The paper presents the opportunities to apply computer graphics in an object floodlighting design process and in an analysis of object illumination. The course of object floodlighting design has been defined based on ...
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The paper presents the opportunities to apply computer graphics in an object floodlighting design process and in an analysis of object illumination. The course of object floodlighting design has been defined based on a virtual three-dimensional geometric model. The problems related to carrying out the analysis of lighting, calculating the average illuminance, luminance levels and determining the illuminated object surface area are also described. These parameters are directly tied with the calculations of the Floodlighting Utilisation Factor, and therefore, with the energy efficiency of the design as well as the aspects of light pollution of the natural environment. The paper shows how high an impact of the geometric model of the object has on the accuracy of photometric calculations. Very often the model contains the components that should not be taken into account in the photometric calculations. The research on what influence the purity of the geometric mesh of the illuminated object has on the obtained results is presented. It shows that the errors can be significant, but it is possible to optimise the 3D object model appropriately in order to receive the precise results. For the example object presented in this paper, removing the planes that do not constitute its external surface has caused a two-fold increase in the average illuminance and average luminance. This is dangerous because a designer who wants to achieve a specific average luminance level in their design without optimizing the model will obtain the luminance values that will actually be much higher.
computer graphics visualization techniques for application on data from Computational Fluid Dynamics (CFD) simulations of the vortex rope, a phenomenon present in hydraulic turbines operating in off-design conditions,...
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computer graphics visualization techniques for application on data from Computational Fluid Dynamics (CFD) simulations of the vortex rope, a phenomenon present in hydraulic turbines operating in off-design conditions, were devised. This included not only objects for visualization (what to visualize) but also methods of the visualization itself (how to do it). By means of advanced methods based particularly on volume rendering of Eulerian fields in combination with Lagrangian objects, various phenomena were captured, such as the motion of the vortex rope or the backflow zone. The data came from simulations using a scale-resolving hybrid turbulence model, the Stress-Blended Eddy Simulation. In such detailed simulations and other applications involving complex three-dimensional structures, proper visualization methods are needed to leverage the content captured in the resultant data.
In the discrete element method (DEM), the geometric description of each particle is important for the overall system behavior. However, increasing complexity of particles also augments the cost for contact detection a...
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In the discrete element method (DEM), the geometric description of each particle is important for the overall system behavior. However, increasing complexity of particles also augments the cost for contact detection and its forthcoming evaluation, increasing the computational cost of the numerical simulation. In the context of master-to-master contact, the present work proposes a new formulation for solving the local contact problem between convex particles whose boundary is defined by non-uniform rational B-splines (NURBS). The proposed formulation is based on concepts employed in computer graphics: Minkowski sum, configuration space obstacle (CSO) and support mapping. With that, contact can be addressed through an optimization scheme. An objective function is based on a constrained distance between the particles. In case of contact, the maximum penetration between particles is related to the minimum of the objective function. Different examples underline the robustness of the formulation, which can handle contact between convex particles with general shapes. (C) 2021 Elsevier B.V. All rights reserved.
To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object ("camera moving") or by moving the object and its surround...
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To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object ("camera moving") or by moving the object and its surrounding environment toward the camera ("object moving"). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by "camera moving" or by "object moving," which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, "camera-moving" induces stronger vection.
We present a system for the automated testing and grading of computer graphics applications. Our system runs, provides input to, and captures image and video output from graphical programming assignments. Instructors ...
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ISBN:
(纸本)9781450367936
We present a system for the automated testing and grading of computer graphics applications. Our system runs, provides input to, and captures image and video output from graphical programming assignments. Instructors use a simple set of commands to script automated keyboard and mouse interactions with student programs at fixed times during execution. The resultant output - including plaintext standard output and mid-execution screenshots and GIFs - are displayed to the student to aid in debugging and ensure compliance with assignment specifications. Student output is automatically evaluated by basic text and image difference operations, or via an instructor-written validation method. We evaluate the success, implementation, and robustness of our design through deployment of this work in our university's senior undergraduate/graduate computer graphics course. In this course, students implement a variety of graphical assignments using OpenGL in C++. We summarize student feedback about the system gathered from anonymous end-of-term course evaluations. We provide anecdotal and quantitative evidence that the system improves student experience and learning by clarifying instructor expectations, building student confidence, and improving the consistency and efficiency of manual grading. This research has been implemented as an extension to Submitty, an open source, language-agnostic course management platform which allows automated testing and automated grading of student programming assignments. Submitty supports all levels of courses, from introductory to advanced special topics, and includes features for manual grading by TAs, version control, team submission, discussion forums, and plagiarism detection.
This poster presents our experience in using a Game Development Engine (GDE, i.e. Unity) for teaching introductory computer graphics (CG) courses. About a decade ago, standard textbooks used in CG courses [3] began up...
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ISBN:
(纸本)9781450367936
This poster presents our experience in using a Game Development Engine (GDE, i.e. Unity) for teaching introductory computer graphics (CG) courses. About a decade ago, standard textbooks used in CG courses [3] began updating to adopt shader-based APIs and programmable GPUs. More recently, graphics APIs evolved towards a lower level of hardware abstraction, reduced overhead, and multithreading capabilities. Once again, CG instructors have to either use outdated models, or change the way they teach. Acknowledging the divide between the development speed of GDEs, and the complexity and vastness of new graphics APIs, we show how the use of a GDE can help students understand core CG concepts, and still include shader-based programming, while low-level tasks are managed by the engine itself.
This study examined the field of visualizations in computer graphics (VCG) using bibliometric methods, including performance and science mapping analysis. A dataset of documents from SCOPUS, 1986 to 2019, was analyzed...
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This study examined the field of visualizations in computer graphics (VCG) using bibliometric methods, including performance and science mapping analysis. A dataset of documents from SCOPUS, 1986 to 2019, was analyzed and visualized using VOSviewer. The results showed an increasing trend of new documents in VCG. The five most cited publications were all related to data visualization software. The most prolific authors, examined by Citation per Paper (CPP) and Relative Citation Impact (RCI), contributed to research advances in computer graphics, information visualization, interactive data analysis, human computer interfaces, and visualization software development. A document source analysis identified the major scientific journals and conference proceedings in VCG research, and showed that researchers in VCG tend to publish extensively in conference proceedings, but that articles in scientific journals have a higher citation impact. A co-citation analysis of cited sources revealed seven clusters of thematically similar sources in computer science, genomics, neuroimaging, physics & chemistry, mathematics, education, and communication. Co-authorship analysis of countries pointed out collaboration networks in scientific research, where the USA, UK, Germany, France, and Italy collaborated most frequently. Collaborations were fostered by the same language group, or the geographical proximity. The co-occurrence of research terms showed six clusters of related concepts, thematically grouped around search queries, graphical processing, education, genetics, scientific numerical data, and medicine. The study contributed to a better understanding of the field and is expected to help researchers and educators identify research areas, developments, quality scientific literature, and appropriate journals for publishing their own findings related to VCG.
We have developed an application that enables a teacher to easily create video lectures by simply writing a script. A CG character speaks with voice synthesis while showing slides explaining them with subtitles. The t...
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The exploitation and utilization of mineral resources plays an important role in promoting the country's economic development and social progress. With the rapid development of industry and science and technology,...
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Inspired from the microfacets theory based BRDF models used in computer graphics, the reciprocal, energy conserving Walter et al.'s GGX directional factor is proposed to complement the usual scattering and reflect...
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