Internship Report - Trondheim, April D Model Programming. Students : Tutors :
|
|
- Clarence Ross Warren
- 6 years ago
- Views:
Transcription
1 Internship Report - Trondheim, April D Model Programming Students : Tutors : Raphaël FITOUSSI Matthias POTTIEZ M. Tomas HOLT M. Jan H. NILSEN
2 1
3 Acknowledgements We would like to sincerely thank Mr. Tomas Holt and Mr. Jan H. Nilsen for helping and guiding us for the project. Thanks to them, we learned a new language and we were able to fully understand what we were doing. We would like to thank the NTNU university for welcoming us into their building. Finally, we would also like to thank Mr. Patrick Lebègue and the "Relations Internationales" from our IUT departement to enable us to do the internship in Norway. 2
4 Abstract This project is an application that allows the user to graphically visualize a set of markers in a 3D environnement. The data used to display the markers are coordinates that are recorded through motion capture. The application has several features and provides a way to modify the data. The software's main purpose is to enable the user to check if some errors have occured during the recording through motion-capture and to correct these errors. Indeed, recording motion with motion -capture is not accurate yet, and markers are likely to swap position or move in an unexpected way. Therefore, this application must provide some tools which bring relevant information to the user regarding the motion of the markers (animation, marker selection and higlighting, display of the previous steps through time ) and allow data modification. Moreover, this software should provide a way to «communicate» with a parent program, and therefore be a module to another program. 3
5 Summary Introduction...5 I - User guide...6 At first sight First part : The screen Second part : Time steps manager The third part : the functionalities Camera File Selection Link Former/Further Steps Swapping...14 II - Technical documentation Languages and libraries used C OpenGL Version used OpenGL optionnal libraries Qt Version used Set up the environment Description of the classes Marker class Data class DisplayWindow class Camera movements Picking and picking mode...19 Picking handling ProgramWindow class FileWindow class CoordinatesWindow class MarkerCoordinatesWidget class SwapWindow class SwappingCorrectorProgram class Discussion Problems encountered Possible improvements...22 Conclusion...23 Figures...24 References
6 Introduction Being second-year students at the Institut Universaire de Technologie A of Lille 1 in computer sciences, we had to make a choice between doing an internship in France with a company, or doing an internship in a foreign country. We have chosen to do it outside France for several reasons : Firstly we were interested in getting in touch with the Norwegian culture. Secondly we wanted to improve our english and speak it more fluently. We had heard that Norwegians were speaking english almost as well as their mother tongue so we have decided to go there. Lastly, the NTNU university has a strong reputation and the projects which the former students had to work on looked very interesting and challenging regarding their novelty. Our internship took place in Trondheim. Our tutors were working in VizLab, which is a visualization laboratory. 5
7 I - User guide 6
8 At first sight Parts of the program The program is divided into 3 main parts : 1) The screen that is the view of a model in 3D. Each dot in blank represents one point that is represented with X,Y and Z coordinates. The blue bar is the z axis, the green one the y axis and the red one the x axis. 2) The part where the user manages the time steps of the view. This is related to the demo of the view. 3) Here is the main functionalities that the user can use to interact with the screen and modify the model view. 7
9 1. First part : The screen Screen with multiple cases After the basics (axis shown in red/blue/green and the points in blank), the screen can have differents displays possibilities, depending on what the user has done. Here is a list of what display you could have on the screen and their signification : A blank cross : represents the selection for linking A red cross : represents the selection for swapping Lines between points : the links Unique colored points : the markers Colored lines or same colored points : represents the further/former steps 8
10 2. Second part : Time steps manager Part of the time steps management In this part, the user can manage the time steps as he wants, to get a view on the screen at any time step he would like. The "Start demo" button can be used to perform a demo and plays without stop the time steps of his model. The "Pause" button is useful to pause at any time step the user would like while he is playing the demo with the "Start demo" button. The "Stop" button is useful to stop at any time step while the user is playing the demo with the "Start demo" button and get back to the first time step. The backward button is used to move backward from one time step each time the user hit it. The hit it. forward button is used to move forward from one time step each time the user These 2 last buttons are useful if the user would like to be really precise and just move slightly before or after. The last tool is the slider : with it the user can drag to any time step he would like to set. The number of the current time step is known with "Step number : ". 9
11 3. The third part : the functionalities The six tabs of the program The functionalities are separated in 6 tabs that allow the user to modify the view and see some information about it. 3.1 Camera Tab "Camera" "Reset camera" button : reset the view of the screen at the beginning (for example if the user moves the camera, it will be back to where it was at first). "Back side" button : move the camera to make the view set to the back aligned with axis. "Front side" button : move the camera to make the view set to the front aligned with axis. "Left side" button : move the camera to make the view set to the left aligned with axis. "Right side" button : move the camera to make the view set to the right aligned with axis. 10
12 3.2 File Tab "File" Here there is a choice between two displays of the file coordinates that is used to make the view on the screen : have a view with timesteps in rows and markers in columns or the contrary. After the user has selected one of the two, the "Display file coordinates" have to be pressed to show the file coordinates. 3.3 Selection Tab "Selection" Here is the selection part where the user can select points to put them as "markers". The markers are colored in different color from each other and he can follow them through timesteps. Once the user has selected "select markers" and make sure it is checked, he can directly select the points he wants to mark on the screen. Each time he clicks on a point, the user will add a marker on the tab "Selection" and will see some information : the color of the marker, the x,y and z coordinates of the point for the current step. To remove one marker the user just have to press the button "remove". 11
13 3.4 Link Tab "Link" The "Link markers" button is used to draw a link between two points that the user wants to connect. Once he has selected "Link markers" and make sure it is checked, he can pick two points on the screen to draw a link between them. The checkbox "display links" is used to let the user the possibility to display links or not that he has drawn before. The "erase one link" button is used to erase one link that the user selects on the screen. The "erase all links" button is used as the "erase one link", but instead, it erases every link the user has drawn. The "save skeleton" button is used to save all the links that the user has drawn into a file. The user can chose where to store the file. 12
14 3.5 Former/Further Steps Tab "Former/Further Steps" The "display former steps" combined with the number of steps given next to the button displays the former steps on the screen. The "display further steps" do the opposite of the "display former steps", it displays the further steps instead. The user has differents possibilities : he can chose to display the former steps only for the markers that he has selected in the tab "Selection" if he checks "display for selected markers only" and he can also display the former steps and the further steps with lines or with points, it depends on which one is checked in the radiobuttons. 13
15 3.6 Swapping Tab "Swapping" The swapping tab allows the user to swap two points coordinates with how many steps he wants. To start the swapping mode, the user has to click on the button "swap mode". To swap two points, the user has to select two points like he would do in the "Selection" tab. Every time he selects a point, there is a cross to warn him that he has selected that point. In the tab "Swapping", there are coordinates that are displayed depending of time steps selected with "Numbers of furthers steps to be swapped" that are the coordinates after the current time step. In the display of the points, the user can identify the points he has selected with the color under the number of marker. After the user has selected his points and his number of further steps to be swapped, the user can click on the button "swap markers" to swap the coordinates between these two points. If the user wants to deselect one marker, he can simply click on the point he does not want or he can also click on the black part of the screen to deselect his last point selected. 14
16 II - Technical documentation 15
17 1 Languages and libraries used This program has been developed with the C++ programming language as well as the Qt library and the OpenGL API. 1.1 C++ C++ is an Object-oriented programming language. C++ has been chosen to program this application because this language is often used in combination with OpenGL and 3Drendering due to its efficiency. When we could, we tried to use some features of the C++11 standard. 1.2 OpenGL OpenGL is an API which is used for rendering 2D and 3D graphics. OpenGL has been used for this project because it is an open source API and it is more or less cross platform Version used We used version 2.0 of OpenGL to program our software. The main reason for this choice is because further versions of OpenGL use shaders and therefore involves shaderprogramming. As our program only needs basic 3D-rendering, version 2.0 of OpenGL suited our needs well and was faster to learn than more recent versions of OpenGL OpenGL optionnal libraries OpenGL offers a limited amount of functions for 3D-rendering. Several external libraries such as GLU, GLUT, or GLEW have been created to add new commands to the set of original OpenGL functions. We chose not to use those as most of them are now deprecated. Furthermore, the QtGui module that we used provides functions that can replace some of the commands of those external libraries. 1.3 Qt Qt is a multi-platform User Interface framework. We had to use Qt because the parent program of our module also uses this framework. Moreover, Qt also provides tools to enable the integration of OpenGL in the graphical interface. Lastly, the Qt company allows programmers to use an open source distribution of Qt. 16
18 1.3.1 Version used We used the last version of Qt included in Qt Creator. To integrate OpenGL in the program we used the QtGui module rather than the deprecated QtOpenGL module. 2 Set up the environment Follow this link to download the open-source version of Qt Creator : To create a new project, click on " New project " and select " Empty qmake project " from the " other project " tab. Give a name to the project and go through the following steps. Once the project is created, simply add these two lines at the top of the.pro file created : QT += core gui greaterthan(qt_major_version, 4): QT += widgets Then compile the project. Once the compilation is done, create a "files" and an "icons" directory in the build directory created in the workspace. You can put the files you want to use for the program in the "files" directory and icons in the "icons" directory. 17
19 3. Description of the classes This section provides a brief description of the classes used in the program. Please refer to the documentation included in the source code if you want further details regarding the classes. Simplified class diagram 3.1 Marker class This class is a representation of the markers displayed on the screen. It holds an array of 3 integers which correspond to the x, y and z coordinates of the marker in space. It also has three different attributes which are RGB color-identifiers. these color variables are used when picking is involved. This topic will be covered in the " DisplayWindow class " section. 3.2 Data class the Data class contains the data used in the program. It has one attribute which is a twodimensionnal QVector of Markers. This class provides methods to load and save the data (loaddata(), savedata()) as well as a member-function to modify the data (swapmarkersdata()). A pointer to a constant instance of the Data class created in the ProgramWindow class is sent to three different classes so that they can access the data : DisplayWindow, CoordinatesWindow and SwapWindow. 18
20 3.3 DisplayWindow class This class handles the 3D rendering and all the events happenning on the screen where the graphics are displayed. As a result, it inherits from QOpenGLWidget (which enables the rendering of OpenGL graphics) and QOpenGLFunctions_2_0 (which allows the use of OpenGL functions from version 2.0). It contains member variables and methods which set what is to be displayed on the screen (displayfurthersteps, displaylinks) and the way the mouse events are processed (camera movements and picking mode). It also manages QVectors that store the markers picked with the different picking modes (selectedmarkerindexes, linkedmarkerindexes, markerstobeswappedindexes) Camera movements The user can move the camera around the scene by using the mouse. By pressing the left button and moving the mouse, the camera is turned according to the distance between the mouse start position and its current position. The glrotatef() OpenGL function is used to rotate the camera. Four methods were also implemented to set the camera to a specific angle (movecameratoleftside, movecameratorightside, movecameratobackside, movecameratofrontside) Picking and picking mode Picking refers here to the ability of the user to select or choose a specific 3D element displayed on the screen. Depending on the current picking mode, clicking on an element allows the user to perform certain actions on it. Only one mode can be used at a time.there are four different picking mode : - Selection : when this mode is turned on, the marker picked is highlighted with a specific color and is added to the coordinatewindow where its coordinates are shown. - Swap : this mode enables the user to choose the two markers which he wants the position to be swapped. - Link : the index of the element picked is stored in a QVector. Once two indexes are stored, a line is drawn between the two markers - Remove Picked Link : this specific mode only works on lines linking two markers. When this mode is turned on and a line is picked, the two marker-indexes are removed from the QVector and the line is not displayed any longer. 19
21 Picking handling The glupickmatrix() GLU function enables the handling of picking. However, as already stated, we decided not to use the GLU library. Therefore, we had to implement picking in a different way. We decided to a use specific process which is sometimes refered to as object selection using the back buffer and which works as follows : when a click is performed on the screen, the entire scene is redrawn with each element painted with a specific color. The color of the pixel on which the click as been performed is then read and this color is used to identify the element picked. In our program, we decided to use the index of the marker in the QVector member of the Data class, and turn it into a RGB color-identifier. That way, when the glreadpixel() command is used and the color obtained is transformed back, we get an index that allows us to know which marker has been picked. A similar procedure has been used for link/line picking (color-identifier which corresponds to the index of the link in the QVector). 3.4 ProgramWindow class This class represents the main window of the program. It inherits from QWidget and it contains all the different widgets, tabs, buttons and instances of the other classes (Data, DisplayWindow, FileWindow, CoordinatesWindow, SwapWindow). Therefore, in addition to containing the different widgets of the program, it also connects all the different parts of the program together (the signals from the widgets which activate the slots in the different parts of the application). 3.5 FileWindow class This class allows for the graphical representation of the coordinates in a table. 3.6 CoordinatesWindow class The CoordinatesWindow class is a class that controls markers that have been picked with the "selection" mode. It inherits from QWidget. When a marker is picked on the DisplayWindow, a signal containing the index of the marker in the two-dimensional QVector from Data and its color is sent to the CoordinatesWindow. this window shows the color of the selected markers and their x, y and z coordinates for the current step. Each marker is shown on a line. A selected marker can be deselected thanks to the "remove" button on the left of each line. If this button is clicked, a signal is sent to the DisplayWindow which removes the index of the marker from its selectedmarkerindexes QVector member. 20
22 3.7 MarkerCoordinatesWidget class This class is used to display the markers picked with the "swap" mode. It inherits from QFrame. Each instance of this class shows the color of the marker picked and the x, y and z coordinates for the current step. It also displays the x, y and z coordinates for a number of following steps depending on the numberoffurthersteps member variable of the SwapWindow class (see "SwapWindow class" section below for further details). 3.8 SwapWindow class The SwapWindow class is the class which contains and handles the MarkerCoordinatesWidgets. Each time a marker is picked in "swap" mode, a MarkerCoordinatesWidget is created and added to the SwapWindow. Only 2 markers at the same time can be added to the SwapWindow. Depending on the currentstep and on the numberoffurthersteps attributes, the SwapWindow, updates and modifies the MarkerCoordinatesWidgets. The numberoffurtherstepstoupdate attribute is used when the numberoffurthersteps member variable is set too high considering the currentstep and the total number of steps. For instance, if the total number of steps is 300, the current step is 295 and the number of further steps is 10, the number of further steps to update will be 5 ( ) as 10 goes beyond the limit of the total number of steps. This member variable is also used when the swapping process is done. 3.9 SwappingCorrectorProgram class This class is a wrapper for the whole program. It is used by the parent program to create an instance of the application and communicate with it by sending a file to this instance so that it can be processed. 21
23 4. Discussion 4.1 Problems encountered We encountered several issues during the project that we have solved. Firstly, we had trouble setting up the application properly. We had difficulties integrating version 2.0 of OpenGL with a modern version of Qt and the QtGui module. Thanks to our tutors, we managed to fix these problems. The books they advised us to read were also helpful to understand how OpenGL works. Secondly, our program was designed to enable the user to detect the swapping and to correct it when it occured. Nevertheless, it was difficult to implement a feature which would indicate to the user when the swapping happened and which markers were swapping. 4.2 Possible improvements The first thing that could be improved is the camera. We managed to move the camera according to the motion of the mouse. Yet, the movement of the camera is not accurate and consistant depending on the starting angle. We also did not add the possibility to zoom in and zoom out. The most important improvement and one of the hardest would be to implement an automatic correction of swapping. At this stage of the development, the user has to handle the swapping process himself : detect when it happens, select the right markers to swap back and select the number of steps he wants to correct. 22
24 Conclusion This internship has been a very rewarding experience. This project enabled us to learn new languages. It was also a great introduction to 3D programming. Considering that it is uncommon to do an internship involving 3D programming and that this field is becoming more and more important, we gained an invaluable knowledge by working on this project. We acquired skills in C++, Qt, and OpenGL, understanding how to combine them to achieve our project. We were able to get in touch with advance notions such as picking, swapping and 3D rendering. Being abroad also gave us the opportunity to improve our english speaking skills Discovering a different culture was really rewarding and we look forward to coming back to Norway in the future. 23
25 Figures Parts of the program...7 Screen with multiple cases...8 Parts of the time steps management...9 The six tabs of the program...10 Tab "Camera"...10 Tab "File"...11 Tab "Selection"...11 Tab "Link"...12 Tab "Former/Further Steps"...13 Tab "Swapping"...14 Simplified class diagram
26 References Books Dave Shreiner, Mason Woo, Jackie Neider, & Tom Davis, "The Official Guide to Learning OpenGL, Version 2", OpenGL Programming Guide Fifth Edition, Addison Wesley Edward Angel, "A primer", 3 rd Edition OpenGL, Addison Wesley Websites Opengl-tutorial, Home ( [April 2016] OpenClassrooms, OpenClassrooms ( [April 2016] Qt Centre, Qt Centre Forum Qt Centre Community Portal ( [May 2016] Qt Home, Qt official website ( [May 2016] 25
Viewer. Release gns-mbh.com
Viewer Release 2.2.1 gns-mbh.com February 18, 2016 CONTENTS 1 Import Data 3 2 Handle Views 5 3 Control Model Data 9 3.1 Camera Control................................. 9 3.2 Handle Model Data................................
More informationCS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.
CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be
More informationReference Image. Source:
Mesh Modeling By Immer Baldos This document is a tutorial on mesh modeling using Blender version 2.49b. The goal is to create a model of an elevator. This tutorial will tackle creating the elevator cart,
More informationGetting Started with Crazy Talk 6
Getting Started with Crazy Talk 6 Crazy Talk 6 is an application that generates talking characters from an image or photo, as well as facial animation for video. Importing an Image Launch Crazy Talk and
More informationOrganic Motion Stage Plugin For Autodesk Motionbuilder
Organic Motion Stage Plugin For Autodesk Motionbuilder User s Guide April 2011 - Version 1.10 Copyright 2011 Organic Motion, Inc. Table of Contents 1 Introduction And Definition Of Terms...1 2 Installation...1
More informationCS1950U Setup Spring 2018
CS1950U Topics in 3D Game Engine Development Barbara Meier CS1950U Setup Spring 2018 Introduction Hi there! This guide is designed to help you get setup for taking CS1950U. It will go through the basics
More informationCS451Real-time Rendering Pipeline
1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does
More informationI think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA.
Chapter 1 CS488/688 F17 A1: Introduction I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA. This assignment is due Thursday, September 28th [Week 3]. 1.1
More informationSome Resources. What won t I learn? What will I learn? Topics
CSC 706 Computer Graphics Course basics: Instructor Dr. Natacha Gueorguieva MW, 8:20 pm-10:00 pm Materials will be available at www.cs.csi.cuny.edu/~natacha 1 midterm, 2 projects, 1 presentation, homeworks,
More information2 SELECTING AND ALIGNING
2 SELECTING AND ALIGNING Lesson overview In this lesson, you ll learn how to do the following: Differentiate between the various selection tools and employ different selection techniques. Recognize Smart
More informationSPACE - A Manifold Exploration Program
1. Overview SPACE - A Manifold Exploration Program 1. Overview This appendix describes the manifold exploration program SPACE that is a companion to this book. Just like the GM program, the SPACE program
More informationIntroduction to OpenGL
Introduction to OpenGL Banafsheh Azari http://www.uni-weimar.de/cms/medien/cg.html What You ll See Today What is OpenGL? Related Libraries OpenGL Command Syntax B. Azari http://www.uni-weimar.de/cms/medien/cg.html
More informationQuick Start Tutorial
Tutorial Tutorial: Build an Apple Welcome to Design 3D CX 7. This is a quick tutorial to get you started. In this tutorial you ll learn how to import an Adobe Illustrator file, Lathe it into a 3D object,
More informationShapes: Allowing K-12 Students to Work in 3D
Shapes: Allowing K-12 Students to Work in 3D Mike Bailey Steve Lukas Rozeanne Steckler Oregon State University Soapbox Mobile, Inc. Oregon State University Teapots Galore Abstract Students of all ages
More informationSlides & Presentations
Section 2 Slides & Presentations ECDL Section 2 Slides & Presentations By the end of this section you should be able to: Understand and Use Different Views Understand Slide Show Basics Save, Close and
More informationSoftware Requirements Specification. Todomoo. for. Requirements for Version 0.8. Prepared by Panagiotis Melidis
Software Requirements Specification for Todomoo Requirements for Version 0.8 Prepared by Panagiotis Melidis 10/9/2011 Software Requirements Specification for Todomoo [ii] Table of Contents 1. Introduction...
More informationUsing Mapmaker s Toolkit. In this tutorial, you will learn the following basic elements of Mapmaker s Toolkit:
Using Mapmaker s Toolkit Mapmaker s Toolkit is a useful piece of software that allows you and your students to create customized physical, cultural and historical maps of hundreds of countries, states
More informationCS450/550. Pipeline Architecture. Adapted From: Angel and Shreiner: Interactive Computer Graphics6E Addison-Wesley 2012
CS450/550 Pipeline Architecture Adapted From: Angel and Shreiner: Interactive Computer Graphics6E Addison-Wesley 2012 0 Objectives Learn the basic components of a graphics system Introduce the OpenGL pipeline
More informationInstructions for use of the FRAM Model Visualiser (FMV)
FRAM Model Visualiser instructions Page 1 Instructions for use of the FRAM Model Visualiser (FMV) Background These instructions refer to FMV version 0.2.0 June 2014 The FRAM Model Visualiser (FMV) is the
More informationCaustics - Mental Ray
Caustics - Mental Ray (Working with real caustic generation) In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects. Caustics are the bent reflections
More information--APOPHYSIS INSTALLATION AND BASIC USE TUTORIAL--
--APOPHYSIS INSTALLATION AND BASIC USE TUTORIAL-- Table of Contents INSTALLATION... 3 SECTION ONE - INSTALLATION... 3 SIDE LESSON - INSTALLING PLUG-INS... 4 APOPHYSIS, THE BASICS... 6 THE TRANSFORM EDITOR...
More informationManipal Institute of Technology Manipal University Manipal
MIT/CSE/LM/13/R0 COMPUTER GRAPHICS LAB MANUAL FIFTH SEMESTER Department of Computer Science & Engineering 10pt. CREDIT SYSTEM (2014) Prepared by Approved by (Dr. P. C. Siddalingaswamy) (Head of the Department)
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Introduction to OpenGL General OpenGL Introduction An Example OpenGL Program Drawing with OpenGL Transformations Animation and Depth Buffering
More informationQuantifying Motion in Three Dimensions with ProAnalyst
Date Published: March 2007 Revised: April 2011 Abstract This tutorial provides users with a step-by-step guide to performing an analysis with ProAnalyst 3-D Professional Edition. This lesson covers the
More informationIntroduction. Download. SMARTBoard
Page 1 of 21 SMARTBoard Introduction Interactive whiteboards are an excellent way to involve students in classroom learning by providing the look and feel of a regular whiteboard with computer-based technology
More informationQuick Start. Getting Started
CHAPTER 1 Quick Start This chapter gives the steps for reconstructing serial sections. You will learn the basics of using Reconstruct to import a series of images, view and align the sections, trace profiles,
More informationGetting Started with ShowcaseChapter1:
Chapter 1 Getting Started with ShowcaseChapter1: In this chapter, you learn the purpose of Autodesk Showcase, about its interface, and how to import geometry and adjust imported geometry. Objectives After
More informationTechnology Assignment: Scatter Plots
The goal of this assignment is to create a scatter plot of a set of data. You could do this with any two columns of data, but for demonstration purposes we ll work with the data in the table below. You
More informationBlender Lesson Ceramic Bowl
Blender Lesson Ceramic Bowl This lesson is going to show you how to create a ceramic looking bowl using the free program Blender. You will learn how to change the view, add, delete, scale and edit objects
More informationROTOSCOPING AND MATTE PAINTING In Blender v2.48a
In the world of Visual Effects, Rotoscoping, Matte Painting and Garbage Painting are necessary and complementary functions. They are used each time a cut-out in the image is necessary, to remove a background
More information3D Capture. 3D Capture. 3D Capture. 3D Capture. Real-world
Real-world Need at least two cameras, commonly on side-by-side Plug-in the Minoru 3D webcam Right-click the Minoru icons to see a list of options. Set the mode to use Side-by-Side with Left first. Set
More informationVisual Physics - Introductory Lab Lab 0
Your Introductory Lab will guide you through the steps necessary to utilize state-of-the-art technology to acquire and graph data of mechanics experiments. Throughout Visual Physics, you will be using
More informationCloudFM Viewer. User guide version /2013. Web viewer of measured data FIEDLER-MÁGR ELEKTRONIKA PRO EKOLOGII
CloudFM Viewer User guide version 1.04 09/2013 Web viewer of measured data FIEDLER-MÁGR ELEKTRONIKA PRO EKOLOGII Web viewer of measured data User Guide 2 elektronika pro ekologii FIEDLER-MÁGR Web viewer
More informationTEACHING PLAN FAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI UNIVERSITI TEKNIKAL MALAYSIA MELAKA
TEACHING PLAN FAKULTI TEKNOLOGI MAKLUMAT DAN KOMUNIKASI UNIVERSITI TEKNIKAL MALAYSIA MELAKA INTERACTIVE COMPUTER GRAPHI BITM STER SI 0/06 BITM INTERACTIVE COMPUTER GRAPHI (,, ) TYPE OF SUBJECT : K.0 LEARNING
More informationLearning Microsoft Word By Greg Bowden. Chapter 10. Drawing Tools. Guided Computer Tutorials
Learning Microsoft Word 2007 By Greg Bowden Chapter 10 Drawing Tools Guided Computer Tutorials www.gct.com.au PUBLISHED BY GUIDED COMPUTER TUTORIALS PO Box 311 Belmont, Victoria, 3216, Australia www.gct.com.au
More informationFruit Snake SECTION 1
Fruit Snake SECTION 1 For the first full Construct 2 game you're going to create a snake game. In this game, you'll have a snake that will "eat" fruit, and grow longer with each object or piece of fruit
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 informationBlender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes
Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering
More informationWelcome to CS 4/57101 Computer Graphics
Welcome to CS 4/57101 Computer Graphics Goal: The goal of this course is to provide an introduction to the theory and practice of computer graphics. The course will assume a good background in programming
More informationPhotocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use ZigZag Education, 2013
SketchUp Level of Difficulty Time Approximately 15 20 minutes Photocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use ZigZag Education, 2013
More informationLecture 10: Input, Interaction & callbacks. CITS 3003 Graphics & Animation
Lecture 10: Input, Interaction & callbacks CITS 3003 Graphics & Animation Slides: E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the basic input devices
More informationQt Essentials - Fundamentals of Qt Module
Qt Essentials - Module Training Course Visit us at http://qt.digia.com Produced by Digia Plc. Material based on Qt 5.0, created on September 27, 2012 Digia Plc. The Story of Qt Developing a Hello World
More informationChapter Eight: Contents
Volume Three Modules 01 March 2002 i Chapter Eight: Contents (Output Visualizer 04 March 2002 LA-UR-00-1725 TRANSIMS 3.0) 1. INTRODUCTION...1 1.1 OVERVIEW... 1 1.2 REQUIREMENTS... 1 2. USING THE OUTPUT
More informationCIS 581 Interactive Computer Graphics (slides based on Dr. Han-Wei Shen s slides) Requirements. Reference Books. Textbook
CIS 581 Interactive Computer Graphics (slides based on Dr. Han-Wei Shen s slides) Instructor: Rick Parent (parent@cse.osu.edu) Credit: 4 Class: MWF 10:30 11:18 pm DL357 Office hours: MW 11:30 12:18 DL
More information3D Studio Max Lesson 1.1: A Basic Overview of 3DSMax's Main Tool Bar
3D Studio Max Lesson 1.1: A Basic Overview of 3DSMax's Main Tool Bar Introduction In this tutorial, we'll just be taking a look at parts of the environment of 3D Studio Max version 4.26, and helping you
More informationWorking with the Dope Sheet Editor to speed up animation and reverse time.
Bouncing a Ball Page 1 of 2 Tutorial Bouncing a Ball A bouncing ball is a common first project for new animators. This classic example is an excellent tool for explaining basic animation processes in 3ds
More informationTable of Contents. Introduction 1. Software installation 2. Remote control and video transmission 3. Navigation 4. FAQ 5.
Table of Contents Introduction 1. Software installation 2. Remote control and video transmission 3. Navigation 4. FAQ 5. Maintenance 1.1 1.2 1.3 1.4 1.5 1.6 2 Introduction Introduction Introduction The
More informationPhotocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use ZigZag Education, 2013
SketchUp Level of Difficulty Time Approximately 15 20 minutes Photocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use ZigZag Education, 2013
More information123D Catch - Tutorial
123D Catch - Tutorial Autodesk s 123D Catch software (formerly Project Photofly) is based on photogrammetry. Photogrammetry is a process which derives geometric properties of an object from a series of
More informationCOMP : Practical 6 Buttons and First Script Instructions
COMP126-2006: Practical 6 Buttons and First Script Instructions In Flash, we are able to create movies. However, the Flash idea of movie is not quite the usual one. A normal movie is (technically) a series
More informationKeys for selecting tools
Keys for selecting tools Use these shortcuts in the Tools panel. In most cases, you can momentarily switch tools by holding down the keyboard shortcut for the tool. Selection tool V V Rotation tool W W
More informationA Quick Spin on Autodesk Architectural Studio
December 2-5, 2003 MGM Grand Hotel Las Vegas A Quick Spin on Autodesk Architectural Studio Mario Guttman, AIA Kevin Durham Christie Landry (Instructor) (Assistant) (Assistant) BD13-5L Autodesk Architectural
More informationUser manual for animation tools in Norah. User manual for animation tools in Norah
User manual for animation tools in Norah 1 Table of Contents Chapter 1: Overview of the animation tools in Norah... 3 Chapter 2: Signing in to the Norah website... 4 To create a new Norah account... 4
More informationCoolux Pandoras Box v5.5 Dear Pandoras Box users,
Coolux Pandoras Box v5.5 Dear Pandoras Box users, 1 You can now download the new Pandoras Box Version 5.5. Please find a summary of the main changes/features below. For more detailed information please
More informationLightning Strikes. In this tutorial we are going to take a look at a method of creating some electricity zapper effects using Particle Flow.
Lightning Strikes In this tutorial we are going to take a look at a method of creating some electricity zapper effects using Particle Flow. Open a new scene in 3DS Max and press 6 to open particle view.
More informationChapter 9 Getting Started with Impress
Getting Started Guide Chapter 9 Getting Started with Impress OpenOffice.org's Presentations OpenOffice.org Copyright This document is Copyright 2005 2007 by its contributors as listed in the section titled
More informationFinal Project. Houdini
Final Project Houdini Houdini (Apprentice Edition) Download from https://www.sidefx.com/download/ install run etc need to create account Loading OBJ Loading OBJ hover mouse and hit tab Loading OBJ Loading
More informationContents. Foreword. Examples of GeoGebra Applet Construction 1 A Straight Line Graph... 1 A Quadratic Graph... 6 The Scalar Product...
Contents Foreword ii Examples of GeoGebra Applet Construction 1 A Straight Line Graph............................... 1 A Quadratic Graph................................. 6 The Scalar Product.................................
More informationACT-R Environment Manual
Working Draft Dan Bothell Table of Contents Table of Contents...2 Preface...3 Introduction...4 Running the Environment...6 Environment Overview...9 Current Model...11 Model...13 Control...15 Current Data...30
More informationDETC Modeling and Imaging Mechanical Chaos. Abstract. Introduction. The Simulation
Proceedings of IDETC/CIE 2005 ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference September 24-28, 2005, Long Beach, California, USA
More informationNovoConnect B360. Wireless Presentation & Collaboration System. User Manual Version 0.98
NovoConnect B360 Wireless Presentation & Collaboration System User Manual Version 0.98 Copyright 2013 DELTA Electronics, Inc. All rights reserved. Page 1 Table of Contents TABLE OF CONTENTS... 2 1. GETTING
More informationAlice: A Free 3D Animation World for Teaching Programming
Alice: A Free 3D Animation World for Teaching Programming Barbara Ericson ericson@cc.gatech.edu Oct 2005 (Slightly adapted by Håkan Jonsson) Pick a World Playing the Movie! Click on the Examples tab "
More informationGetting Started. 1.1 A look at Developer Studio
Getting Started 1 1.1 A look at Developer Studio Compaq Visual Fortran (Visual Fortran) uses the same development environment as Microsoft Visual C++. This development environment is shown in Figure 1.1,
More informationFeature-based CAM software for mills, multi-tasking lathes and wire EDM. Getting Started
Feature-based CAM software for mills, multi-tasking lathes and wire EDM www.featurecam.com Getting Started FeatureCAM 2015 R3 Getting Started FeatureCAM Copyright 1995-2015 Delcam Ltd. All rights reserved.
More informationANIMATION FOR EDUCATORS. Professional Development Salary Point Class Presented by Jonathan Mazur, NBCT
ANIMATION FOR EDUCATORS Professional Development Salary Point Class Presented by Jonathan Mazur, NBCT jonathan.mazur@lausd.net PLANNING YOUR ANIMATION PROJECT Identifying Learning Goals Defining Assessment
More informationTutorial 4: Texture Mapping Techniques
Tutorial 4: Texture Mapping Techniques Completion time 40 minutes In the previous tutorial we learned how to create materials, and how to assign texture maps to those materials. In this tutorial we will
More informationAppendix E: Software
Appendix E: Software Video Analysis of Motion Analyzing pictures (movies or videos) is a powerful tool for understanding how objects move. Like most forms of data, video is most easily analyzed using a
More informationProject report Augmented reality with ARToolKit
Project report Augmented reality with ARToolKit FMA175 Image Analysis, Project Mathematical Sciences, Lund Institute of Technology Supervisor: Petter Strandmark Fredrik Larsson (dt07fl2@student.lth.se)
More informationCourse: 3D Design Title: Mesh Modeling Hand Dropbox File: Hand.zip Blender: Version 2.41 Level: Beginning Author; Neal Hirsig
Course: 3D Design Title: Mesh Modeling Hand Dropbox File: Hand.zip Blender: Version 2.41 Level: Beginning Author; Neal Hirsig (nhirsig@tufts.edu) Mesh Modeling Hand Open a new Blender file. We will be
More informationTable of Contents. iii
Table of Contents I-Mark TM Help System...1 FAQ's & Troubleshooting...1 Using the Help System...4 Using the Help System...4 Help Menu Ribbon...4 Using the Help System...5 Demos...5 F1 Help for a Field...5
More informationNow-Crowd Billboards User Manual
Now-Crowd Billboards User Manual Now-Crowd Billboards User Manual 2017-2018, RiverSoftArt Contents Introduction... 1 Features... 1 How to use Now-Crowd Billboards... 2 Now-Crowd Orient Billboard to Camera
More informationstudents will independently use the Clicker 5 custom stamps to produce a creation that relates to a theme or topic
Clicker 5 (Windows) Lesson 5 - Stamping Introduction Van Gogh said, I dream my painting and then paint my dream. Art should be fun and engaging! It is a great way for students to express themselves and
More informationTutorial 3D Max (for beginners) PART I
Tutorial 3D Max (for beginners) PART I The Interface Introduction This tutorial gives a brief explanation of the MAX interface items commonly used and introduces you to the important areas of the interface.
More informationExhibitor Software User s Manual. Exhibitor Software V
Exhibitor Software User s Manual Exhibitor Software V1.0.1 090908 1 Contents 1. Exhibitor Software 2. Installation 3. Using Exhibitor Program 3.1 Starting the Program 3.2 Logging in to the Program 3.3
More informationAutodesk Fusion 360: Render. Overview
Overview Rendering is the process of generating an image by combining geometry, camera, texture, lighting and shading (also called materials) information using a computer program. Before an image can be
More informationGetting Started with DADiSP
Section 1: Welcome to DADiSP Getting Started with DADiSP This guide is designed to introduce you to the DADiSP environment. It gives you the opportunity to build and manipulate your own sample Worksheets
More informationCOPYRIGHTED MATERIAL PHOTOSHOP WORKSPACE. Interface Overview 3. Menus 15. The Toolbox 29. Palettes 61. Presets and Preferences 83 WEB TASKS
PHOTOSHOP WORKSPACE CHAPTER 1 Interface Overview 3 CHAPTER 2 Menus 15 CHAPTER 3 The Toolbox 29 CHAPTER 4 Palettes 61 CHAPTER 5 Presets and Preferences 83 COPYRIGHTED MATERIAL PHOTOSHOP WORK SPACE UNIVERSAL
More informationUser Manual. pdoc Forms Designer. Version 3.7 Last Update: May 25, Copyright 2018 Topaz Systems Inc. All rights reserved.
User Manual pdoc Forms Designer Version 3.7 Last Update: May 25, 2018 Copyright 2018 Topaz Systems Inc. All rights reserved. For Topaz Systems, Inc. trademarks and patents, visit www.topazsystems.com/legal.
More informationlast time put back pipeline figure today will be very codey OpenGL API library of routines to control graphics calls to compile and load shaders
last time put back pipeline figure today will be very codey OpenGL API library of routines to control graphics calls to compile and load shaders calls to load vertex data to vertex buffers calls to load
More informationLaboratory Exercise 8
Laboratory Exercise 8 Introduction to Graphics and Animation The purpose of this exercise is to learn how to display images and perform animation. We will use the Nios II processor, in the pre-build DE-series
More informationVersion Beta, pre-release. zspace Studio Demonstration Script
zspace Studio Demonstration Script Version 1.0-2014 Beta, pre-release zspace.com zspace Studio Demonstration Script zspace is a registered trademark of zspace, Inc. All other trademarks are the property
More informationAppendix 1: Manual for Fovea Software
1 Appendix 1: Manual for Fovea Software Fovea is a software to calculate foveal width and depth by detecting local maxima and minima from fovea images in order to estimate foveal depth and width. This
More informationIntroduction to Flash - Creating a Motion Tween
Introduction to Flash - Creating a Motion Tween This tutorial will show you how to create basic motion with Flash, referred to as a motion tween. Download the files to see working examples or start by
More informationTizen 2.3 TBT User Guide
Tizen 2.3 TBT User Guide Revision History Date Version History Writer Reviewer 19-Sep-2014 1.0 First version of document Md. Nazmus Saqib Rezwanul Huq Shuhan 1-Oct-2014 2.0 Second version of document Md.
More informationFLASH ANIMATION TUTORIAL
FLASH ANIMATION TUTORIAL This tutorial will show you how to make a simple flash animation using basic graphic elements and sounds. It will also work as the display page for your Bullet Movie soundtrack
More informationMotic Images Plus 3.0 ML Software. Windows OS User Manual
Motic Images Plus 3.0 ML Software Windows OS User Manual Motic Images Plus 3.0 ML Software Windows OS User Manual CONTENTS (Linked) Introduction 05 Menus and tools 05 File 06 New 06 Open 07 Save 07 Save
More informationFirst Animated Model Yellow Submarine
Course: 3D Design Title: First Animated Model Yellow Submarine Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (May 2012) First Animated Model Yellow Submarine Most of you are perhaps too young
More informationGETTING STARTED TABLE OF CONTENTS
Sketchup Tutorial GETTING STARTED Sketchup is a 3D modeling program that can be used to create 3D objects in a 2D environment. Whether you plan to model for 3D printing or for other purposes, Sketchup
More informationChapter Eight: Editing a Part Program
Chapter Eight: Editing a Part Program Introduction PC-DMIS's main purposes are to allow you to create, edit, and execute part programs with ease. This chapter discusses using the Edit menu (with other
More informationENGINEERING PROGRAMME
ENGINEERING PROGRAMME SPECIALISATION VIRTUAL REALITY Établissement public sous tutelle du ministère de l Enseignement supérieur, de la Recherche et de l Innovation École Centrale de Nantes 1 rue de la
More informationIntroduction to Modeling with Simile
Introduction to Modeling with Simile This is an introduction to using Simile for building and analysing a model. Simile is a visual modeling tool. It allows you to draw a conceptual model diagram, and
More informationWAYLAND FREE PUBLIC LIBRARY 3D Design and Printing Tutorial: Create a Keychain
WAYLAND FREE PUBLIC LIBRARY 3D Design and Printing Tutorial: Create a Keychain Welcome! In this tutorial we will be creating a 3D printed keychain. You will personalize this name tag with text to make
More informationPart II: Creating Visio Drawings
128 Part II: Creating Visio Drawings Figure 5-3: Use any of five alignment styles where appropriate. Figure 5-4: Vertical alignment places your text at the top, bottom, or middle of a text block. You could
More informationVisual Physics Introductory Lab [Lab 0]
Your Introductory Lab will guide you through the steps necessary to utilize state-of-the-art technology to acquire and graph data of mechanics experiments. Throughout Visual Physics, you will be using
More informationAutodesk Navisworks Freedom Quick Reference Guide
WP CAD 00074 March 2012 Guide by Andy Davis Autodesk Navisworks Freedom Quick Reference Guide Quick Reference Guide to Autodesk Navisworks Freedom Opening a Model To open a model, click on the Application
More informationConnect the Dots NEW! Reveal a picture through your skill at working on a coordinate plane.
NEW! Connect the Dots Reveal a picture through your skill at working on a coordinate plane. Typically in a connect-the-dots puzzle, the dots are already given, but not in the National Math Club s version!
More informationVIMED JWEB Manual. Victorian Stroke Telemedicine. Version: 1.0. Created by: Grant Stephens. Page 1 of 17
VIMED JWEB Manual Victorian Stroke Telemedicine Version: 1.0 Created by: Grant Stephens Page 1 of 17 1 Table of Contents 1 Table of Contents... 2 2 What is JWEB?... 4 3 Accessing JWEB... 4 3.1 For Mac
More informationLet s Make a Front Panel using FrontCAD
Let s Make a Front Panel using FrontCAD By Jim Patchell FrontCad is meant to be a simple, easy to use CAD program for creating front panel designs and artwork. It is a free, open source program, with the
More informationStep 1: Create A New Photoshop Document
Snowflakes Photo Border In this Photoshop tutorial, we ll learn how to create a simple snowflakes photo border, which can be a fun finishing touch for photos of family and friends during the holidays,
More informationCourse: 3D Design Title: Mesh Modeling Shark Dropbox File: Shark.zip Blender: Version 2.45 Level: Beginning Author: Neal Hirsig
Course: 3D Design Title: Mesh Modeling Shark Dropbox File: Shark.zip Blender: Version 2.45 Level: Beginning Author: Neal Hirsig (nhirsig@tufts.edu) Mesh Modeling Shark In this tutorial, we ll model a Shark.
More information