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EN
Computer methods in the AEC (Architecture, Engineering, Construction) industry are constantly evolving, mainly towards BIM, and the design process itself within an investment project focuses mainly on documentation. Visualisation or animation are optional elements, mostly done for sales purposes. Photorealism and the quality of created visualisations influence the impressions of the recipient, and the emotions evoked can determine a purchase or investment. As a rule, designers pay great attention to the visualisations they create, but they are not always aware of the solutions available on the market in this respect. In recent decades, rendering engines based on so-called real-time rendering have developed rapidly. The aim of the study was to provide a deep review of existing 3D modelling and visualisation solutions in terms of their popularity, applicability and advantages and limitations. The focus is on applications working with BIM software, which is widely used in the AEC industry. The paper attempts to compare the applications, lists their advantages, disadvantages, benefits and limitations in their use. The conclusions, sometimes subjective, can be useful for the whole community of architects and engineers, related to space design. The results of the review indicate the increasing popularity of 'real-time' solutions, which are displacing 'offline' solutions.
2
Content available Per-pixel extrusion mapping with correct silhouette
EN
Per-pixel extrusion mapping consists of creating a virtual geometry that is stored in a texture over a polygon model without increasing its density. There are four types of extrusion mapping; namely, basic extrusion, outward extru sion, beveled extrusion, and chamfered extrusion. These different techniques produce satisfactory results in the case of plane surfaces; however, when it is about curved surfaces, a silhouette is not visible at the edges of the extruded forms on the 3D surface geometry, as they not take the curvatures of the 3D meshes into account. In this paper, we present an improvement that consists of using curved ray-tracing to correct the silhouette problem by combining per-pixel extrusion-mapping techniques with a quadratic approximation that is computed at each vertex of a 3D mesh.
EN
The complexity and size of virtual environments in computer games has grown tremendously in the recent years. This work presents the problem of visualisation of the massive environment in a modern computer game. It defines technical requirements for a computer game engine and presents techniques used during production of the commercial game Zombie Driver. In this work, architecture of the Zombi Driver game engine is presented. It consists of three separate processing pipelines that use separate scene graph instances: graphics rendering (octree), physics simulation (octree) and game logic processing (proprietary scene graph). The paper explores multiple methods of scene construction, workflow and processing optimisation that have been developed during the game’s production. The resulting game engine implementation is tested using scenes with varying complexity to determine the efficiency of rendering massive environments and reveal its bottlenecks.
PL
W artykule opisano prosty model ewakuacji ludzi, bazujący na podejściu agentowym. Zaimplementowany symulator Hive Simulator przeprowadza symulację ewakuacji ludzi z nieznanego im terenu. Środowisko, w którym realizowana jest symulacja zostało wygenerowane za pomocą edytora Hive Editor. Edytor ten opracowano w taki sposób aby oprócz możliwości tworzenia geometrii sceny, umożliwiał również tworzenie danych niezbędnych do symulacji. Jak wcześniej wspomniano, edytor można wykorzystać również przy tworzeniu innych symulatorów oraz gier komputerowych.
EN
This paper presents a real-time visualization of human behaviour in the indoor environments. A simple simulation of the evacuation algorithm was implemented together with the tools that support building of the indoor environments. However, the main effort was put on real time and realistic visualization of the simulation results. In order to obtain a high frame rate, an agent based model was integrated with techniques used in computer games. The proposed model allows to reduce a number of calculations performed per every individual agent by simplifled decision making system and using precalculation techniques.
5
Content available remote Real-time wetting of porous media
EN
Studying light reflection properties is a crucial factor in achieving a high degree of realism in image synthesis. Considered as a challenge in itself, it becomes even more complicated when dealing with specific changes in appearance due to external factors. Among these changes, one of the most common is wetting: surfaces appear darker and more specular as their wetting level increase. Such a phenomenon is of great visual importance in outdoor scenes under rain falls, for example. This change in appearance is mainly due to the porous nature of surfaces. In this paper, we propose to handle a porous surface BRDF post-process model in real-time and to extend it to account for wetting, with simple and intuitive parameters.
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