Blend'it. Integrated project
|
|
- Collin Ryan
- 5 years ago
- Views:
Transcription
1 1/27
2 Blend'it Integrated project Benjamin Boisson Guillaume Combette Dimitri Lajou Victor Lutfalla Octave Mariotti Raphaël Monat Etienne Moutot Johanna Seif Pijus Simonaitis April 15th, 2016
3
4 Outline 1 What is Blend'it? 2 Crowd Animation 3 Environment generation 3/27
5 What is Blend'it?
6 What is Blend'it? Blend'it is a Blender plug-in for environment generation and crowd animation 4/27
7 What is Blend'it? Blend'it is a Blender plug-in for environment generation and crowd animation 4/27
8 A Lot of Powerful Software Golaem 5/27
9 A Lot of Powerful Software Massive 5/27
10 A Lot of Powerful Software VUE 5/27
11 A Lot of Expensive Software Maya3D: $1470/year Golaem: $5000/year Massive: $3,500 - $16,000/year VUE: $1700 Terragen: $600 6/27
12 Why Blender? Complete open-source 3D software: modelisation, animation, rendering, 7/27
13 Why Blender? Powerful Python API (no need to modify the source code of Blender) 8/27
14 Project organization Crowd core Env core Pure Python Unit tests Blender plugin (crowd) Blender plugin (env) Blender 9/27
15 Crowd Animation
16 Crowd Animation - Algorithm Goal: animation of moving crowds Two issues: path generation, individual movements Strategy: least-effort path 10/27
17 Crowd Animation - Algorithm Goal: animation of moving crowds Two issues: path generation, individual movements Strategy: least-effort path 10/27
18 Crowd Animation - Algorithm Goal: animation of moving crowds Two issues: path generation, individual movements Strategy: least-effort path 10/27
19 Crowd Animation - Algorithm Easy to implement (distance in a graph, easy computation of the energy) With graph-based approach, movement is not constrained to cells We were more used to graph-based algorithms 11/27
20 GUI 12/27
21 Demo 13/27
22 What is missing An actual walking animation for the individuals An efficient graph implementation to find the minimun energy path A better integration of the environment A waypoints option 14/27
23 Environment generation
24 Environment Generation --- Overview Focus on intuitive and user-editable representations Image extracted from [STdKB11] 15/27
25 Environment Generation --- General Layout Environment Feature Tree Height Map Blender Plug-in Models 16/27
26 Features Forest Mountain Road Cities Water (river, lake) 17/27
27 Features Feature: shape z(x,y) : height function models : list of models 18/27
28 Feature Tree Nodez() = mix(z1, z2) z1() z2() 19/27
29 Feature Tree Nodez() = mix(z1, z2) z1() z2() Depending on features, mix(z1, z2) could be: Blend : Mean(z1(), z2()) Addition : z1() + z2() Replace : Fixed to z1() 19/27
30 Demo 20/27
31 What is missing Live modifications City feature 21/27
32
33 Thank you for your attention! Any questions? 23/27
34 Bibliography I Guy S J, Chhugani J, Curtis S, Dubey P, Lin M, Manocha D PLEdestrains: a least-effort approach to crowd simulation Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposiom on Computer Animation 2010 Van den Berg J, Guy S J, Lin M, Manocha D Reciprocal n-body collision avoidance Proc Intl Symposium on Robotics Research /27
35 Bibliography II Multon F, France L, Cani M-P, Debunne G Computer Animation of Human Walking: a Survey Journal of Visualization and Computer Animation, John Wiley & Sons, 1999, 10, pp39-54 Swelk R M, Tunetel T, De Kraker KJ, Bidarra R A declarative approach to procedural modeling of virtual worlds Computers & Graphics 35, 2 (2010), Génevaux J-D, Galin E, Peytavie A, Guérin E, Briquet C, Grosbellet F, Benes B Terrain Modelling from Feature Primitive 25/27
36 Bibliography III Chen G, Esch G, Worka P, Müller P, Zhang E Interactive procedural street modeling ACM Transactions on Graphics (SIGGRAPH) 27, 3 (2008), 103:1-103:10 26/27
37 Theme Used the theme mtheme by Matthias Vogelgesang, licensed under a Creative Commons Attribution-ShareAlike 40 International License 27/27
Final report, Blend'it pro ject
Final report, Blend'it pro ject Benjamin Boisson, Guillaume Combette, Dimitri Lajou, Victor Lutfalla, Octave Mariotti, Raphaël Monat, Etienne Moutot, Johanna Seif, Pijus Simonaitis 2015-2016 Abstract The
More informationCollision Avoidance with Unity3d
Collision Avoidance with Unity3d Jassiem Ifill September 12, 2013 Abstract The primary goal of the research presented in this paper is to achieve natural crowd simulation and collision avoidance within
More informationInteractive Design and Visualization of Urban Spaces using Geometrical and Behavioral Modeling
Interactive Design and Visualization of Urban Spaces using Geometrical and Behavioral Modeling Carlos Vanegas 1,4,5 Daniel Aliaga 1 Bedřich Beneš 2 Paul Waddell 3 1 Computer Science, Purdue University,
More informationUrban 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 informationSparse representation of terrains for procedural modeling
Sparse representation of terrains for procedural modeling Eric Guérin, Julie Digne, Eric Galin and Adrien Peytavie LIRIS CNRS Geomod team Lyon, France 2 Motivations Sparse modeling applied to terrain Many
More informationCrowd simulation. Taku Komura
Crowd simulation Taku Komura Animating Crowds We have been going through methods to simulate individual characters What if we want to simulate the movement of crowds? Pedestrians in the streets Flock of
More informationReciprocal Collision Avoidance and Navigation for Video Games
Reciprocal Collision Avoidance and Navigation for Video Games Jamie Snape, 1 Stephen J. Guy, 1 Deepak Vembar, 2 Adam Lake, 2 Ming C. Lin, 1 and Dinesh Manocha 11 1. Introduction COLLISION AVOIDANCE AND
More informationLarge Scale Crowd Simulation Using A Hybrid Agent Model
Large Scale Crowd Simulation Using A Hybrid Agent Model Seung In Park 1, Yong Cao 1, Francis Quek 1 1 Department of Computer Science, Virginia Polytechnic Institute and State University, Blacksburg, Virginia,
More informationCollaborators. Multiple Agents & Crowd Simulation: training sytems 5/15/2010. Interactive Multi-Robot Planning and Multi-Agent Simulation
Interactive Multi-Robot Planning and Multi-Agent Simulation Dinesh Manocha UNC Chapel Hill dm@cs.unc.edu http://gamma.cs.unc.edu Collaborators Ming C. Lin Jur van der Berg Sean Curtis Russell Gayle Stephen
More informationMuscle Based facial Modeling. Wei Xu
Muscle Based facial Modeling Wei Xu Facial Modeling Techniques Facial modeling/animation Geometry manipulations Interpolation Parameterizations finite element methods muscle based modeling visual simulation
More informationSketch-based Interface for Crowd Animation
Sketch-based Interface for Crowd Animation Masaki Oshita 1, Yusuke Ogiwara 1 1 Kyushu Institute of Technology 680-4 Kawazu, Iizuka, Fukuoka, 820-8502, Japan oshita@ces.kyutech.ac.p ogiwara@cg.ces.kyutech.ac.p
More informationExtensible Multi-Domain Generation of Virtual Worlds using Blackboards
Extensible Multi-Domain Generation of Virtual Worlds using Blackboards Gaetan Deglorie 1, Rian Goossens 2, Sofie Van Hoecke 1 and Peter Lambert 1 1 ELIS Department, IDLab, Ghent University-iMinds, Sint-Pietersnieuwstraat
More informationOverview. Collision detection. Collision detection. Brute force collision detection. Brute force collision detection. Motivation
Overview Collision detection Alan Liu aliu@simcen.usuhs.mil Surgical Simulation Laboratory National Capital Area Medical Simulation Center Uniformed Services University of the Health Sciences http://simcen.usuhs.mil/mmvr2002
More informationOverview. Collision Detection. A Simple Collision Detection Algorithm. Collision Detection in a Dynamic Environment. Query Types.
Overview Collision Detection Alan Liu aliu@usuhs.mil The Surgical Simulation Laboratory National Capital Area Medical Simulation Center Uniformed Services University http://simcen.usuhs.mil/miccai2003
More informationReal-time Path Planning and Navigation for Multi-Agent and Heterogeneous Crowd Simulation
Real-time Path Planning and Navigation for Multi-Agent and Heterogeneous Crowd Simulation Ming C. Lin Department of Computer Science University of North Carolina at Chapel Hill lin@cs.unc.edu Joint work
More informationInteractive Modeling, Simulation and Control of Large-Scale Crowds and Traffic
Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic Ming C. Lin 1, Stephen Guy 1,RahulNarain 1, Jason Sewall 1, Sachin Patil 1, Jatin Chhugani 2, Abhinav Golas 1,JurvandenBerg
More informationXIII Simpósio Brasileiro de Automação Inteligente Porto Alegre RS, 1 o 4 de Outubro de 2017
COLLISION AVOIDANCE PRIORITY FOR TRAFFIC CONGESTION IN MULTI-AGENT NAVIGATION Mathias Della Giustina, Ubirajara Franco Moreno, Henrique Simas Universidade Federal de Santa Catarina Departamento de Engenharia
More informationCSE 167: Introduction to Computer Graphics Lecture #16: Procedural Modeling
CSE 167: Introduction to Computer Graphics Lecture #16: Procedural Modeling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Reduced office hours today and tomorrow
More informationDenseSense: Interactive Crowd Simulation using Density-Dependent Filters
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2014) Vladlen Koltun and Eftychios Sifakis (Editors) DenseSense: Interactive Crowd Simulation using Density-Dependent Filters A. Best and S.
More informationProcedural Generation of Roads
EUROGRAPHICS 2010 / T. Akenine-Möller and M. Zwicker (Guest Editors) Volume 29 (2010), Number 2 Procedural Generation of Roads E. Galin 1, A. Peytavie 2, N. Maréchal 2, E. Guérin 2 1 LIRIS - CNRS - Université
More informationImplementation of Flight Simulator using 3-Dimensional Terrain Modeling
Implementation of Flight Simulator using 3-Dimensional Terrain Modeling 1 1, First Author School of Computer Engineering, Hanshin University, Osan City, S. Korea, stryoo@hs.ac.kr Abstract During the last
More informationReal-Time Multi-Agent Path Planning on Arbitrary Surfaces
Real-Time Multi-Agent Path Planning on Arbitrary Surfaces Rafael P. Torchelsen1 Luiz F. Scheidegger1 Guilherme N. Oliveira1 Rui Bastos2 Joa o L. D. Comba1 1 Instituto de Informa tica - PPGC, UFRGS - Brazil
More informationPED: Pedestrian Environment Designer
PED: Pedestrian Environment Designer James McIlveen, Steve Maddock, Peter Heywood and Paul Richmond Department of Computer Science, University of Sheffield, Sheffield, UK Environment created in the PED
More informationTHE MINIMUM ENERGY EXPENDITURE SHORTEST PATH METHOD
Journal of Graphics Tools, 17:31 44,2013 Copyright Taylor & Francis Group, LLC ISSN: 2165-347X print / 2165-3488 online DOI: 10.1080/2165347X.2013.872586 THE MINIMUM ENERGY EXPENDITURE SHORTEST PATH METHOD
More informationNavigation Queries from Triangular Meshes
In Proceedings of the Third International Conference on Motion in Games (MIG), 2010 Navigation Queries from Triangular Meshes Marcelo Kallmann University of California, Merced Abstract. Navigation meshes
More informationMeasuring the Steps: Generating Action Transitions Between Locomotion Behaviours
Measuring the Steps: Generating Action Transitions Between Locomotion Behaviours Christos Mousas Paul Newbury Department of Informatics University of Sussex East Sussex, Brighton BN1 9QH Email: {c.mousas,
More informationGoal Velocity Obstacles for Spatial Navigation of Multiple Autonomous Robots or Virtual Agents
Goal Velocity Obstacles for Spatial Navigation of Multiple utonomous Robots or Virtual gents Jamie Snape and Dinesh Manocha University of North Carolina at Chapel Hill, Chapel Hill, NC 27599 {snape,dm}@cs.unc.edu
More informationMIX RENDERINGS TO FOCUS PLAYER'S ATTENTION
MIX RENDERINGS TO FOCUS PLAYER'S ATTENTION Vincent Boyer, Jordane Suarez Kamel Haddad L.I.A.S.D. Université Paris 8, 2 rue de la libérté 93526 Saint-Denis, France E-mail: boyer@ai.univ-paris8.fr [dex,
More informationCollision Detection. Motivation - Dynamic Simulation ETH Zurich. Motivation - Path Planning ETH Zurich. Motivation - Biomedical Simulation ETH Zurich
Collision Detection Motivation - Dynamic Simulation Collision detection is an essential part of physically realistic dynamic simulations. For each time step: compute dynamics detect collisions resolve
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Implicit Surfaces Marching Cubes/Tetras Collision Detection & Response Conservative Bounding Regions backtracking fixing Today Flow Simulations in Graphics Flow
More informationAggregate Dynamics for Dense Crowd Simulation
Aggregate Dynamics for Dense Crowd Simulation Rahul Narain Abhinav Golas Sean Curtis Ming C. Lin University of North Carolina at Chapel Hill (a) (b) (c) Figure 1: Some examples of large, dense crowds simulated
More informationCollision Detection with Bounding Volume Hierarchies
Simulation in Computer Graphics Collision Detection with Bounding Volume Hierarchies Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volumes BV hierarchies
More informationTutorial: Using the UUCS Crowd Simulation Plug-in for Unity
Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity Introduction Version 1.1 - November 15, 2017 Authors: Dionysi Alexandridis, Simon Dirks, Wouter van Toll In this assignment, you will use the
More informationBasics of Motion Generation
Basics of Motion Generation let X i = position,orient. of O i at t k = t 0, i END = false while (not END) do display O i, i t k = t k + Δt generate X i at t k, i END = function(motion generation) Methods
More informationEfficient modeling of entangled details for natural scenes
Pacific Graphics 06 E. Grinspun, B. Bickel, and Y. Dobashi (Guest Editors) Volume 35 (06), Number 7 Efficient modeling of entangled details for natural scenes Eric Guérin, Eric Galin,3 François Grosbellet,4
More informationHousing Layout Design Using Fractals A Computer Tool and its Practical Use
Housing Layout Design Using Fractals A Computer Tool and its Practical Use KOBAYASHI Yoshihiro and BATTINA Subhadha College of Architecture and Environmental Design, Arizona State University, USA Keywords:
More informationUNMANNED UNDERWATER VEHICLE SIMULATOR ENABLING THE SIMULATION OF MULTI- ROBOT UNDERWATER MISSIONS WITH GAZEBO
UNMANNED UNDERWATER VEHICLE SIMULATOR ENABLING THE SIMULATION OF MULTI- ROBOT UNDERWATER MISSIONS WITH GAZEBO MUSA MORENA MARCUSSO MANHÃES CORPORATE SECTOR RESEARCH AND ADVANCE ENGINEERING (CR) Robert
More informationInteractive Implicit Modeling with Hierarchical Spatial Caching
Interactive Implicit Modeling with Hierarchical Spatial Caching Ryan Schmidt 1, Brian Wyvill 1, Eric Galin 2 1 University of Calgary, Canada 2 LIRIS-CNRS, Université Claude Bernard Lyon 1, France Outline
More informationEfficient Trajectory Extraction and Parameter Learning for Data-Driven Crowd Simulation
Efficient Trajectory Extraction and Parameter Learning for Data-Driven Crowd Simulation Aniket Bera Sujeong Kim Dinesh Manocha The University of North Carolina at Chapel Hill A BSTRACT We present a trajectory
More informationProcedural Modeling of Cities with User-Created Models Rachel King & Michael Mortimer Advanced Computer Graphics, Spring 2015
Procedural Modeling of Cities with User-Created Models Rachel King & Michael Mortimer Advanced Computer Graphics, Spring 2015 0. Abstract Our goal in this project was to create procedurally generated city
More informationCAV th July 2013 Saint Petersburg, Russia. PSyHCoS. Parameter Synthesis for Hierarchical Concurrent Real-Time Systems
CAV 2013 18th July 2013 Saint Petersburg, Russia PSyHCoS Parameter Synthesis for Hierarchical Concurrent Real-Time Systems Étienne André, Yang Liu, Jun Sun, Jin Song Dong, Shang-Wei Lin Temasek Laboratories
More informationMacauMap Mobile Phone Traveling Assistant
MacauMap Mobile Phone Traveling Assistant 141 14 MacauMap Mobile Phone Traveling Assistant Robert P Biuk-Aghai An added feature in mobile phones is a whole lot of data and information regarding the city
More informationJae Eisenmann CSE 888.X14 Rick Parent
Locomotion Jae Eisenmann CSE 888.X14 Rick Parent Introduction Locomotion is simply how a character moves from one place to another Locomotion has always been a central issue both to robotics and computer-driven
More informationACCELERATING ROUTE PLANNING AND COLLISION DETECTION FOR COMPUTER GENERATED FORCES USING GPUS
ACCELERATING ROUTE PLANNING AND COLLISION DETECTION FOR COMPUTER GENERATED FORCES USING GPUS David Tuft, Russell Gayle, Brian Salomon, Naga Govindaraju, Ming Lin, and Dinesh Manocha University of North
More informationA Voxel-based Octree Construction Approach for Procedural Cave Generation
160 A Voxel-based Octree Construction Approach for Procedural Cave Generation Juncheng Cui, Yang-Wai Chow and Minjie Zhang, School of Computer Science and Software Engineering, University of Wollongong,
More informationParticle systems-based riverbed modelling over a terrain with hardness layer
Particle systems-based riverbed modelling over a terrain with hardness layer Korneliusz K. WARSZAWSKI Faculty of Electrical Engineering, Computer Science and Telecommunications University of Zielona Gora
More informationCROWD SIMULATION AS A SERVICE
CROWD SIMULATION AS A SERVICE Client dr. Roland Geraerts (r.j.geraerts@uu.nl) Virtual Worlds Dept. of Information and computing sciences Utrecht University (version 13 12 2017) Screenshot of a crowd simulation
More informationArcGIS Online: Using the Python API for Transportation Network Analysis. Deelesh Mandloi and Dmitry Kudinov
ArcGIS Online: Using the Python API for Transportation Network Analysis Deelesh Mandloi and Dmitry Kudinov Metadata Slides and code samples available at http://esriurl.com/ds18napy Documentation at http://developers.arcgis.com/features/directions
More informationarxiv: v1 [cs.cv] 27 Sep 2018
Interactive Surveillance Technologies for Dense Crowds Aniket Bera Department of Computer Science University of North Carolina at Chapel Hill Chapel Hill, NC Dinesh Manocha Department of Computer Science
More informationBforartists Reference Manual - Copyright - This page is under Public Domain. Editors
Editors Introduction...2 Hidden menus...2 The Header menu...2 Flip to Top...2 Collapse Menus...2 Hide Editortype menu...3 Maximize Area - Tile Area...3 The editor type menu...3 Area Options...3 Split area...3
More informationFunction Based Flow Modeling and Animation
Function Based Flow Modeling and Animation Ergun Akleman, Zeki Melek and Jeff S. Haberl July 14, 2006 Abstract This paper summarizes a function-based approach to model and animate 2D and 3D flows. We use
More informationArt Downtown. Request for Proposals For Mural in Altavista. Send proposals to selection committee at
Art Downtown Request for Proposals For Mural in Altavista Altavista, Virginia: 7 th Street retaining wall in front of Altavista Appliance Send proposals to selection committee at EHGwynn@AltavistaVA.Gov
More informationThe ExtReAM Library: Extensible Real-time Animations for Multiple Platforms
1 The ExtReAM Library: Extensible Real-time Animations for Multiple Platforms Pieter Jorissen, Jeroen Dierckx and Wim Lamotte Interdisciplinary institute for BroadBand Technology (IBBT) Expertise Centre
More informationRethinking Shortest Path: An Energy Expenditure Approach
Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Rethinking Shortest Path: An Energy Expenditure Approach Christos
More informationSpatial Data Structures
Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster
More informationHigh-density Crowds. A masters student s journey to graphics and multi agent systems
High-density Crowds A masters student s journey to graphics and multi agent systems Who am I and why am I here? Jack Shabo, student of CDATE, year 2012 Doing a degree project in Crowd Simulations with
More informationAN APPROACH FOR GRAPHICAL USER INTERFACE DEVELOPMENT FOR STEREOSCOPIC VISUALIZATION SYSTEM
AN APPROACH FOR GRAPHICAL USER INTERFACE DEVELOPMENT FOR STEREOSCOPIC VISUALIZATION SYSTEM Rositsa R. Radoeva St. Cyril and St. Methodius University of Veliko Tarnovo, ABSTRACT Human-computer interaction
More informationShaping Imaginary Content
Shaping Imaginary Content from 3D Digital Design to Animated Virtual Worlds Marie-Paule Cani Univ. Grenoble-Alpes, CNRS & Inria 3D Graphical Creation See and touch imaginary worlds? @Grenoble-INP avec
More informationMathematical Approaches for Collision Detection in Fundamental Game Objects
Mathematical Approaches for Collision Detection in Fundamental Game Objects Weihu Hong 1, Junfeng Qu 2, Mingshen Wu 3 1 Department of Mathematics, Clayton State University, Morrow, GA, 30260 2 Department
More informationCAB: Fast Update of OBB Trees for Collision Detection between Articulated Bodies
CAB: Fast Update of OBB Trees for Collision Detection between Articulated Bodies Harald Schmidl Nolan Walker Ming C. Lin {schmidl walkern lin}@cs.unc.edu Department of Computer Science Sitterson Hall,
More informationDeformable Distance Fields for Simulation of Non- Penetrating Flexible Bodies
Deformable Distance Fields for Simulation of Non- Penetrating Flexible Bodies Susan Fisher and Ming C. Lin {sfisher, lin}@cs.unc.edu http://gamma.cs.unc.edu/ddf/ Department of Computer Science University
More informationTypes of Computer Painting
Painterly Rendering Types of Computer Painting Physical simulation User applies strokes Computer simulates media (e.g. watercolor on paper) Automatic painting User provides input image or 3D model and
More informationComputer Kit for Development, Modeling, Simulation and Animation of Mechatronic Systems
Computer Kit for Development, Modeling, Simulation and Animation of Mechatronic Systems Karol Dobrovodský, Pavel Andris, Peter Kurdel Institute of Informatics, Slovak Academy of Sciences Dúbravská cesta
More informationFunction Based 2D Flow Animation
VISUAL 2000: MEXICO CITY SEPTEMBER 18-22 100 Function Based 2D Flow Animation Ergun Akleman, Sajan Skaria, Jeff S. Haberl Abstract This paper summarizes a function-based approach to create 2D flow animations.
More informationPlotting technologies for the study of functions of two real variables
Plotting technologies for the study of functions of two real variables David Zeitoun 1 and Thierry Dana-Picard 2 1 Department of Mathematics, Orot College of Education, Rehovot, Israel, ed.technologie@gmail.com
More informationInformation Diffusion in a Single-Hop Mobile Peer-to-Peer Network
Information Diffusion in a Single-Hop Mobile Peer-to-Peer Network Jani Kurhinen and Jarkko Vuori University of Jyväskylä Department of Mathematical Information Technology B.O.Box 35 (Agora) FIN-40014 University
More informationRapid Modeling of Geology
Rapid Modeling of Geology Morten Bendiksen Supervised by: Endre M. Lidal, Ivan Viola Institute of Informatics University of Bergen Abstract Drawing three dimensional models of geological phenomena is today
More informationSteerFit: Automated Parameter Fitting for Steering Algorithms Supplementary Document
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2014) Vladlen Koltun and Eftychios Sifakis (Editors) SteerFit: Automated Parameter Fitting for Steering Algorithms Supplementary Document Glen
More information<Insert Picture Here> JavaFX Overview April 2010
JavaFX Overview April 2010 Sébastien Stormacq Sun Microsystems, Northern Europe The following is intended to outline our general product direction. It is intended for information
More informationPLEdestrians: A Least-Effort Approach to Crowd Simulation
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2010) M. Otaduy and Z. Popovic (Editors) PLEdestrians: A Least-Effort Approach to Crowd Simulation Stephen. J. Guy 1, Jatin Chhugani 2, Sean
More informationBeyond A*: Speeding up pathfinding through hierarchical abstraction. Daniel Harabor NICTA & The Australian National University
Beyond A*: Speeding up pathfinding through hierarchical abstraction Daniel Harabor NICTA & The Australian National University Motivation Myth: Pathfinding is a solved problem. Motivation Myth: Pathfinding
More informationThree-Dimensional Off-Line Path Planning for Unmanned Aerial Vehicle Using Modified Particle Swarm Optimization
Three-Dimensional Off-Line Path Planning for Unmanned Aerial Vehicle Using Modified Particle Swarm Optimization Lana Dalawr Jalal Abstract This paper addresses the problem of offline path planning for
More informationA Method of Drawing Cloth Patterns With Fabric Behavior
A Method of Drawing Cloth Patterns With Fabric Behavior SHIH-WEN HSIAO, RONG-QI CHEN Department of Industrial Design National Cheng Kung University Tainan 70101 TAIWAN ABSTRACT: - Computer-aided cloth
More informationIMAGE 2009 Conference. Ruben Smelik, Klaas Jan de Kraker TNO Defence, Security and Safety The Hague, The Netherlands
IMAGE 2009 Conference A CASE STUDY ON PROCEDURAL MODELING OF GEO-TYPICAL SOUTHERN AFGHANISTAN TERRAIN Ruben Smelik, Klaas Jan de Kraker TNO Defence, Security and Safety The Hague, The Netherlands Tim Tutenel,
More informationIntroduction to InfraWorks 360 for Civil
Eric Chappell Autodesk Aimed at Civil industry professional, this class will cover basic importing of data sources to make an existing model, followed by creation of roads, buildings, and city furniture
More information3D GIS MODELING APPLICATION FOR DEVELOPING THE BUTUAN CITY 3D MODEL
3D GIS MODELING APPLICATION FOR DEVELOPING THE BUTUAN CITY 3D MODEL Alexander T. Demetillo, Michelle V. Japitana and Peter John A. Galamiton CLAIMS-GIS Project, College of Engineering and Information Technology,
More information3D Graphics & Animation (2nd Edition) By Mark Giambruno
3D Graphics & Animation (2nd Edition) By Mark Giambruno Welcome - Graphic Design, Illustration, Animation & 3D Games - Featured book: Gastman, Roger (Ed.) Wall Writers: Graffiti in its guide for graphic
More informationCGT 581 G Fluids. Overview. Some terms. Some terms
CGT 581 G Fluids Bedřich Beneš, Ph.D. Purdue University Department of Computer Graphics Technology Overview Some terms Incompressible Navier-Stokes Boundary conditions Lagrange vs. Euler Eulerian approaches
More informationENSC 427: COMMUNICATION NETWORK PROJECT PRESENTATION Spring 2010 Instructor: Ljiljana Trajkovic. Message Ferrying
ENSC 427: COMMUNICATION NETWORK PROJECT PRESENTATION Spring 2010 Instructor: Ljiljana Trajkovic 1 Message Ferrying Group 9 Timbo Yuen (tty2@sfu.ca) Dan Hendry (danh@sfu.ca) Yazan Shehadeh (ysa5@sfu.ca)
More informationIntroduction to Chinese Water Painting on 3D Surface
Introduction to Chinese Water Painting on 3D Surface Cheng Peng School of Computer Engineering Supervisors: Miao Chunyan, Nadia Thalmann Jan. 25 2011 Motivation Outline 2D Chinese ink painting Commercial
More informationAutomatically Generating and Rendering Native Advertisements
Technical Disclosure Commons Defensive Publications Series April 21, 2017 Automatically Generating and Rendering Native Advertisements Zhenguo Ou Zekan Qian Guannan Zhang Tianjiu Yin Follow this and additional
More informationTopics in Computer Animation
Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old
More informationExtensible Terrain Generator
Grand Valley State University ScholarWorks@GVSU Technical Library School of Computing and Information Systems 2017 Extensible Terrain Generator William Frye Grand Valley State University Follow this and
More informationADVANCED DIRECT MANIPULATION OF FEATURE MODELS
ADVANCED DIRECT MANIPULATION OF FEATURE MODELS Rafael Bidarra, Alex Noort Faculty of Electrical Engineering, Mathematics and Computer Science, Delft University of Technology, The Netherlands A.R.Bidarra@tudelft.nl,
More informationGeodatabase over Taita Hills, Kenya
Geodatabase over Taita Hills, Kenya Anna Broberg & Antero Keskinen Abstract This article introduces the basics of geographical information systems (GIS) and explains how the Taita Hills project can benefit
More informationApplication of Collision Detection Algorithm in 2D Animation Design
Application of Collision Detection Algorithm in 2D Animation Design Abstract Lin Gao School of Art Design, Zhongyuan University of Technology, Zhengzhou 450007, China The purpose of collision detection
More informationShip in a Bottle. 1 Modeling and Rendering the Water. Saket Patkar and Bo Zhu
Ship in a Bottle Saket Patkar and Bo Zhu 1 Modeling and Rendering the Water We decided to get the basic ocean surface through a particle level set fluid simulation. The fluid simulator can only handle
More informationRendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006
Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:
More informationNVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film
NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX
More informationCSE 167: Lecture #17: Procedural Modeling. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011
CSE 167: Introduction to Computer Graphics Lecture #17: Procedural Modeling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Important dates: Final project outline
More informationDesign of a dynamic simulation system for VR applications
Design of a dynamic simulation system for VR applications Jan Bender Abstract A dynamic simulation system for VR applications consists of multiple parts. The first task that must be accomplished is the
More informationSpatial Data Structures
15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie
More informationDiFi: Distance Fields - Fast Computation Using Graphics Hardware
DiFi: Distance Fields - Fast Computation Using Graphics Hardware Avneesh Sud Dinesh Manocha UNC-Chapel Hill http://gamma.cs.unc.edu/difi Distance Fields Distance Function For a site a scalar function f:r
More informationLogan 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 informationModelling. 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 informationPatchCity: Procedural City Generation using Texture Synthesis
PatchCity: Procedural City Generation using Texture Synthesis Bustard, J. D., & de Valmency, L. P. (2015). PatchCity: Procedural City Generation using Texture Synthesis. In R. Dahyot, G. Lacey, K. Dawson-Howe,
More informationNext Generation Geodata
Rapid Mapping Next Generation Geodata NAME DATE OCCASION/VENUE Anders Modén, STS Nov 19, 2009 SESAM-09 Introduction Geological data is used everywhere Industrial Usage Construction, City Planning, Traffic,
More informationHomework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?
Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for
More informationSpatial Data Structures
15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie
More informationAUTONOMOUS TAWAF CROWD SIMULATION. Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari
BORNEO SCIENCE 36 (2): SEPTEMBER 2015 AUTONOMOUS TAWAF CROWD SIMULATION Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari MaGIC-X (Media and Games Innonovation Centre of Excellence UTM-IRDA
More information