Project 04 taught advanced rendering techniques in Pro Engineer. Students learned to create photorealistic images using ARX in Pro Engineer. The project focused on image quality rather than model accuracy, as the models were provided. Students rendered different materials on chess pieces and other objects, including aluminum, glass, and plastics. Advanced techniques like fog were used. For a mini project, materials were applied to a cell phone model from Project 03. The goals of learning advanced rendering were met, though tutorials took a long time due to intermediate renders.
"Un simulador es quizá la aplicación que más aprovecha las especificaciones de la computadora como recurso de aprendizaje y que cada día se extiende más en áreas de la educación".
"Un simulador es quizá la aplicación que más aprovecha las especificaciones de la computadora como recurso de aprendizaje y que cada día se extiende más en áreas de la educación".
Get the entire M & E Collection for less than the cost of an Arnold 5-Pack – also included. Get more high-quality liquid and fluid effects with Bifrost for Maya, now in the M & E.
Get the entire M & E Collection for less than the cost of an Arnold 5-Pack – also included. Get more high-quality liquid and fluid effects with Bifrost for Maya, now in the M & E.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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.
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.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
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.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
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
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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/
1. UNIVERSITY AT BUFFALO
Project 04
Solid Modeling Assignment 04
Ryan R. Bierl
10/8/2009
Project 04 was intended to teach us some advanced rendering tools in Pro Engineer. We learned how to
create photo realistic images using the ARX in Pro Engineer. The focus of this project was how well your
images looked, not how accurate the model was since it was provided for us.
2. Table of Contents
1 Introduction .......................................................................................................................................... 3
2 Problem Definition ................................................................................................................................ 3
3 Results ................................................................................................................................................... 3
3.1 Part A............................................................................................................................................. 3
3.2 Part B ............................................................................................................................................. 4
3.2.1 i.............................................................................................................................................. 4
3.2.2 ii. ............................................................................................................................................ 5
3.2.3 iii. ........................................................................................................................................... 6
3.3 Part C ............................................................................................................................................. 7
3.4 Mini Project ................................................................................................................................... 7
4 Discussion.............................................................................................................................................. 8
5 Conclusion ............................................................................................................................................. 8
6 References ............................................................................................................................................ 8
2
3. 1 Introduction
Project 04 served as an introduction to advanced rendering techniques in Pro Engineer. The skills
learned were an entire different breed from the previous projects in that we did not learn modeling
techniques. Instead we focused on the aesthetics of the model that was already created for us.
2 Problem Definition
For Project 04 we were given three products that were already modeled. We were required to alter
these products according to the tutorials on UBLearns. The alterations included applying different
materials and scenes to the overall model. Also we were required to produce a render of a model that
we created in a previous project, the cell phone from project 03.
3 Results
3.1 Part A
(a)
Figure 1 (a)The render of the phone in Part A.
Part A was the easiest of the parts to complete. It consisted of very basic rendering techniques that
included setting up lighting, various scenes and the perspective. Unlike the next parts there were no
problems with creating an accurate render.
3
4. 3.2 Part B
3.2.1 i.
(a) (b)
Figure 2 (a)The render of the aluminum chess piece in Part B; and (b) the render of the cast aluminum chess piece in Part B.
Part B consisted of altering what the model was made of in the render. In this particular section we were
dealing with aluminum. We were required to alter the appearance of the metal by changing various
attributes in the appearance settings. We also had to render the image many times to see the
progression to the final model. This part was annoying because each time you rendered the model you
had to sit and wait for the image to appear. There were no problems with the creation of these chess
pieces.
(a) (b)
Figure 3 (a)The render of the polished gold chess piece in Part B; and (b) the render of the brushed gold chess piece in Part B.
In this section we were working the making the chess piece out of different types of gold. The first was
polished gold which was very easy to accomplish. The second type was brushed gold. This material was
very difficult to create. While following the tutorial, it was easy to create the first couple of renders.
When the step came to change the coordinated system of the texture to CSO all progress stopped. The
tutorial instructed us to change the Y and X repeat to a value of 10, this was no problem. We were also
supposed to change the mapping type to cylindrical, this was no problem. But when the tutorial
instructed us to select a “CSO coordinate system”, we were unable to do so, for the sole reason of we
couldn’t find it. That option was nowhere to be found on the dialogue window that we were on for the
4
5. other alterations and the tutorial did not tell us to change the coordinate system some other way, it
simply said to select the “CSO coordinate system”. Because of this the render for brushed gold does not
look exactly how it should.
3.2.2 ii.
(a) (b)
Figure 4 (a)The render of the glass in part B; and (b) the render of the blue glass in Part B.
In this section of Part B we were instructed to change the material of the chess piece to glass. The first
type of glass was just plain clear glass, which was easy to accomplish. The second part was to change the
material to a blue glass, which was also easy. To create the different materials all we had to do was
select glass from the class drop down menu and change some attributes of the glass. To generate the
blue glass all we did was edit the color. Also we added a tile floor to the render of the blue glass.
5
6. 3.2.3 iii.
(a) (b)
(c)
Figure 5 (a)The render of the injection molded chess piece; and (b) the render of the spark eroded chess piece; and (c) the
render of the translucent chess piece.
In this section of Part B we changed the material of the chess piece into various types of plastic. The first
was injection molded. This was very simple. The process consisted of changing the class of the material
to plain and in the reflectance shader we selected plastic. Also we altered some of the attributes such as
diffuse factor and roughness. The second material was spark eroded plastic. This was very similar to the
injection molded plastic except for the bump shader we selected solid rough and edited the attributes to
generate the final rendering. The last plastic was a translucent plastic. This was similar to the other two
except the class of this material was actually plastic and we enabled the transparency shader and edited
its attributes. We did not have any problems with this sections fortunately.
6
7. 3.3 Part C
(a)
Figure 6 (a)The render of the razor in Part C.
Part C consisted of utilizing advanced render techniques to create a picture of an already modeled razor.
This was the most difficult section of Project 04 just because of the tutorial. The previous tutorials
guided you through what needed to be accomplished to produce the final render. The tutorial for this
section gave you extra information that did not aid in the generation of the final render needed.
Because of this it was difficult to choose what steps were actually necessary. Also some of the steps
were not descriptive enough to be applied to our model. Even with all of this confusion the techniques
learned, such as the use of fog, were very interesting.
3.4 Mini Project
(a) (b)
Figure 7 (a)The render of the cell phone in the Mini Project; and (b) the render of the cell phone for the Bonus.
For the Mini Project we were required to apply different material appearances to the various parts of
the cell phone that was modeled in Project 03. Also we were to create a render similar to that of Part A
with this cell phone, using the techniques we have learned thus far. For the Bonus section of Project 04
7
8. we were to create a render with the cell phone that was similar to the render in Part C with the razor.
These two sections were quite easy because of all the techniques learned in the previous section of
Project 04. After the completing the previous parts it was much easier to manipulate the position and
appearance of the phone to make it look how we wanted.
4 Discussion
One of the main problems we encountered was translating the tutorial for older versions of Wildfire to
be used with our version. This was apparent with the inability to locate the “CSO coordinate system”
when creating the brushed gold chess piece render in Part B. Another problem faced was the incredible
amount of time it took to create these renders when relying on the tutorial for a step by step guide. The
tutorial instructed us to generate intermediate renders when creating the various products to show the
progression to the final render. This made the creation of the final product take a lot longer to
accomplish.
5 Conclusion
The goals of Project 04 were to learn the advanced techniques of rendering in Pro Engineer. I believe
that these goals were met. I could now create realistic renders of almost any model without the use of a
tutorial because of this Project. I also believe that I have completed Project 04 accurately.
6 References
The following are the references used to complete Project 04: (all are located on the UBLearns website)
BasicofAdvancedRenderingExtesion_Full.pdf
ARXAdvancedMaterialDefinition_Full.pdf
ARXWorkshopTutorial_Full.pdf
8