of Pascal Mueller are to generate an architectural model with the automatic operation by applying L-System, and the generation of the nightscape is not possible. Moreover, because the effort and the calculation cost of the creator are needed when the space is composed, it is not possible to apply it to the generation of the texture that does the mapping to the building model in this paper. Moreover, the element not to be able to lack because of the generation of the nightscape includes the rendering method by the global lighting model [4]. A global lighting is an image synthesis method that simulates all scattering light in the model based on laws of physics. To calculate indirect light, the cost of some computing time and the memory consumption is not avoided though high-speed photon mapping method that uses hierarchical grid structure (Radiance Grid Pyramid) by Youg-Hao Yue [5] is enumerated in an effective technique for decreasing the computing time of a global lighting. The texture for the nightscape is generated in consideration of how of the light in the window to light up, the color of the lighting in the building for the office building and the dwelling, and unlike the kind of, it proposes the texture generated to the building in the cityscape model, and it proposes the technique for reproducing the nightscape by automatically doing the mapping in such and this paper. That is, the database of the texture for the nightscape is constructed in consideration of the building uses, and the building model is done the mapping. Moreover, the generation of the animation of the nightscape with a time change is enabled by combining the building uses with the temporal variation of the light in the window. Nightscape for texture building model mapping do the building office for building dwelling for building additionally building model side area ratio direction in consideration of texture select. It becomes possible not only the still picture of the nightscape but also to generate animation with a time change without need not being necessary to do rendering by arranging a lot of light source to reproduce the scene of the nightscape by the proper move method, and putting the calculation cost. In this paper is composed as follows. Chapter 2 describes the outline of the building model by whom the texture for the nightscape proposes with this paper is done in the mapping. Chapter 3 describes the outline of the texture for the nightscape, and Chapter 4 describes the generation method of the texture of the building for the characteristic element and the nightscape. Chapter 5 describes the texture mapping of the building model. Chapter 6 describes the example of simulating the visual of the nightscape that uses the texture for the nightscape. Finally, the summary and the problem in the future of this paper are referred in Chapter Urban model and outline of building model This chapter describes the generation method of the building model by whom the texture for the nightscape proposes with this paper is done in the mapping. It uses as the of procedural design rule is recurrent, and a detailed building is made from the geometrical model who combines it (Fig.2). In addition, L-System is applied in building automatic modeling of the procedural by Pascal Mueller [3] for the generation method of a large-scale cityscape and the building model. Various large-scale city model is generated with a little calculation cost (Fig.3). Concretely, the set grammar proposed by Wonka and L-systems are applied CGA (Computer Graphics Architecture) Shape method, and the building model is generated with the repetition division algorithm. The range of the building model is set on the premises, basic geometrical models are combined, and the large-scale city model is composed as shown in Fig.2. In this paper, the technique by Pascal Mueller is applied, and the building model and the large-scale cityscape model are generated. In that case, the building model is assumed to be the one generated with the polygon, and each wall of the building model and the polygon that composes it are memorized to be possible to distinguish. That is, to number and to distinguish the polygon that composes the wall in addition in each wall where the building model is composed for one model of the building, the flag is set up and memorized. As a result, it only has to calculate the total of the area of each polygon that composes the wall when automatic texture mapping to the building wall is enabled, and the area of each wall of the building model is calculated in addition, and it becomes easy to calculate the ratio of the area of the wall.

3 Fig.2 Combined mass model Fig.4 Characteristic element of building and hierarchy of priority level Fig.3 The large-scale city model's generation 3. Outline of texture for nightscape This chapter describes the outline of the texture for the nightscape proposes with this paper. In this paper, it pays attention to "light flooding out of buildings" that is the main light source in the cityscape of the night, and the data base of the texture for the nightscape that considers the building uses is constructed. When the data base of the texture for the nightscape is constructed, the texture is generated in consideration of the time zone that the area ratio of the characteristic of the building, that is, the building uses and the direction and each wall for which the building wall is suitable and generated the nightscape scenes assume. The characteristic element of the building in the texture generation that should be considered and the hierarchy (priority level of the texture selection) in the data base are as shown in Fig.4. When the building model is done the texture in the mapping, it decides from a high-ranking element of the hierarchy by which the characteristic of the building in the mapping is shown in Fig.4, and the texture that does the mapping is derived from the data base. They are made to correspond to the floor space of the building model based on Chapter 2 Article 28 the Construction Standard Act [7] (It is described clearly in this paper as follows as construction Article 28) and the number and the size of the window in the building model in this paper are set. Room (Limit it to the room for the residence, the classroom at the school, and the one decided by the government ordinance to belong to these,sickroom. Additionally of the hospital), window for the lighting though provided in these by the government ordinance additionally in the belonging building. The house, the school, the hospital, the clinic, the dormitory, and the lodging house, it is necessary to install other opening, and up to 1/7 or more between from 1/5 to the tenth in the house to the floor space of the room more than the ratio provided by the government ordinance the area of an effective part for the lighting in other buildings. That is, the number of windows of the one floor is assumed to be 9 pieces in the proper move method, and it divides into three blocks of three pieces in the office building. Because the floor space of an average building in Japan is assumed to be 80 tsubo in this paper. The number of windows of the one floor was assumed to be 9 pieces so that the size of the window may generate the texture in the window in the office building whose 1/7 or less of the floor spaces is other buildings in the building for the dwelling based on the relation between the floor space of construction Article 28 and the size of the window so as not to become small more between from 1/5 to 1/10. In addition, the purpose of dividing the number of windows of the office building into the block of 3 pieces is to enable texture mapping with an elevator, an escape stairway often located at the ON/OFF control and the center of the block unit of the building wall by assuming the number of windows to be 3 pieces to enable the change of the color of the light locally in addition to ON/OFF of the window

4 light, and connecting the three blocks of three pieces, and a different kind of light. The kind of a necessary texture is assumed to be "Window", "Escape stairway", "Elevator", and "Door" by the data base making. The characteristic element of the building shown in Fig.4 and the generation method of the texture are described in Chapter 4. The link structure of Fig.4 describes only the main line clearly in consideration of the easiness of figure to see. 4. Characteristic element of building and generation method of texture This chapter describes the generation method of the texture for the characteristic element of the building and the nightscape that reflects it. 4.1 Texture generation for nightscape that considers uses of building The building uses in this paper indicates how of the light in the window in the building for the office building and the dwelling to light up and the color of the lighting and the kind of difference. It is an office building or the texture for the nightscape that considers whether it is a building for the dwelling is generated with various variations, it links as a layered structure according to the priority level shown in Fig.4, and the data base is constructed. And, the texture for the nightscape of the data base is generated and the scene of the nightscape is generated with doing the mapping to the building model automatically. The generation method of a concrete texture is as follows. When ON/OFF of the light is decided, the texture is generated by doing the building model of the unit that gives the writing only to the window of turning on (one floor) in rendering. Prepare several kinds of lights set up in that case. Even if it is a same building uses, the window that includes the window shade and the curtain, etc. becomes possible to enrich the variation of the texture by preparing several kinds of lights even if it is the same color window because the degree of light that overflows and goes out weakens, too it. The light decided at the start of the simulation assumes the one that the same kind is selected, and applies the simulation after time passes only to the window of turning on though is assumed to select the selection of the light at random from among the prepared light. When the cityscape of the night is reproduced, it is necessary to express how of the light in the window to light up, the color of the lighting, and the kind of difference in consideration of the building uses. Because behavior of light in window is different in building for office building and dwelling Characteristic of office building and generation method of texture It is often controlled for the office building in every not the ON/OFF of one in the window light control but the entire one floor or the block in the one floor (Fig.5). When one in the window one is made a cell, it is necessary to control ON/OFF of the cell as sets of the number that is. It has often lit it since daytime, and moreover, it is characterized also that a lot of lights have already lit up at time to begin to see the light as a nightscape and is enumerated the office. The office building is turned off because everyone ends and is gone to the floor or the block. That is, the probability that the light continues as turning off until the start of work time of the next day is very high when turning it off once. There are a lot of white fluorescent lamps of the kind and the color of the light. Fig.5 Photograph in office building In this paper, the texture for the office building is generated according to the following procedures. (1) The number of window cells on the one floor is assumed 9 pieces, and divided into the three blocks of three pieces as described in Chapter 3. (2) ON/OFF of three blocks function value Y' is decided by the comparison about probability value Y in which 1/f β noise is added to the function shown in expression (1). Y ' = e Y = Y ' + a( t) = bt + c t 2 f 1 β ( 0 t) + a( t) (1)

5 Here, b and c are the arbitrary constants in t at the simulation time. Refer to document [8] for details for 1/f β noise. When expression (1) is shown in the graph, it becomes as shown in Fig.6. When probability value Y is smaller than function value Y' When it is larger, the light of the block is assumed turning on, and probability value Y is function value Y', the light of the block is assumed turning off from expression (1). However, probability value Y function value Y' sets the constant from the simulation start time to the midnight of the nightscape as shown in Fig.6 like being strong the tendency to grow more. (3) The time change concerning how of the light to light up is as for step (2). It expresses it by repeating it. However, never turn on the block that became one degree turning off for the texture of the office building. Therefore, the simulation comes to continue only to the block that is turning on. In addition, there is a possibility of becoming turning on afterwards even when becoming it turning off the light in the window by going to bed because life is led in the building for the dwelling after it closing time. As for the kind and the color of the light, a lot of lamp color in addition to white fluorescent lamp orange etc. are seen. Fig.6 Graph chart of expression (1) Therefore, a necessary texture is as follows in the office building (Fig.7). Fig.7 Texture of office building Characteristic of building for dwelling and generation method of texture It is possible for the building for the dwelling and the office building to differ, to control the light in each cell in the floor or the window it is not every a block (Fig.8). And to have lit it in consideration of commuting and power saving since daytime that time when the light is inevitably turned on from the office building slows because it is few, too. Fig.8 Photograph in dwelling building (1) In this paper, the texture for the building for the dwelling is generated according to the following procedures. (2) ON/OFF of the window cell function value Y' is decided by the comparison about probability value Y in which 1/f β noise is added to the function shown in expression (2). Y Y ' ' = mt = e t Y = Y ' + 2 f 2 1 β + n ( 0 t < L) ( L t) (2) Here, it is simulation time, and L is threshold time (arbitrariness) in m and n in t to switch the function value as for the arbitrary constant. Refer to document 8 for details for 1/f β noise. When expression (2) is shown in the graph, it becomes as shown in Fig.9. When probability value Y is smaller than function value Y' When it is larger, the window cell is assumed turning on, and probability

6 value Y is function value Y', the window cell is assumed turning off from expression (2). (3) The time change concerning how of the light to light up is expressed by repeating step (2). an internal appearance. Therefore, the mapping of the texture that arranges the window cell is done. The side where the area is small must not do the mapping to the texture of the window cell considering the elevator and the escape stairway. Fig.9 Graph chart of expression (2) Therefore, a necessary texture is as follows in the dwelling building (Fig.10). Fig.10 Texture of dwelling building 4.2 Direction and area ratio of building model wall As for the building, the number, shape, and the size of the window might be different according to the direction. A different point is a little because there are a lot of buildings of comparatively as the rectangle simple shape the office building. Each element of the window by the direction on the other hand, the building for the dwelling includes buildings of shape other than the rectangle, and the component such as windows and doors is different in each direction. Moreover, it is also remarkable that there are often a lot of windows in the south in consideration of sunshine. Then, texture mapping that considers the direction is enabled by generating the texture of the building of each north, south, east, and west. The window is arranged on the south, the east, and the west side, and not arranging the window so much becomes possible by considering the direction on the north side in the building for the dwelling in the apartment house etc. Moreover, the selection of the texture changes depending on the area ratio of the building model each wall. There are a lot of numbers of windows because the side where the area is large sees a lighting and 5. Texture mapping of building model This chapter describes the mapping of the texture for the nightscape to the building model. When the building model is done the texture for the nightscape in the mapping, the basis of selection of the number and the size of the window that enters the one floor is as follows. 1. The wall where the area is the largest is calculated. It follows the gross area and the construction Article 28 of the polygon, and the number and the size of the window that enters the one floor are decided. 2. It corresponds to the mapping to a small building by decreasing the number of windows that reduce the size of the window small of the floor space and enter the one floor by applying providing the size of the window to the floor space of the room by construction Article 28 based on the wall where the area is the largest for the window of a small building. Concretely, the outside frame of the texture for the nightscape is prepared and a binary image of which it is white the black, and the window is prepared. The texture is cut in the place in which it installs on the width of the building so that the window may tune off when it reduces so as not to become small more than the size of the window that white provides by construction Article 28, and the window is displayed to the building model. And, the fitting does the size of the texture according to the area of the building. A binary image is prepared because of the texture and the pair for one nightscape. The texture for the nightscape is done in the building model after the number and the size of the window that enters the one floor are decided and the mapping is done as stated above by doing the tiling in each one floor. The tiling is a technique when the building model is done the texture in the mapping. In one respect, the expression that repeats the same pattern continuously becomes possible by doing the mapping not one piece of the texture in respect of the building model but two or more pieces of the tile. This paper tiling do kind building uses suitable data base several kinds of nightscape for texture one floor mapping do window light turn on turn off express. In addition building two or more color light assume usually tiling contingency in consideration of differ kind of data base texture key point mapping do window light same become have become. The tiling is done from the undermost layer of the building model who is the smallest coordinates on as a procedure of texture mapping in each one floor (Fig.11).

7 Fig.11 Example of tiling 6. Example of simulating visual of nightscape The result of simulating the visual of the nightscape is shown in Fig.12 by paying attention to the light flooding out of buildings from the generation method of the texture for the nightscape proposes with this paper, that is, the building and occurs, and using the texture for the nightscape generated in consideration of the building uses. 6.1 Simulation environment The environment used for the simulation is as follows. Use computer:hp Z400 Workstation CPU:Intel Xeon 3.19GHz Memory:8GB Use OS:Windows7(64bit) Graphics card:nvidia Quadro FX 1800 Number of building models:361 Parameter numerical value:(1) β=1.5,b=10,c=90, (2) β=1.5,m=20,n=25,l=21 This simulation is mounted as a plug-in using MaxScript of Autodesk 3ds Max 2009, and V-Ray is used for rendering. Fig.12 Example of simulating nightscape that uses texture for nightscape 6.2 Consideration concerning simulation result In the simulation, the scene of the nightscape that considered the building uses was able to be generated to the large-scale city model presented in precedence study [3] by doing the texture for the nightscape by the technique for proposing it with this paper in the mapping. As for the technique for expressing the window light by the mapping to the building model, it has been understood that the time required for the simulation can be decreased, and this simulation procedure is effective from the simulation result in Fig.12. Moreover, the building's for the office building and the dwelling existing together on average in the scene for the animation of the nightscape scene by having combined the time changes is not seen so much in the real world, and can simulate such a scene arbitrarily. However, it is thought that it is necessary to consider light source other than the window light and indirect light by it in reproducing the cityscape of the night. Especially, the streetlight is very important as indirect light to the building. Because the streetlight is a role to shine on surroundings and exists, strength of the light cannot be disregarded. Moreover, it is future tasks to express the interference with the light source of the building model who is mutually adjacent by whom texture mapping is done etc.

8 7. Summary and problem in the future In this paper, it paid attention to "light flooding out of buildings" that was the main light source in the cityscape of the night, and it proposed the generation method of an efficient nightscape to the database architecture of the texture for the nightscape that considered the building uses and the building model by the mapping. It became possible to generate the large-scale city nightscape that suppressed the calculation cost because it did the mapping to the building model in the cityscape beforehand as the rendering doing and its texture the building model of the unit that had given the writing. In addition, the animation of the nightscape with a time change was able to be generated by constructing the data base of the texture that considered the time change. The element of the building uses includes the data base making of the texture that generates the building for the commerce not taken up the texture, and considers LOD etc. in this paper the production of the texture that considers indirect light such as the skies to the wall by the height of time zone and the building and streetlights future tasks. References [1] John Horton Conway, Conway's Game of Life, [2] Prusinkiewicz, P., and Lindenmayer, A., The Algorithmic Beauty of Plants, Springer Verlag. [3] Pascal Mueller, Peter Wonka, Simon Haegler, Andreas Ulmer, Luc Van Gool, Procedural Modeling of Buildings, Proceedings of ACM SIGGRAPH 2006 / ACM Transactions on Graphics. [4] Henrik Wann Jensen, Takeshi Naemura (translation), Realistic Image Synthesis Using Photon Mapping, Ohmsha Corporation, 2002, ISBN [5] Yong-Hao Yue, Kei Iwasaki and Tomoyuki Nishita : Radiance Grid Pyramid : A Fast Photon Mapping Suited for Final Gathering, Corporate juridical person, Information Processing Society of Japan Technical Report, [6] Wonka, P.,Wimmer, M.,Sillion,F.,And Ribarsky, W Instant architecture. ACM Transactions on Graphics 22, 3, [7] Chapter 2 Article 28 the Construction Standard Act, [8] Mamat, A., Fujimoto, T., Mamtimin, G., And Chiba, N., An Efficient Hybrid Method for Animating the Growth of Large-Scale Cumulus-Type Cloud., The Journal of the Society for Art and Science, Vol.6, No.4, , 2007.

Automatic generation of 3-d building models from multiple bounded polygons

Automatic generation of 3-d building models from multiple bounded polygons icccbe 2010 Nottingham University Press Proceedings of the International Conference on Computing in Civil and Building Engineering W Tizani (Editor) Automatic generation of 3-d building models from multiple

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Procedural Modeling. Last Time? Reading for Today. Reading for Today

Procedural Modeling. Last Time? Reading for Today. Reading for Today Last Time? Procedural Modeling Modern Graphics Hardware Cg Programming Language Gouraud Shading vs. Phong Normal Interpolation Bump, Displacement, & Environment Mapping G P R T F P D Reading for Today

More information

Semi-Automatic Techniques for Generating BIM Façade Models of Historic Buildings

Semi-Automatic Techniques for Generating BIM Façade Models of Historic Buildings Semi-Automatic Techniques for Generating BIM Façade Models of Historic Buildings C. Dore, M. Murphy School of Surveying & Construction Management Dublin Institute of Technology Bolton Street Campus, Dublin

More information

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo Geometric Modeling Bing-Yu Chen National Taiwan University The University of Tokyo What are 3D Objects? 3D Object Representations What are 3D objects? The Graphics Process 3D Object Representations Raw

More information

Space Filling: A new algorithm for procedural creation of game assets

Space Filling: A new algorithm for procedural creation of game assets Space Filling: A new algorithm for procedural creation of game assets Paul Bourke ivec@uwa, The University of Western Australia, 35 Stirling Hwy, Crawley, Perth, West Australia 6009. Email: paul.bourke@uwa.edu.au

More information

Procedural Techniques for Animating Falling Leaves for Outdoor Scenes

Procedural Techniques for Animating Falling Leaves for Outdoor Scenes Procedural Techniques for Animating Falling Leaves for Outdoor Scenes * ** ** * Takushoku University graduate school Tokyo, Japan, z8m401@st.takushoku-u.ac.jp ** Takushoku University Tokyo, Japan,, tkikuchi@id.takushoku-u.ac.jp

More information

Semiautomatic Rule Assist Architecture Modeling

Semiautomatic Rule Assist Architecture Modeling Semiautomatic Rule Assist Architecture Modeling Hua Liu, Hongxin Zhang, and Hujun Bao State Key lab of CAD&CG, Zhejiang University, Hangzhou, China {sun day,zhx,bao}@cad.zju.edu.cn Abstract. This paper

More information

CREATION OF THE TREE MODEL ADAPTING TO ENVIRONMENT

CREATION OF THE TREE MODEL ADAPTING TO ENVIRONMENT CREATION OF THE TREE MODEL ADAPTING TO ENVIRONMENT Ryota Ueno Yoshio Ohno {ryota ohno}@on.ics.keio.ac.jp Graduate School of Science and Technology, Keio University 3-14-1 Hiyoshi, Kohoku-ku Yokohama 223-8522

More information

Grammar Rule Extraction and Transfer in Buildings

Grammar Rule Extraction and Transfer in Buildings Grammar Rule Extraction and Transfer in Buildings Asad Khalid Ismail Lahore University of Management Sciences Sector U, DHA, Lahore 13100004@lums.edu.pk Zuha Agha Lahore University of Management Sciences

More information

Ray tracing based fast refraction method for an object seen through a cylindrical glass

Ray tracing based fast refraction method for an object seen through a cylindrical glass 20th International Congress on Modelling and Simulation, Adelaide, Australia, 1 6 December 2013 www.mssanz.org.au/modsim2013 Ray tracing based fast refraction method for an object seen through a cylindrical

More information

VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY

VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY Akihiko SATO *, Itaru KITAHARA, Yoshinari KAMEDA, Yuichi OHTA Department of Intelligent Interaction Technologies, Graduate School of Systems and Information

More information

Who Turned the Lights Out? Lighting Analysis with Autodesk Revit MEP 2012 and Autodesk 3ds Max Design 2012

Who Turned the Lights Out? Lighting Analysis with Autodesk Revit MEP 2012 and Autodesk 3ds Max Design 2012 Who Turned the Lights Out? Lighting Analysis with Autodesk Revit MEP 2012 and Autodesk 3ds Max Design 2012 Eric Bogenschutz BSA LifeStructures MP5719 In this class, we will discuss multiple different lighting

More information

A STABLE MODELING OF LARGE PLANT ECOSYSTEMS

A STABLE MODELING OF LARGE PLANT ECOSYSTEMS ICCVG 2002 Zakopane, 25-29 Sept. 2002 Bedřich Beneš ITESM Campus Ciudad de México, Mexico City beda@campus.ccm.itesm.mx A STABLE MODELING OF LARGE PLANT ECOSYSTEMS Abstract. The focus of this paper is

More information

space is used effectively. Outdoor space components such as fences and trees affect the solar radiation that the building receives. These components a

space is used effectively. Outdoor space components such as fences and trees affect the solar radiation that the building receives. These components a BIM-based Simulation Tool for Building Thermal Performance in Built-up Areas H. Kawai 1,* and T. Asawa 1 1 Department of Environmental Science and Engineering, Tokyo Institute of Technology, Yokohama,

More information

Conway s Game of Life Wang An Aloysius & Koh Shang Hui

Conway s Game of Life Wang An Aloysius & Koh Shang Hui Wang An Aloysius & Koh Shang Hui Winner of Foo Kean Pew Memorial Prize and Gold Award Singapore Mathematics Project Festival 2014 Abstract Conway s Game of Life is a cellular automaton devised by the British

More information

GRAMMAR-BASED AUTOMATIC 3D MODEL RECONSTRUCTION FROM TERRESTRIAL LASER SCANNING DATA

GRAMMAR-BASED AUTOMATIC 3D MODEL RECONSTRUCTION FROM TERRESTRIAL LASER SCANNING DATA GRAMMAR-BASED AUTOMATIC 3D MODEL RECONSTRUCTION FROM TERRESTRIAL LASER SCANNING DATA Qian Yu, Petra Helmholz, David Belton and Geoff West Cooperated Research Centre for Spatial Sciences (CRCSI) Department

More information

A Novel Algorithm for Real-time Procedural Generation of Building Floor Plans

A Novel Algorithm for Real-time Procedural Generation of Building Floor Plans A Novel Algorithm for Real-time Procedural Generation of Building Floor Plans Maysam Mirahmadi, Abdallah Shami Department of Electrical and Computer Engineering The University of Western Ontario London,

More information

A Study of Generating Weathered Patterns by Using Fractal Functions

A Study of Generating Weathered Patterns by Using Fractal Functions A Study of Generating Weathered Patterns by Using Fractal Functions N. Mukai, H. Shigeoka and M. Kosugi Graduate School of Engineering, Musashi Institute of Technology, E-Mail: mukai@cs.musashi-tech.ac.jp

More information

Modeling Leaf Shapes Using L-systems and Genetic Algorithms

Modeling Leaf Shapes Using L-systems and Genetic Algorithms Modeling Leaf Shapes Using L-systems and Genetic Algorithms Yodthong Rodkaew Intelligent System Lab (ISL), Department of Computer Engineering, Faculty of Engineering, Chulalongkorn University 43718130@student.chula.ac.th

More information

Real-Time Document Image Retrieval for a 10 Million Pages Database with a Memory Efficient and Stability Improved LLAH

Real-Time Document Image Retrieval for a 10 Million Pages Database with a Memory Efficient and Stability Improved LLAH 2011 International Conference on Document Analysis and Recognition Real-Time Document Image Retrieval for a 10 Million Pages Database with a Memory Efficient and Stability Improved LLAH Kazutaka Takeda,

More information

ISSN: [Chenglin* et al., 6(5): May, 2017] Impact Factor: 4.116

ISSN: [Chenglin* et al., 6(5): May, 2017] Impact Factor: 4.116 ISSN: 2277-9655 IJESRT INTERNATIONAL JOURNAL OF ENGINEERING SCIENCES & RESEARCH TECHNOLOGY THE USE OF DAYLIGHT FOR INTERIOR ILLUMINATION SYSTEM WITH WINDOW SHADE REFLECTOR Li Chenglin *, Mahmudul Kabir

More information

Bioluminescence Chris Fontas & Forrest Browning

Bioluminescence Chris Fontas & Forrest Browning Bioluminescence Chris Fontas & Forrest Browning Introduction Our goal for the final project was to render a bioluminescent organism. Bioluminescence is a type of luminescence (cold light) resulting from

More information

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Photon Mapping. Michael Doggett Department of Computer Science Lund university Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?

More information

A space filling algorithm for generating procedural geometry and texture

A space filling algorithm for generating procedural geometry and texture A space filling algorithm for generating procedural geometry and texture Paul Bourke ivec@uwa, The University of Western Australia, 35 Stirling Hwy, Crawley, Perth, West Australia 6009. Email: paul.bourke@uwa.edu.au

More information

Fourier analysis of low-resolution satellite images of cloud

Fourier analysis of low-resolution satellite images of cloud New Zealand Journal of Geology and Geophysics, 1991, Vol. 34: 549-553 0028-8306/91/3404-0549 $2.50/0 Crown copyright 1991 549 Note Fourier analysis of low-resolution satellite images of cloud S. G. BRADLEY

More information

Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons. Abstract. 2. Related studies. 1.

Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons. Abstract. 2. Related studies. 1. Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons sub047 Abstract BTF has been studied extensively and much progress has been done for measurements, compression

More information

Efficient Rendering of Glossy Reflection Using Graphics Hardware

Efficient Rendering of Glossy Reflection Using Graphics Hardware Efficient Rendering of Glossy Reflection Using Graphics Hardware Yoshinori Dobashi Yuki Yamada Tsuyoshi Yamamoto Hokkaido University Kita-ku Kita 14, Nishi 9, Sapporo 060-0814, Japan Phone: +81.11.706.6530,

More information

Introduction. Chapter Computer Graphics

Introduction. Chapter Computer Graphics Chapter 1 Introduction 1.1. Computer Graphics Computer graphics has grown at an astounding rate over the last three decades. In the 1970s, frame-buffers capable of displaying digital images were rare and

More information

Simple Nested Dielectrics in Ray Traced Images

Simple Nested Dielectrics in Ray Traced Images Simple Nested Dielectrics in Ray Traced Images Charles M. Schmidt and Brian Budge University of Utah Abstract This paper presents a simple method for modeling and rendering refractive objects that are

More information

Logan City GIS Master Plan. Term Project. Colton Smith. David Tarboton CEE 6440

Logan City GIS Master Plan. Term Project. Colton Smith. David Tarboton CEE 6440 Logan City GIS Master Plan Term Project Colton Smith David Tarboton CEE 6440 November 29, 2012 Introduction Logan City has lots of data available for streets, canals, trails, zoning maps, and municipalities.

More information

Architecture Engineering Training courses : Course BIM Architecture Diploma Revit Architecture 3D Max Vasari Navis Works Photoshop For Architects

Architecture Engineering Training courses : Course BIM Architecture Diploma Revit Architecture 3D Max Vasari Navis Works Photoshop For Architects Architecture Engineering Training courses : Course BIM Architecture Diploma Revit Architecture 3D Max Vasari Navis Works Photoshop For Architects BIM ARCHITECTURAL DIPLOMA ( Design and visualization ):

More information

Animation & Rendering

Animation & Rendering 7M836 Animation & Rendering Introduction, color, raster graphics, modeling, transformations Arjan Kok, Kees Huizing, Huub van de Wetering h.v.d.wetering@tue.nl 1 Purpose Understand 3D computer graphics

More information

3D Automatic Building Footprints Generation

3D Automatic Building Footprints Generation 3D Automatic Building Footprints Generation Mohamed Shaarawy Ahmed Kaboudan Shaimaa Toriah Abstract Virtual building modeling became an increasingly urgent need for computer graphics, simulation, games,

More information

Skeleton Cube for Lighting Environment Estimation

Skeleton Cube for Lighting Environment Estimation (MIRU2004) 2004 7 606 8501 E-mail: {takesi-t,maki,tm}@vision.kuee.kyoto-u.ac.jp 1) 2) Skeleton Cube for Lighting Environment Estimation Takeshi TAKAI, Atsuto MAKI, and Takashi MATSUYAMA Graduate School

More information

Urban Layouts and Road Networks

Urban Layouts and Road Networks Urban Layouts and Road Networks Daniel G. Aliaga Associate Professor of Computer Science Purdue University Challenge Design and model realistic/plausible road networks and urban layouts Road network: a

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Computer visualizations of architectural building illumination

Computer visualizations of architectural building illumination Lighting in Engineering, Architecture and the Environment 95 Computer visualizations of architectural building illumination S. Mroczkowska Poznan University of Technology, Institute of Electrical Engineering

More information

From Cadastres to Urban Environments for 3D Geomarketing

From Cadastres to Urban Environments for 3D Geomarketing From Cadastres to Urban Environments for 3D Geomarketing Martin Hachet and Pascal Guitton Abstract-- This paper presents tools performing automatic generation of urban environments for 3D geomarketing.

More information

Technical Introduction

Technical Introduction Colour reproduction capability is the most effective standard to use when evaluating a projector s performance. That s why we are pleased to present you with ViewSonic s new

More information

Scene Text Detection Using Machine Learning Classifiers

Scene Text Detection Using Machine Learning Classifiers 601 Scene Text Detection Using Machine Learning Classifiers Nafla C.N. 1, Sneha K. 2, Divya K.P. 3 1 (Department of CSE, RCET, Akkikkvu, Thrissur) 2 (Department of CSE, RCET, Akkikkvu, Thrissur) 3 (Department

More information

MATRIX BASED INDEXING TECHNIQUE FOR VIDEO DATA

MATRIX BASED INDEXING TECHNIQUE FOR VIDEO DATA Journal of Computer Science, 9 (5): 534-542, 2013 ISSN 1549-3636 2013 doi:10.3844/jcssp.2013.534.542 Published Online 9 (5) 2013 (http://www.thescipub.com/jcs.toc) MATRIX BASED INDEXING TECHNIQUE FOR VIDEO

More information

Background on North Buckhead s Security Camera Planning

Background on North Buckhead s Security Camera Planning Background on North Buckhead s Security Camera Planning By Gordon Certain NBCA President February,24, 2018 Compared to much of 2016, crime in residential parts of North Buckhead is down. That s the good

More information

Graph-based Modeling of Building Roofs Judith Milde, Claus Brenner Institute of Cartography and Geoinformatics, Leibniz Universität Hannover

Graph-based Modeling of Building Roofs Judith Milde, Claus Brenner Institute of Cartography and Geoinformatics, Leibniz Universität Hannover 12th AGILE International Conference on Geographic Information Science 2009 page 1 of 5 Graph-based Modeling of Building Roofs Judith Milde, Claus Brenner Institute of Cartography and Geoinformatics, Leibniz

More information

AUTOMATIC GENERATION OF 3-D BUILDING MODELS FROM BUILDING POLYGONS ON GIS

AUTOMATIC GENERATION OF 3-D BUILDING MODELS FROM BUILDING POLYGONS ON GIS AUTOMATIC GENERATION OF 3-D BUILDING MODELS FROM BUILDING POLYGONS ON GIS Kenichi Sugihara 1, Yoshitugu Hayashi 2 ABSTRACT When a real urban world is projected into 3-D virtual space, buildings are major

More information

Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze

Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze Computer Science and Engineering 2013, 3(3): 76-83 DOI: 10.5923/j.computer.20130303.04 Picture Maze Generation by Repeated Contour Connection and Graph Structure of Maze Tomio Kurokawa Department of Information

More information

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga NPR CS 334 Non-Photorealistic Rendering Daniel G. Aliaga 3D Computer Graphics Today Miraculous performance leaps Stunning price cuts Curiously low impact Games Movies * Slides courtesy of Lee Markosian

More information

ARLINGTON COUNTY, VIRGINIA

ARLINGTON COUNTY, VIRGINIA ARLINGTON COUNTY, VIRGINIA County Board Agenda Item Meeting of December 12, 2015 DATE: December 1, 2015 SUBJECT: SP-84-U-15-1 USE PERMIT ASSOCIATED WITH A SITE PLAN for a telecommunications facility; located

More information

RECONSTRUCTION OF REGISTERED RANGE DATA USING GEODESIC DOME TYPE DATA STRUCTURE

RECONSTRUCTION OF REGISTERED RANGE DATA USING GEODESIC DOME TYPE DATA STRUCTURE RECONSTRUCTION OF REGISTERED RANGE DATA USING GEODESIC DOME TYPE DATA STRUCTURE Makoto Hirose and Kazuo Araki Graduate School of Computer and Cognitive Sciences, Chukyo University, Japan hirose@grad.sccs.chukyo-u.ac.jp,

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

A Constraint Based System to Populate Procedurally Modeled Cities with Buildings

A Constraint Based System to Populate Procedurally Modeled Cities with Buildings A Constraint Based System to Populate Procedurally Modeled Cities with Buildings Johannes Scharl Supervised by: Daniel Scherzer Institute of Computer Graphics and Algorithms Vienna University of Technology

More information

Measurement of 3D Foot Shape Deformation in Motion

Measurement of 3D Foot Shape Deformation in Motion Measurement of 3D Foot Shape Deformation in Motion Makoto Kimura Masaaki Mochimaru Takeo Kanade Digital Human Research Center National Institute of Advanced Industrial Science and Technology, Japan The

More information

DETERMINATION OF FACADE ATTRIBUTES FOR FACADE RECONSTRUCTION

DETERMINATION OF FACADE ATTRIBUTES FOR FACADE RECONSTRUCTION DETERMINATION OF FACADE ATTRIBUTES FOR FACADE RECONSTRUCTION Nora Ripperda Institute of Cartography and Geoinformatics Leibniz University of Hannover nora.ripperda@ikg.uni-hannover.de KEY WORDS: data analysis,

More information

AUTOMATIC EXTRACTION OF BUILDING FEATURES FROM TERRESTRIAL LASER SCANNING

AUTOMATIC EXTRACTION OF BUILDING FEATURES FROM TERRESTRIAL LASER SCANNING AUTOMATIC EXTRACTION OF BUILDING FEATURES FROM TERRESTRIAL LASER SCANNING Shi Pu and George Vosselman International Institute for Geo-information Science and Earth Observation (ITC) spu@itc.nl, vosselman@itc.nl

More information

Render methods, Compositing, Post-process and NPR in NX Render

Render methods, Compositing, Post-process and NPR in NX Render Render methods, Compositing, Post-process and NPR in NX Render Overview What makes a good rendered image Render methods in NX Render Foregrounds and backgrounds Post-processing effects Compositing models

More information

Interactive Video Retrieval System Integrating Visual Search with Textual Search

Interactive Video Retrieval System Integrating Visual Search with Textual Search From: AAAI Technical Report SS-03-08. Compilation copyright 2003, AAAI (www.aaai.org). All rights reserved. Interactive Video Retrieval System Integrating Visual Search with Textual Search Shuichi Shiitani,

More information

A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction

A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction Jaemin Lee and Ergun Akleman Visualization Sciences Program Texas A&M University Abstract In this paper we present a practical

More information

Chapter 87 Real-Time Rendering of Forest Scenes Based on LOD

Chapter 87 Real-Time Rendering of Forest Scenes Based on LOD Chapter 87 Real-Time Rendering of Forest Scenes Based on LOD Hao Li, Fuyan Liu and Shibo Yu Abstract Using the stochastic L-system for modeling the trees. Modeling the trees includes two sides, the trunk

More information

Development Of A Fast Simulation-aided-design Method For Office Building In Early Design Stage Ziwei Li 1, Borong Lin 1,*, and Hongzhong Chen 1 1 Scho

Development Of A Fast Simulation-aided-design Method For Office Building In Early Design Stage Ziwei Li 1, Borong Lin 1,*, and Hongzhong Chen 1 1 Scho Development Of A Fast Simulation-aided-design Method For Office Building In Early Design Stage Ziwei Li 1, Borong Lin 1,*, and Hongzhong Chen 1 1 School of Architecture, Tsinghua University, Beijing, China

More information

VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY

VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY VISUAL NAVIGATION SYSTEM ON WINDSHIELD HEAD-UP DISPLAY Akihiko SATO *, Itaru KITAHARA, Yoshinari KAMEDA, Yuichi OHTA Department of Intelligent Interaction Technologies, Graduate School of Systems and Information

More information

TRANSPARENT OBJECT DETECTION USING REGIONS WITH CONVOLUTIONAL NEURAL NETWORK

TRANSPARENT OBJECT DETECTION USING REGIONS WITH CONVOLUTIONAL NEURAL NETWORK TRANSPARENT OBJECT DETECTION USING REGIONS WITH CONVOLUTIONAL NEURAL NETWORK 1 Po-Jen Lai ( 賴柏任 ), 2 Chiou-Shann Fuh ( 傅楸善 ) 1 Dept. of Electrical Engineering, National Taiwan University, Taiwan 2 Dept.

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information

Equations and Functions, Variables and Expressions

Equations and Functions, Variables and Expressions Equations and Functions, Variables and Expressions Equations and functions are ubiquitous components of mathematical language. Success in mathematics beyond basic arithmetic depends on having a solid working

More information

A Fast Display Method of Sky Color Using Basis Functions

A Fast Display Method of Sky Color Using Basis Functions A Fast Display Method of Sky Color Using Basis Functions Yoshinori Dobashi, Tomoyuki Nishita, Kazufumi Kaneda, Hideo Yamashita Hiroshima University 1-4-1 Kagamiyama, Higashi-hiroshima, 739 Japan E-mail:

More information

Modeling Plant Leaves in Marble-Patterned Colours with Particle Transportation System

Modeling Plant Leaves in Marble-Patterned Colours with Particle Transportation System Modeling Plant Leaves in Marble-Patterned Colours with Particle Transportation System Yodthong Rodkaew, Prabhas Chongstitvatana, Suchada Siripant and Chidchanok Lursinsap. Department of Computer Engineering,

More information

SELECTED TOPICS in APPLIED COMPUTER SCIENCE

SELECTED TOPICS in APPLIED COMPUTER SCIENCE A Tool for Detecting Detects on Class Implementation in Object Oriented Program on the Basis of the Law of Demeter: Focusing on Dependency between Packages RYOTA CHIBA, HIROAKI HASHIURA and SEIICHI KOMIYA

More information

Image-Based Deformation of Objects in Real Scenes

Image-Based Deformation of Objects in Real Scenes Image-Based Deformation of Objects in Real Scenes Han-Vit Chung and In-Kwon Lee Dept. of Computer Science, Yonsei University sharpguy@cs.yonsei.ac.kr, iklee@yonsei.ac.kr Abstract. We present a new method

More information

Design Visualization with Autodesk Alias, Part 2

Design Visualization with Autodesk Alias, Part 2 Design Visualization with Autodesk Alias, Part 2 Wonjin John Autodesk Who am I? Wonjin John is an automotive and industrial designer. Born in Seoul, Korea, he moved to United States after finishing engineering

More information

Understanding Geospatial Data Models

Understanding Geospatial Data Models Understanding Geospatial Data Models 1 A geospatial data model is a formal means of representing spatially referenced information. It is a simplified view of physical entities and a conceptualization of

More information

Wave front Method Based Path Planning Algorithm for Mobile Robots

Wave front Method Based Path Planning Algorithm for Mobile Robots Wave front Method Based Path Planning Algorithm for Mobile Robots Bhavya Ghai 1 and Anupam Shukla 2 ABV- Indian Institute of Information Technology and Management, Gwalior, India 1 bhavyaghai@gmail.com,

More information

A motion planning method for mobile robot considering rotational motion in area coverage task

A motion planning method for mobile robot considering rotational motion in area coverage task Asia Pacific Conference on Robot IoT System Development and Platform 018 (APRIS018) A motion planning method for mobile robot considering rotational motion in area coverage task Yano Taiki 1,a) Takase

More information

Urban Scene Segmentation, Recognition and Remodeling. Part III. Jinglu Wang 11/24/2016 ACCV 2016 TUTORIAL

Urban Scene Segmentation, Recognition and Remodeling. Part III. Jinglu Wang 11/24/2016 ACCV 2016 TUTORIAL Part III Jinglu Wang Urban Scene Segmentation, Recognition and Remodeling 102 Outline Introduction Related work Approaches Conclusion and future work o o - - ) 11/7/16 103 Introduction Motivation Motivation

More information

BIM. The Fastest Way to Quickly & Easily Insert and Modify Elements that are used in Revit project

BIM. The Fastest Way to Quickly & Easily Insert and Modify Elements that are used in Revit project BIM The Fastest Way to Quickly & Easily Insert and Modify Elements that are used in Revit project BIM Tree Manager Working with Elements Dynamic Tree allows easily to navigate, find, modify any element

More information

Elimination of Duplicate Videos in Video Sharing Sites

Elimination of Duplicate Videos in Video Sharing Sites Elimination of Duplicate Videos in Video Sharing Sites Narendra Kumar S, Murugan S, Krishnaveni R Abstract - In some social video networking sites such as YouTube, there exists large numbers of duplicate

More information

Edge Equalized Treemaps

Edge Equalized Treemaps Edge Equalized Treemaps Aimi Kobayashi Department of Computer Science University of Tsukuba Ibaraki, Japan kobayashi@iplab.cs.tsukuba.ac.jp Kazuo Misue Faculty of Engineering, Information and Systems University

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

Method 2 This method is based on luminous flux of a light source calculated form required illuminance of the room.

Method 2 This method is based on luminous flux of a light source calculated form required illuminance of the room. Design of room illumination Method 1 Simple method used for preliminary design of illumination system. Calculation requires uniform placement of light fittings over illuminated area. The result depends

More information

How to make a scene for products with the help of Album3DEngine

How to make a scene for products with the help of Album3DEngine How to make a scene for products with the help of Album3DEngine Designer guide Contents Introduction... 1 Required software... 2 Creating a gallery... 2 Step 1: Modeling with 3ds Max... 2 Step 2: Creating

More information

Motion Texture. Harriet Pashley Advisor: Yanxi Liu Ph.D. Student: James Hays. 1. Introduction

Motion Texture. Harriet Pashley Advisor: Yanxi Liu Ph.D. Student: James Hays. 1. Introduction Motion Texture Harriet Pashley Advisor: Yanxi Liu Ph.D. Student: James Hays 1. Introduction Motion capture data is often used in movies and video games because it is able to realistically depict human

More information

Image-Based Buildings and Facades

Image-Based Buildings and Facades Image-Based Buildings and Facades Peter Wonka Associate Professor of Computer Science Arizona State University Daniel G. Aliaga Associate Professor of Computer Science Purdue University Challenge Generate

More information

We present a method to accelerate global illumination computation in pre-rendered animations

We present a method to accelerate global illumination computation in pre-rendered animations Attention for Computer Graphics Rendering Hector Yee PDI / DreamWorks Sumanta Pattanaik University of Central Florida Corresponding Author: Hector Yee Research and Development PDI / DreamWorks 1800 Seaport

More information

The Terrain Rendering Pipeline. Stefan Roettger, Ingo Frick. VIS Group, University of Stuttgart. Massive Development, Mannheim

The Terrain Rendering Pipeline. Stefan Roettger, Ingo Frick. VIS Group, University of Stuttgart. Massive Development, Mannheim The Terrain Rendering Pipeline Stefan Roettger, Ingo Frick VIS Group, University of Stuttgart wwwvis.informatik.uni-stuttgart.de Massive Development, Mannheim www.massive.de Abstract: From a game developers

More information

Supporting Growth in Society and Industry Using Statistical Data from Mobile Terminal Networks Overview of Mobile Spatial Statistics

Supporting Growth in Society and Industry Using Statistical Data from Mobile Terminal Networks Overview of Mobile Spatial Statistics Supporting Growth in Society and Industry Using Statistical Data from Mobile Terminal Networks Overview of Mobile Spatial Statistics MSS Estimation Privacy Protection Mobile Spatial Statistics Supporting

More information

Modeling Clouds Shape

Modeling Clouds Shape Modeling Clouds Shape Modeling Clouds Shape Antoine Bouthors Fabrice Neyret Laboratoire GRAVIR Grenoble, France http://www-imagis.imag.fr/publications/2004/bn04/ Eurographics 2004 Short Presentations Page

More information

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report Cloth Simulation CGI Techniques Report Tanja Munz Master of Science Computer Animation and Visual Effects 21st November, 2014 Abstract Cloth simulation is a wide and popular area of research. First papers

More information

Temporal Resolution. Flicker fusion threshold The frequency at which an intermittent light stimulus appears to be completely steady to the observer

Temporal Resolution. Flicker fusion threshold The frequency at which an intermittent light stimulus appears to be completely steady to the observer Temporal Resolution Flicker fusion threshold The frequency at which an intermittent light stimulus appears to be completely steady to the observer For the purposes of presenting moving images (animations),

More information

Construction Tele-robot System With Virtual Reality

Construction Tele-robot System With Virtual Reality Construction Tele-robot System With Virtual Reality Hironao Yamada Department of Mechanical & Systems Engineering Gifu University Gifu, Japan yamada@gifu-u.ac.jp Ni Tao Virtual System Laboratory Gifu University

More information

Physically-Based Laser Simulation

Physically-Based Laser Simulation Physically-Based Laser Simulation Greg Reshko Carnegie Mellon University reshko@cs.cmu.edu Dave Mowatt Carnegie Mellon University dmowatt@andrew.cmu.edu Abstract In this paper, we describe our work on

More information

3D Grid Size Optimization of Automatic Space Analysis for Plant Facility Using Point Cloud Data

3D Grid Size Optimization of Automatic Space Analysis for Plant Facility Using Point Cloud Data 33 rd International Symposium on Automation and Robotics in Construction (ISARC 2016) 3D Grid Size Optimization of Automatic Space Analysis for Plant Facility Using Point Cloud Data Gyu seong Choi a, S.W.

More information

Graphics and Games. Penny Rheingans University of Maryland Baltimore County

Graphics and Games. Penny Rheingans University of Maryland Baltimore County Graphics and Games IS 101Y/CMSC 104Y First Year IT Penny Rheingans University of Maryland Baltimore County Announcements Quizzes Project Questions Other questions Questions about Reading Asst Games with

More information

Chapter 11. Caustics and Global Illumination

Chapter 11. Caustics and Global Illumination 11 and Global Illumination Chapter 11 Direct illumination occurs when a light source directly illuminates an object or objects in a scene. Indirect illumination occurs if light illuminates objects by reflection

More information

Modelling. Ruth Aylett

Modelling. Ruth Aylett Modelling Ruth Aylett Overview Basic issues Modelling packages Low polygon modelling Importing models Buildings Photogrammetry Laser range finders LIDAR The great outdoors Cheap methods 3D Authoring tools

More information

Occlusion Detection of Real Objects using Contour Based Stereo Matching

Occlusion Detection of Real Objects using Contour Based Stereo Matching Occlusion Detection of Real Objects using Contour Based Stereo Matching Kenichi Hayashi, Hirokazu Kato, Shogo Nishida Graduate School of Engineering Science, Osaka University,1-3 Machikaneyama-cho, Toyonaka,

More information

The Construction of Digital Campus with Virtual Reality. Technology--Taking Xinhua College of Sun Yat-sen University As an.

The Construction of Digital Campus with Virtual Reality. Technology--Taking Xinhua College of Sun Yat-sen University As an. International Conference on Education, Management, Commerce and Society (EMCS 2015) The Construction of Digital Campus with Virtual Reality Technology--Taking Xinhua College of Sun Yat-sen University As

More information

ScienceDirect. Realistic Scenes in CAD Application

ScienceDirect. Realistic Scenes in CAD Application Available online at www.sciencedirect.com ScienceDirect Procedia Engineering 69 ( 2014 ) 304 309 24th DAAAM International Symposium on Intelligent Manufacturing and Automation, 2013 Realistic Scenes in

More information

Final Report. Abstract

Final Report. Abstract Submitted to...california Institute for Energy Efficiency, Southern California Edison Date...April 30, 2002 Project Title...Improving Lighting and Daylighting Decision Making to Facilitate the Design of

More information

Evolution of Imaging Technology in Computer Graphics. Related Areas

Evolution of Imaging Technology in Computer Graphics. Related Areas Evolution of Imaging Technology in Computer Graphics Jonas Gomes Rio de Janeiro http://www.visgraf.impa.br Image computation Related Areas 1 Related Areas An integrated view Problems on the frontiers Graphical

More information

GRAMMAR SUPPORTED FACADE RECONSTRUCTION FROM MOBILE LIDAR MAPPING

GRAMMAR SUPPORTED FACADE RECONSTRUCTION FROM MOBILE LIDAR MAPPING GRAMMAR SUPPORTED FACADE RECONSTRUCTION FROM MOBILE LIDAR MAPPING Susanne Becker, Norbert Haala Institute for Photogrammetry, University of Stuttgart Geschwister-Scholl-Straße 24D, D-70174 Stuttgart forename.lastname@ifp.uni-stuttgart.de

More information

UNIT 9C Randomness in Computation: Cellular Automata Principles of Computing, Carnegie Mellon University

UNIT 9C Randomness in Computation: Cellular Automata Principles of Computing, Carnegie Mellon University UNIT 9C Randomness in Computation: Cellular Automata 1 Exam locations: Announcements 2:30 Exam: Sections A, B, C, D, E go to Rashid (GHC 4401) Sections F, G go to PH 125C. 3:30 Exam: All sections go to

More information