This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, all of these elements can be used to generate high-quality rendered scenes and simulations in 3Ds Max.
Volume rendering 3D volume data (medical CT scans) in Unity3D.
Covering the following topics:
- Raymarching
- Maximum Intensity Projection
- Direct Volume Rendering with compositing
- Isosurface rendering
- Transfer functions
- 2D Transfer Functions
- Slice rendering
Source code here: https://github.com/mlavik1/UnityVolumeRendering
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
A (very brief) Introduction to Image Processing and 3D Printing with ImageJPaul Mignone, Ph.D
Using ImageJ to extract 3D models from material image data-sets for 3D printing purposes. Participants will have an opportunity to 3D print a small model using the Objet Connex500 3D printer.
Current scientific imaging (and image processing) technologies allow researchers and professionals to visualize the morphology of complex composite materials at very fine length scales. Combined with the advances and accessibility of additive manufacturing technologies, researches are able to produce tangible assets of these composite morphologies for further research and analysis. The following workshop will briefly introduce image processing theory, as well as an open source tool chain to produce 3D models of a material data-set for 3D printing purposes.
Volume rendering 3D volume data (medical CT scans) in Unity3D.
Covering the following topics:
- Raymarching
- Maximum Intensity Projection
- Direct Volume Rendering with compositing
- Isosurface rendering
- Transfer functions
- 2D Transfer Functions
- Slice rendering
Source code here: https://github.com/mlavik1/UnityVolumeRendering
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
A (very brief) Introduction to Image Processing and 3D Printing with ImageJPaul Mignone, Ph.D
Using ImageJ to extract 3D models from material image data-sets for 3D printing purposes. Participants will have an opportunity to 3D print a small model using the Objet Connex500 3D printer.
Current scientific imaging (and image processing) technologies allow researchers and professionals to visualize the morphology of complex composite materials at very fine length scales. Combined with the advances and accessibility of additive manufacturing technologies, researches are able to produce tangible assets of these composite morphologies for further research and analysis. The following workshop will briefly introduce image processing theory, as well as an open source tool chain to produce 3D models of a material data-set for 3D printing purposes.
Faire de la reconnaissance d'images avec le Deep Learning - Cristina & Pierre...Jedha Bootcamp
Reconnaissance de visages sur vos photos Facebook, détection de maladies via imagerie médicale, les applications de la reconnaissance d'images grâce à l'intelligence artificielle offrent de vastes possibilités. Lors de cet événement, Cristina & Pierre - Machine Learning Engineers chez Photobox - vous feront une démonstration des outils de reconnaissance d'images via ces algorithmes de Deep Learning.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
This is great document available,have done alot of work to develop this sort of presentation.
hope you would find the introductory and basic material of autodesk Maya 2015
YARCA (Yet Another Raycasting Application) Projectgraphitech
The scope of this project is to extend NASA’s World Wind to make it possible to visualize ray casting not only in intersection with the terrain, but also to consider 3D objects, which we call barriers, that will be hit by rays emitted by other objects which we call transmitters, calculating the coverage area and field of view of the transmitters and showing how the transmission signal is reflected onto the objects’ surfaces.
This tutorial shows some lessons learned by us and our layer developers during the creation of 3D content.
We hope this presentation will help you optimize your 3D experiences in Layar. If you have any subjects you like to know more on, please contact developers@layar.com.
Rendering in Unity uses Materials, Shaders and Textures. All three have a close relationship.
Small scripts that contain the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration.
Image Segmentation
Types of Image Segmentation
Semantic Segmentation
Instance Segmentation
Types of Image Segmentation Techniques based on the image properties:
Threshold Method.
Edge Based Segmentation.
Region-Based Segmentation.
Clustering Based Segmentation.
Watershed Based Method.
Artificial Neural Network Based Segmentation.
Faire de la reconnaissance d'images avec le Deep Learning - Cristina & Pierre...Jedha Bootcamp
Reconnaissance de visages sur vos photos Facebook, détection de maladies via imagerie médicale, les applications de la reconnaissance d'images grâce à l'intelligence artificielle offrent de vastes possibilités. Lors de cet événement, Cristina & Pierre - Machine Learning Engineers chez Photobox - vous feront une démonstration des outils de reconnaissance d'images via ces algorithmes de Deep Learning.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
This is great document available,have done alot of work to develop this sort of presentation.
hope you would find the introductory and basic material of autodesk Maya 2015
YARCA (Yet Another Raycasting Application) Projectgraphitech
The scope of this project is to extend NASA’s World Wind to make it possible to visualize ray casting not only in intersection with the terrain, but also to consider 3D objects, which we call barriers, that will be hit by rays emitted by other objects which we call transmitters, calculating the coverage area and field of view of the transmitters and showing how the transmission signal is reflected onto the objects’ surfaces.
This tutorial shows some lessons learned by us and our layer developers during the creation of 3D content.
We hope this presentation will help you optimize your 3D experiences in Layar. If you have any subjects you like to know more on, please contact developers@layar.com.
Rendering in Unity uses Materials, Shaders and Textures. All three have a close relationship.
Small scripts that contain the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration.
Image Segmentation
Types of Image Segmentation
Semantic Segmentation
Instance Segmentation
Types of Image Segmentation Techniques based on the image properties:
Threshold Method.
Edge Based Segmentation.
Region-Based Segmentation.
Clustering Based Segmentation.
Watershed Based Method.
Artificial Neural Network Based Segmentation.
A graphic library and an application for simple curve manipolationgraphitech
The project consists in a software that uses a developed library in the Intermediate project to construct complex functionalities.
The functional asked requisites are:
1. Load a picture in background.
2. Generate different kinds of curves using points generated by mouse:
a. Hermite Spline,
b. Bezier Spline,
c. BSpline,
d. Lagrange.
In this way we can isolate the perimeter of the previous loaded picture.
3. Move single points using the mouse drag property.
4. Select multi points and move them together.
5. Curves must be connected to each other.
6. Save the composition of curves in a file.
7. Load the composition of curves saved before.
8. Load a point file ad interpolate the points using the available curves. In this way we can observe the differences generated when same points are interpolated by different kind curves.
9. Change in real time the kind of curve that interpolates a set of points.
In this short presentation I have tried to cover Google Provided Material Design guideline. As we are directly involved with Google glass development, I also covered Google Glass design principles for my team mates.
This is a presentation about the basics of rendering, which was made with an intention to help people, who work with real-time graphics applications, understand the steps we need to perform in order to produce the image on the screen.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
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White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
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2. Working with 3Ds Max.
To Create a good quality scene or image using 3Ds
max there’s some requirement that must exist in the
scene in order to produce a good product.
The object.
Materials.
Lights.
Cameras.
Animations.
3. Objects.
The objects that can be represented in the scene can
be predefined primitives and models or user
designed models.
4. Predefined Models.
Standard primitives: the simple primitives offered by
3Ds Max like ( box, sphere , cylinder , tours , etc ….)
can be created from the create panel or the create
menu.
Extended primitives : more complex primitives that
are defined and offered by 3Ds Max like (chamfer
box, chamfer cylinder, capsule , hose , hedra , oil
tank , etc ..)
5. User Designed Models.
Any model that have been designed and modeled by the user is a
User Designed model. Theres so many modeling techniques like
(poly , mesh , patch and NURBS ) modeling.
6. Modeling Techniques .
Poly and Mesh : are very similar but the poly is
better than the mesh it has more modeling tools
and more flexible than the mesh modeling it can be
considered as an developed version of the mesh
modeling.
NURBS : (Non-Uniform Rational B-Splines) is a
technique for interactively modeling 3D curves and
surfaces.
Patch : the same as the ploy but with different tools
for modeling.
7. Materials & Textures
There’s a a difference between the material and the texture.
Texture : is the image or the picture the will be applied to one
property of the Material like (diffusion “color” , opacity , bump ,
reflection , etc.. ).
To apply a texture to a model we apply the texture of image to
the diffuse property of the material associated to the model.
The material : is the skin that covers the model there’s a set of
properties associated to each material changing these properties
produces a different material .
8. Materials & Textures continue.
Diffuse: the color or texture of the material.
Opacity : the transparency of the material.
Self Illumination : the self shining degree of the
object color or texture.
Bump : to assign a prominence texture to the material
(to increase the details of the objects with out the
need for complicated modeling.)
Reflection: to assign a reflection map to an object to
represent the global environment reflection that can
occur on the object if it was really reflective object.
9. Materials Types.
Standard Material : the default material supported by
the 3Ds Max and have all the previous properties .
Raytrace: creates fully raytraced reflections and
refractions. It also supports fog, color density,
translucency, fluorescence.
Architectural: provides a physically accurate material.
It is especially intended for use with the default
scanline renderer and radiosity.
Mental ray: are provided for use with the mental ray
render.
10. Materials Types continue.
MattShadow: is specifically for making an object into
a matt object that reveals the current environment
map. A matte object is effectively invisible in the
scene, but it can receive shadows cast onto it from
other objects.
Shell: is for storing and viewing rendered textures.
Advanced Light override: is used to fine-tune the
effects of a material on radiosity or the light tracer.
This material is not required for calculating advanced
lighting, but it can help improve the result.
11. Materials Types continue.
LightScape: helps support import and export of data
from the Lightscape product.
Ink 'n Paint: gives a cartoon appearance to objects.
The DirectX 9 Shader: enables you to shade objects
in viewports using DirectX 9 (DX9) shaders. To use
this material, you must have a display driver that
supports DirectX 9, and you must be using the
Direct3D display driver.
Other material types fall into the category of
Compound materials
12. Compound Materials.
Blend: mixes two materials on a single side of a surface.
Composite: mixes up to 10 materials, using additive colors, subtractive
colors, or opacity mixing.
Double-Sided: lets you assign different materials to the front and back
faces of an object.
Morpher: uses the Morpher modifier to manage multiple materials over
time.
Multi/Sub-Object: uses the sub-object level to assign multiple materials
to a single object, based on material ID values.
Shellac: material superimposes one material on another using additive
composition.
Top/Bottom: material lets you assign different materials to the top and
bottom of faces of an object.
13. Lights.
Lights are objects that simulate real lights such as household or
office lamps, the light instruments used in stage and film work, and
the sun itself. Different kinds of light objects cast light in different
ways, emulating different kinds of real-world light sources.
14. Target Spotlight.
A spotlight casts a focused beam of light like a
flashlight, a follow spot in a theater, or a headlight. A
target spotlight uses a target object to aim the
camera.
15. Free Spotlight.
A spotlight casts a focused beam of light like a flashlight, a follow
spot in a theater, or a headlight. Unlike a targeted spotlight, a Free
Spot has no target object. You can move and rotate the free spot to
aim it in any direction.
16. Targeted Directional lights.
Directional lights cast parallel light rays in a single direction, as the
sun does (for all practical purposes) at the surface of the earth.
Directional lights are primarily used to simulate sunlight. You can
adjust the color of the light and position and rotate the light in 3D
space.
17. Free Directional lights.
Unlike a targeted directional light, a Free Direct light
has no target object. You can move and rotate the
light object to aim it in any direction.
18. Omni light.
An Omni light casts rays in all directions from a single
source. Omni lights are useful for adding "fill lighting"
to your scene, or simulating point source lights
19. Skylight light.
The Skylight light models daylight. It is meant for use
with the Light Tracer You can set the color of the sky
or assign it a map. The sky is modeled as a dome
above the scene.
20. Cameras.
Cameras present a scene from a particular point of
view. Camera objects simulate still-image, motion
picture, or video cameras in the real world.
21. Animation.
The basic way to animate is quite simple. You animate the transform
parameters of any object to change its position, rotation, and scale over
time. Turning on the Auto Key button, then moving the time slider places
you in a state in which any changes you make will create animation for the
selected objects in the viewport.
22. Animation Types.
There is a lot of animation types supported by 3Ds Max.
1. Standard animation: changing the objects parameters on
time using key frames then the program will calculate the
intermediate frames .
2. Constrains animation: where the object animated using a
certain constrain (sound wav, path, noise , etc..)
3. Motion Capture Animation : motion capture animation is an
animation method where humans use machines to capture
their movement to assign it to other 3D character models or
any other model.
23. Animation Types.
4. Characters Animation: where user can use a certain behavior in
the animation (steps , speed , etc ..).
5. IK animation : type of animation used to animate Machines and
electronic robots where the arms of the object animated under
certain constrains and behavior (can be used for character
animation .)
6. Physical Computation : where you assign a physical parameters
to each object on the scene and global environmental physical
values like (gravity , wind direction , wind speed , objects mass ,
etc ..)
24. Good Scene Requirements.
1. Accurately Modeled Models.
2. High level Detailed materials.
3. Accurate lights distribution (supporting indirect
lights will increase the image realty in a good way )
4. Cameras ( the picturing process and the setting of
the camera helps in increasing the final image
quality .)
5. Global Environment .
6. Animation.
7. Special Effects. (if needed)