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
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
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
Visual Hull Construction from Semitransparent Coloured Silhouettes ijcga
This paper attempts to create coloured semi-transparent shadow images that can be projected onto
multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured
shadow images and view angles, projection information and light configurations for the final projections.
We propose a method to convert coloured semi-transparent shadow images to a 3D visual hull. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each viewpoint from an arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated
image that changes due to the rotated projection of the transparent visual hull.
Visual Hull Construction from Semitransparent Coloured Silhouettes ijcga
This paper attempts to create coloured semi-transparent shadow images that can be projected onto multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured shadow images and view angles, projection information and light configurations for the final projections. We propose a method to convert coloured semi-transparent shadow images to a 3D visual hull. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each viewpoint from an
arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated image that changes due to the rotated projection of the transparent visual hull.
Visual hull construction from semitransparent coloured silhouettesijcga
This paper attempts to create coloured
semi
-
transparent shadow images that can be projected onto
multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured
shadow images and view angles, projection information and light configurations for the f
inal projections.
We propose a method to convert coloured semi
-
transparent shadow images to a 3D visual hull
. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each vie
wpoint from an arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated
image that changes due to the rotated projection of the transparent visual hull.
This presentation will introduce you to Raster details in computer graphics.
---------------------------------------------------------------------------
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
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
Visual Hull Construction from Semitransparent Coloured Silhouettes ijcga
This paper attempts to create coloured semi-transparent shadow images that can be projected onto
multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured
shadow images and view angles, projection information and light configurations for the final projections.
We propose a method to convert coloured semi-transparent shadow images to a 3D visual hull. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each viewpoint from an arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated
image that changes due to the rotated projection of the transparent visual hull.
Visual Hull Construction from Semitransparent Coloured Silhouettes ijcga
This paper attempts to create coloured semi-transparent shadow images that can be projected onto multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured shadow images and view angles, projection information and light configurations for the final projections. We propose a method to convert coloured semi-transparent shadow images to a 3D visual hull. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each viewpoint from an
arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated image that changes due to the rotated projection of the transparent visual hull.
Visual hull construction from semitransparent coloured silhouettesijcga
This paper attempts to create coloured
semi
-
transparent shadow images that can be projected onto
multiple screens simultaneously from different viewpoints. The inputs to this approach are a set of coloured
shadow images and view angles, projection information and light configurations for the f
inal projections.
We propose a method to convert coloured semi
-
transparent shadow images to a 3D visual hull
. A
shadowpix type method is used to incorporate varying ratio RGB values for each voxel. This computes the
desired image independently for each vie
wpoint from an arbitrary angle. An attenuation factor is used to
curb the coloured shadow images beyond a certain distance. The end result is a continuous animated
image that changes due to the rotated projection of the transparent visual hull.
This presentation will introduce you to Raster details in computer graphics.
---------------------------------------------------------------------------
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
Teaching Python to 9 Year Old Girl - map moverCraig Oda
Curriculum to teach 9 year old girl python. It works. This exact lesson has been tested multiple times with a 9 year old girl. It is known to work and was continually refined whenever she encountered a problem. This method is based on a series of repetitive drills and is part of the PyChildren video series. Links to the first three lessons are included at the end of the deck.
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.
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesDouglas Lanman
Build Your Own 3D Scanner:
3D Scanning with Swept-Planes
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
This is the presentation deck from my talk at Unite 2019 . This focused on the writing scriptable modular and GPU efficient shaders in Unity along with hardware flexibility and optimizations.
Adaptive Median Filters
Elements of visual perception
Representing Digital Images
Spatial and Intensity Resolution
cones and rods
Brightness Adaptation
Spatial and Intensity Resolution
CUDA by Example : Constant Memory and Events : NotesSubhajit Sahu
Highlighted notes of:
Chapter 6: Constant Memory and Events
Book:
CUDA by Example
An Introduction to General Purpose GPU Computing
Authors:
Jason Sanders
Edward Kandrot
“This book is required reading for anyone working with accelerator-based computing systems.”
–From the Foreword by Jack Dongarra, University of Tennessee and Oak Ridge National Laboratory
CUDA is a computing architecture designed to facilitate the development of parallel programs. In conjunction with a comprehensive software platform, the CUDA Architecture enables programmers to draw on the immense power of graphics processing units (GPUs) when building high-performance applications. GPUs, of course, have long been available for demanding graphics and game applications. CUDA now brings this valuable resource to programmers working on applications in other domains, including science, engineering, and finance. No knowledge of graphics programming is required–just the ability to program in a modestly extended version of C.
CUDA by Example, written by two senior members of the CUDA software platform team, shows programmers how to employ this new technology. The authors introduce each area of CUDA development through working examples. After a concise introduction to the CUDA platform and architecture, as well as a quick-start guide to CUDA C, the book details the techniques and trade-offs associated with each key CUDA feature. You’ll discover when to use each CUDA C extension and how to write CUDA software that delivers truly outstanding performance.
Table of Contents
Why CUDA? Why Now?
Getting Started
Introduction to CUDA C
Parallel Programming in CUDA C
Thread Cooperation
Constant Memory and Events
Texture Memory
Graphics Interoperability
Atomics
Streams
CUDA C on Multiple GPUs
The Final Countdown
All the CUDA software tools you’ll need are freely available for download from NVIDIA.
Jason Sanders is a senior software engineer in NVIDIA’s CUDA Platform Group, helped develop early releases of CUDA system software and contributed to the OpenCL 1.0 Specification, an industry standard for heterogeneous computing. He has held positions at ATI Technologies, Apple, and Novell.
Edward Kandrot is a senior software engineer on NVIDIA’s CUDA Algorithms team, has more than twenty years of industry experience optimizing code performance for firms including Adobe, Microsoft, Google, and Autodesk.
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
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
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
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/
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
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
2. All major rasterization techniques use vertices, indices and
texture coordinates to draw
The GPU can receive and draw these directly as data
WebGL is based on OpenGL and in theory should allow you to
directly push data to the GPU.
Canvas is vector based rendering, which doesn't go directly to
the GPU, and so, it's slower.
What?!
3. All you need to draw vertices are positions in a 3D world
OpenGL requires buffers ( fancy arrays ) to store them in
You need to copy your vertex data into an OpenGL buffer
You also need to bind your buffer to perform operations on it
Bound buffers actually exist directly on the GPU memory
Vertices
4. UVs & Colors
Just like with vertices, UVs and colors are just buffers
UVs are texture coordinates, from 0 to 1 on each axis
Colors can be specified as an array of color channels for
each vertex. For a triangle: [ r, g, b, a, r, g, b, a, r, g, b, a ]
Each vertex maps on to either a texture coordinate, a color,
or a combination of both as defined in the shader.
5. Index Buffers
GPU handles triangles best, but we may want a square.
Index buffers allow you to reuse vertices.
Instead of adding 6 vertices, we can use an index buffer:
[0, 1, 2, 1, 3, 2] - Keep the direction ( winding ) consistent
You bind and draw the index buffer.
6. All drawn buffers are positioned with Matrices
Matrices can describe the Position, Rotation and Scale of the
object specified by the buffer.
By default, OpenGL has an identity matrix, which assumes the
center of the 3D world, with a scale of 1 and no rotation.
Each scene object can have a matrix to describe it's world
position, rotation and scale.
A camera is just a matrix to describe the view
Transforms
7. Shaders take everything we've covered as input and generate a
color as output.
There are 2 primary types of shaders, Vertex and Pixel/Fragment
Vertex shaders normally get a vertex position, and matrices to
transform it. They return a 'screen' position.
Pixel shaders normally get a screen space vertex and details
such as Color or Texture coordinates. They normally return a color.
You can write your own to manipulate how the input is used
and what input is given to each.
Shaders
8. 2D image ( sprite ) - That's just a square with a texture
Text - that's just a collection of sprites, one per character
3D models - they're just raw data containing all these items
Easiest to load and understand is .obj
3D Animations - matrices and timestamps to transform objects.
Often the objects are bones which just transform a vertex
Amazing effects from games/demos - mostly shaders & math
That's kewl, but what can i do with this?
10. Learning WebGL
Definitive reference
http://learningwebgl.com/blog/?p=28
Euclidean Space
For all your math needs ( although site's a bit outdated )
http://www.euclideanspace.com/
Obj file format
Easiest 3D format to load, that most 3D software supports
http://en.wikipedia.org/wiki/Wavefront_.obj_file
Resources