3D Display Methods:
In this section, we focus on a subgoals of realistic picture. This co-ordinate reference defines the position and orientation for the planeof the camera, as shown in next slide.This plane must be used to display a view of the object; its description has to transferred to thecamera reference co-ordinates and projected onto the selected display plane. Then we can displayobject in wire frame form or we can apply lighting and surface rendering techniques to shade thevisible surfaces
3D Display Methods:
In this section, we focus on a subgoals of realistic picture. This co-ordinate reference defines the position and orientation for the planeof the camera, as shown in next slide.This plane must be used to display a view of the object; its description has to transferred to thecamera reference co-ordinates and projected onto the selected display plane. Then we can displayobject in wire frame form or we can apply lighting and surface rendering techniques to shade thevisible surfaces
This one is from image processing where i have explained how erosion and dilation works well i dint explained in detail but it will be helpful to understand what erosion and dilation are.
Identify those parts of a scene that are visible from a chosen viewing position.
Visible-surface detection algorithms are broadly classified according to whether
they deal with object definitions directly or with their projected images.
These two approaches are called object-space methods and image-space methods, respectively
An object-space method compares
objects and parts of objects to each other within the scene definition to determine which surfaces, as a whole, we should label as visible.
In an image-space algorithm, visibility is decided point by point at each pixel position on the projection plane.
A Method of Survey on Object-Oriented Shadow Detection & Removal for High Res...IJERA Editor
High-resolution remote sensing images offer great possibilities for urban mapping. Unfortunately, shadows cast
by buildings during this some problems occurred .This paper mainly focus to get the high resolution colour
remote sensing image, and also undertaken to remove the shaded region in the both urban and rural areas. The
region growing thresholding algorithm is used to detect the shadow and extract the features from shadow region.
Then determine whether those neighbouring pixels are added to the seed points or not. In the region growing
threshold algorithm, Pixels are placed in the region based on their properties or the properties of nearby pixel
values. Then the pixels containing similar properties are grouped together and distributed throughout the image.
IOOPL matching is used for removing shadow from image. This method proves it can remove 80% shaded
region from image efficiently.
This one is from image processing where i have explained how erosion and dilation works well i dint explained in detail but it will be helpful to understand what erosion and dilation are.
Identify those parts of a scene that are visible from a chosen viewing position.
Visible-surface detection algorithms are broadly classified according to whether
they deal with object definitions directly or with their projected images.
These two approaches are called object-space methods and image-space methods, respectively
An object-space method compares
objects and parts of objects to each other within the scene definition to determine which surfaces, as a whole, we should label as visible.
In an image-space algorithm, visibility is decided point by point at each pixel position on the projection plane.
A Method of Survey on Object-Oriented Shadow Detection & Removal for High Res...IJERA Editor
High-resolution remote sensing images offer great possibilities for urban mapping. Unfortunately, shadows cast
by buildings during this some problems occurred .This paper mainly focus to get the high resolution colour
remote sensing image, and also undertaken to remove the shaded region in the both urban and rural areas. The
region growing thresholding algorithm is used to detect the shadow and extract the features from shadow region.
Then determine whether those neighbouring pixels are added to the seed points or not. In the region growing
threshold algorithm, Pixels are placed in the region based on their properties or the properties of nearby pixel
values. Then the pixels containing similar properties are grouped together and distributed throughout the image.
IOOPL matching is used for removing shadow from image. This method proves it can remove 80% shaded
region from image efficiently.
In this whitepaper, you will learn how to mix conventional 3D rendering with GPU-accelerated path rendering within your OpenGL program using the NV_path_rendering extension.
3D Modeling Techniques : Types and Specific ApplicationsThePro3DStudio
3D modeling has revolutionized the design, manufacturing, research & development, and the advertising industries. With 3D modeling, it is now possible to visualize an outcome even before it is given a practical, real shape. 3D modeling allows inventors and designers to evaluate their concepts and to identify potential flaws that may lead to project failure at a later stage. These slides provide details about the various types of 3D modeling techniques and their specific uses and applications.
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)Mark Kilgard
I presented this on May 8, 2000 to the Stanford Shading Group in Palo Alto, California. The presentation explains how to use the, then state-of-the-art, NVIDIA register combiners of the GeForce 256 to implement per-pixel bump mapping, a technique that is now ubiquitous in most 3D computer games.
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
2. INTRODUCTION
In the previous lecture we talked about the
nature of light reflection in rendering.
Complex and governed by physics
Approximations only
In this lecture we are going to talk about some of
the other things that are involved in the
rendering process.
Rasterisation
Hidden surface removal
3. RASTERISATION
Rasterisation is the process of turning a rendered
3D model into a two dimensional pixelized image.
Most usual technique for creating real-time 3D
images.
Directly competes with other techniques such as ray
tracing
Rasterisation is comparatively fast.
But limited by the number of polygons to be drawn.
4. RASTERISATION
Three processes for rasterisation:
Determine which squares of the 2D display are
occupied by the polygon.
Determine the depth of each square.
More on this later
Determine the colour of squares.
Process can introduce complications.
Adjacent polygons should fit together without gaps.
Can be complicated by nature of resolution.
6. HIDDEN SURFACE REMOVAL
Because processing cost is dependent on
the number of polygons to be rendered,
useful to restrict the number of polygons
to draw.
Polygons are sometimes partially or
completely hidden by other polygons.
Occluded
Determined by rasterisation.
A process by which we can reduce the
number of polygons we draw is important.
Handled in two separate ways
7. HIDDEN SURFACE REMOVAL
Object model
What the viewer would see
Entire polygons
hidden from view point
Some polygons closer
to viewer (overlapping)
8. HIDDEN SURFACE REMOVAL
Surfaces that are completely occluded are simply
culled.
They never get drawn.
Partially occluded polygons get dealt with using a
Hidden Surface Removal algorithm.
Most well known of these is the z-buffer algorithm.
9. HIDDEN SURFACE REMOVAL
1. 2.
Stage one deals
with culling
backface
polygons
Stage two deals
with partial
occlusion.
10. CULLING
Culling done relative to viewing angle.
If difference between the viewing angle and the
surface normal is greater than 90 degrees, the
surface is invisible.
Also known as back-face culling
Remove those triangles not facing the camera from
the rendering queue.
Deals with complete occluded polugons.
11. CULLING
If the difference is greater than 90 degrees,
then we remove the polygon from the list
Of objects to be rendered.
12. AFTER CULLING
Having removed the hidden polygons, we need to
decide upon overlapping polygons.
All polygons drawn as separate entities. No
knowledge of relationship in the scene.
Need an algorithm to decide on how partially
occluded polygons are to be drawn.
Such as the z-buffer algorithm.
13. THE PAINTER’S ALGORITHM
Deals with hidden visibility by drawing things
farthest to nearest.
Like a painter on a canvas.
Requires some pixels to be redrawn several
times.
And has some problems with overlapping shapes.
Compensation for this complicated and expensive.
Splitting polygons.
15. Z-BUFFERING
For each pixel, we could sort each polygon
by depth.
Draw only the one nearest.
Sorting a costly process
And done for each pixel to be rendered.
Z-Buffering achieves the same effect
without sorting.
Dramatic performance improvement in terms
of CPU.
Quite costly in terms of memory
representation.
Many hardware architectures have dedicated
z-buffer chips.
16. Z-BUFFER
The Z-Buffer is a 2D array that maps onto
the same dimensions as the image.
As we encounter polygons, we make a note of
their depth (z) value.
We assume our viewport is on the positive
z-axis
And we are looking down that z-axis towards
the scene.
Done during rasterisation.
We keep a track of the depth of each image we
are to draw.
We store the colour and the intensity as we do
this.
17. Z-BUFFER
While doing the rasterisation, we can
compare the z value against our current
‘nearest’ shape.
If it’s farther away, we don’t render it.
Skip it, move on to the next
If it’s closer than our previous closest, it
becomes the new closest match.
It replaces the colour and intensity as it does so.
The end result is that the frame buffer
contains only the information relating to
the nearest polygon for any pixel.
19. PROCESS
3D Scene leads to definition of
relationship of objects.
Scene gets broken down into polygons to
represent 3D shapes.
Back-face culling used to eliminate
polygons that are invisible.
Rasterisation goes over each non-culled
polygon to determine where it falls on the
viewing screen.
Colour and intensity of each pixel determined
Z-buffering used to ensure proper handling of
partial occlusion.
20. Z-BUFFERING AND TRANSPARENCY
The Z-Buffer algorithm doesn’t work for
transparent polygons.
Alas!
The z-buffer occludes things behind other
things.
With transparency, we should be able to see
the things we are in front of.
A quick fix:
Draw opaque polygons first
Then draw translucent polygons
Can be combined with alpha blending.
21. OTHER KINDS OF HSR
Contribution culling
If objects are too small to contribute to a scene,
then we simply discard them.
Viewport culling
If objects are outside our viewing projection,
we don’t process them.
Other visibility algorithms exists
Binary tree partitioning
Warnock algorithm
Ray Casting
22. IMPORTANCE OF HSR
Despite huge improvements in GPU
hardware, efficiency still important.
Hardware has gotten more powerful
Models have gotten more complex.
A certain frame-rate is required in order
for ‘realistic’ motion to be experienced.
Trade-off between polygon count and frame-
rate.
Easiest way to reduce polygon count
without compromising graphical quality.
23. SUMMARY
Important to be able to cull hidden polygons and
pixels.
Reduces rendering cost.
Two related processes.
Culling
Visibility
Z-Buffering one of the most common processes in
use today.