A Raspberry Pi Hexy - Python Conference PH 2016Mithi Sevilla
This document discusses the development of code for controlling a hexapod robot called Hexy. It includes the original code from ArcBotics and work-in-progress code by Mithi Sevilla. It also briefly touches on Python programming principles like PEP8, minimal duplication, and meaningful names. The document compares two different approaches to structuring the classes for controlling the hexapod's legs and neck.
«Популярная робототехника и 3д-печать», статья в сборнике материалов для учителей «Инженерная аксиология», в помощь работникам образовательных организаций, выпуск 2, Санкт-Петербург 2015, подготовленный к III Межрегиональной очно-заочной научно-практической конференции «Формирование престижа профессии инженера у современных школьников».
Антон Моисеев http://1i7.livejournal.com
This document provides an overview of OpenGL and graphics programming concepts:
- OpenGL is a graphics API that makes graphics programming hardware independent, and GLUT is a toolkit library that makes it easier to use OpenGL.
- Graphics rendering represents 3D models as 2D images through applying transformations, projection, lighting and textures.
- Key concepts include representing objects as geometric primitives, applying transformations, adding realism through lighting and textures, and customizing rendering through shaders.
A Raspberry Pi Hexy - Python Conference PH 2016Mithi Sevilla
This document discusses the development of code for controlling a hexapod robot called Hexy. It includes the original code from ArcBotics and work-in-progress code by Mithi Sevilla. It also briefly touches on Python programming principles like PEP8, minimal duplication, and meaningful names. The document compares two different approaches to structuring the classes for controlling the hexapod's legs and neck.
«Популярная робототехника и 3д-печать», статья в сборнике материалов для учителей «Инженерная аксиология», в помощь работникам образовательных организаций, выпуск 2, Санкт-Петербург 2015, подготовленный к III Межрегиональной очно-заочной научно-практической конференции «Формирование престижа профессии инженера у современных школьников».
Антон Моисеев http://1i7.livejournal.com
This document provides an overview of OpenGL and graphics programming concepts:
- OpenGL is a graphics API that makes graphics programming hardware independent, and GLUT is a toolkit library that makes it easier to use OpenGL.
- Graphics rendering represents 3D models as 2D images through applying transformations, projection, lighting and textures.
- Key concepts include representing objects as geometric primitives, applying transformations, adding realism through lighting and textures, and customizing rendering through shaders.
This document discusses different methods of 3D modeling, including wireframe modeling, surface modeling, and solid modeling. It provides details on each modeling method, including their advantages and disadvantages. For example, wireframe modeling only contains edge information and cannot represent actual solids, while solid modeling defines enclosed volumes and allows simulation under real-life conditions. The document also covers specific solid modeling techniques like boundary representation and constructive solid geometry, as well as parametric modeling concepts.
The document discusses several methods for visible surface detection or hidden surface removal in 3D computer graphics, including object space and image space methods. Object space methods determine visibility in 3D coordinates and include depth sorting and binary space partitioning (BSP) trees, while image space methods determine visibility on a per-pixel basis and include the depth-buffer or z-buffer method and ray casting. The depth-buffer method uses two buffers, a frame buffer and depth buffer, to render surfaces from back to front on a pixel-by-pixel basis. BSP trees recursively subdivide space with splitting planes to give a rendering order that correctly draws objects from back to front.
Visible surface detection in computer graphicanku2266
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
This document discusses different techniques for representing 3D solid objects in computer modeling, including boundary representation (B-rep), constructive solid geometry (CSG), and spatial partitioning. B-rep describes objects by their surface boundaries like vertices and faces. CSG uses Boolean operations on primitives. Spatial partitioning divides space into uniform cells. Each technique has strengths and weaknesses in terms of accuracy, domain of representable objects, uniqueness of representation, and efficiency.
2D drawings are not ideal for representing 3D objects as they lack a Z axis. There are three main types of 3D models: wireframe, surface, and solid models. Wireframe models only contain edges and vertices and cannot represent complex surfaces. Surface models include edges, vertices and exterior surfaces but provide no interior details. Solid models are the current standard as they contain edges, vertices, exterior surfaces and interior details, providing an unambiguous representation of an object that can be used for engineering analysis.
This document discusses different types of geometric modeling methods including wireframe, surface, and solid modeling. Wireframe modeling uses points and lines to define objects but does not represent actual surfaces or volumes. Surface modeling defines the outer surfaces of an object. Solid modeling precisely defines the enclosed volume of an object using its faces, edges, and vertices. Constructive solid geometry and boundary representation are two common solid modeling techniques. CSG uses Boolean operations to combine primitive shapes, while boundary representation stores topological information about faces, edges, and vertices. Feature-based modeling allows shapes to be created through operations like extruding, revolving, sweeping, and filling.
This document provides an introduction to OpenGL with code samples. It discusses the history and overview of OpenGL, versions, philosophy, functionality, usage, conventions, basic concepts like the rendering pipeline and primitives. It also covers environment setup for using OpenGL with Windows SDK and GLUT as well as providing code samples. The document serves as a high-level overview of OpenGL for developers.
The document provides an overview of OpenGL and computer graphics concepts. It discusses the basics of computer graphics including applications, the graphics pipeline, primitives like vertices and polygons, attributes like color, and an example of drawing a shaded triangle. The graphics pipeline involves steps like vertex operations, primitive assembly, rasterization, and fragment operations. Primitives are specified using vertices and attributes remain in effect until changed. The OpenGL API is used to program 3D graphics and interfaces with the graphics driver.
This document discusses 3D transformations and projections. It describes two main projection methods: parallel projection and perspective projection. Parallel projection preserves proportions but does not provide a realistic 3D representation. Perspective projection maps 3D points along converging lines to a vanishing point, resulting in foreshortening effects where objects appear smaller the farther they are from the viewing plane. The document outlines different types of parallel and perspective projections.
An illumination model, also called a lighting model and sometimes referred to as a shading model, is used to calculate the intensity of light that we should see at a given point on the surface of an object.
Surface rendering means a procedure for applying a lighting model to obtain pixel intensities for all the projected surface positions in a scene.
A surface-rendering algorithm uses the intensity calculations from an illumination model to determine the light intensity for all projected pixel positions for the various surfaces in a scene.
Surface rendering can be performed by applying the illumination model to every visible surface point.
Образовательная робототехника на уроках технологииАндрей Гурьев
Презентация на пленарное заседание Дня учителя Технологии в рамках Всероссийского педагогического марафона учебных предметов, 23 марта 2015
Москва, ул. Ярославская, д. 27, Центр образования № 293.
There are two main types of projections: perspective and parallel. In perspective projection, lines converge to a single point called the center of projection, creating the illusion of depth. In parallel projection, lines remain parallel as they are projected onto the view plane. Perspective projection is more realistic but parallel projection preserves proportions. Perspective projections can be one-point, two-point, or three-point depending on the number of principal vanishing points. Orthographic projections use perpendicular lines while oblique projections are at an angle. Common parallel projections include isometric, dimetric, trimetric, cavalier and cabinet views.
Notes 2D-Transformation Unit 2 Computer graphicsNANDINI SHARMA
Notes of 2D Transformation including Translation, Rotation, Scaling, Reflection, Shearing with solved problem.
Clipping algorithm like cohen-sutherland-hodgeman, midpoint-subdivision with solved problem.
Клуб изобретательства и робототехники РО ДОСААФ НО - 2019Anton Moiseev
Клуб изобретательства и робототехники РО ДОСААФ НО - 2019
https://1i7.livejournal.com/tag/ДОСААФ
https://vk.com/robodosaaf
https://www.facebook.com/anton.moiseev.35
Цифровая микроэлектроника для математиков и программистов 2017Anton Moiseev
История курса "Как пересечь пропасть от физики к программированию" в НГТУ им Алексеева http://1i7.livejournal.com/17550.html и последствия в цикле занятий Популярная робототехника в ДОСААФ http://1i7.livejournal.com/28866.html
This document discusses different methods of 3D modeling, including wireframe modeling, surface modeling, and solid modeling. It provides details on each modeling method, including their advantages and disadvantages. For example, wireframe modeling only contains edge information and cannot represent actual solids, while solid modeling defines enclosed volumes and allows simulation under real-life conditions. The document also covers specific solid modeling techniques like boundary representation and constructive solid geometry, as well as parametric modeling concepts.
The document discusses several methods for visible surface detection or hidden surface removal in 3D computer graphics, including object space and image space methods. Object space methods determine visibility in 3D coordinates and include depth sorting and binary space partitioning (BSP) trees, while image space methods determine visibility on a per-pixel basis and include the depth-buffer or z-buffer method and ray casting. The depth-buffer method uses two buffers, a frame buffer and depth buffer, to render surfaces from back to front on a pixel-by-pixel basis. BSP trees recursively subdivide space with splitting planes to give a rendering order that correctly draws objects from back to front.
Visible surface detection in computer graphicanku2266
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
This document discusses different techniques for representing 3D solid objects in computer modeling, including boundary representation (B-rep), constructive solid geometry (CSG), and spatial partitioning. B-rep describes objects by their surface boundaries like vertices and faces. CSG uses Boolean operations on primitives. Spatial partitioning divides space into uniform cells. Each technique has strengths and weaknesses in terms of accuracy, domain of representable objects, uniqueness of representation, and efficiency.
2D drawings are not ideal for representing 3D objects as they lack a Z axis. There are three main types of 3D models: wireframe, surface, and solid models. Wireframe models only contain edges and vertices and cannot represent complex surfaces. Surface models include edges, vertices and exterior surfaces but provide no interior details. Solid models are the current standard as they contain edges, vertices, exterior surfaces and interior details, providing an unambiguous representation of an object that can be used for engineering analysis.
This document discusses different types of geometric modeling methods including wireframe, surface, and solid modeling. Wireframe modeling uses points and lines to define objects but does not represent actual surfaces or volumes. Surface modeling defines the outer surfaces of an object. Solid modeling precisely defines the enclosed volume of an object using its faces, edges, and vertices. Constructive solid geometry and boundary representation are two common solid modeling techniques. CSG uses Boolean operations to combine primitive shapes, while boundary representation stores topological information about faces, edges, and vertices. Feature-based modeling allows shapes to be created through operations like extruding, revolving, sweeping, and filling.
This document provides an introduction to OpenGL with code samples. It discusses the history and overview of OpenGL, versions, philosophy, functionality, usage, conventions, basic concepts like the rendering pipeline and primitives. It also covers environment setup for using OpenGL with Windows SDK and GLUT as well as providing code samples. The document serves as a high-level overview of OpenGL for developers.
The document provides an overview of OpenGL and computer graphics concepts. It discusses the basics of computer graphics including applications, the graphics pipeline, primitives like vertices and polygons, attributes like color, and an example of drawing a shaded triangle. The graphics pipeline involves steps like vertex operations, primitive assembly, rasterization, and fragment operations. Primitives are specified using vertices and attributes remain in effect until changed. The OpenGL API is used to program 3D graphics and interfaces with the graphics driver.
This document discusses 3D transformations and projections. It describes two main projection methods: parallel projection and perspective projection. Parallel projection preserves proportions but does not provide a realistic 3D representation. Perspective projection maps 3D points along converging lines to a vanishing point, resulting in foreshortening effects where objects appear smaller the farther they are from the viewing plane. The document outlines different types of parallel and perspective projections.
An illumination model, also called a lighting model and sometimes referred to as a shading model, is used to calculate the intensity of light that we should see at a given point on the surface of an object.
Surface rendering means a procedure for applying a lighting model to obtain pixel intensities for all the projected surface positions in a scene.
A surface-rendering algorithm uses the intensity calculations from an illumination model to determine the light intensity for all projected pixel positions for the various surfaces in a scene.
Surface rendering can be performed by applying the illumination model to every visible surface point.
Образовательная робототехника на уроках технологииАндрей Гурьев
Презентация на пленарное заседание Дня учителя Технологии в рамках Всероссийского педагогического марафона учебных предметов, 23 марта 2015
Москва, ул. Ярославская, д. 27, Центр образования № 293.
There are two main types of projections: perspective and parallel. In perspective projection, lines converge to a single point called the center of projection, creating the illusion of depth. In parallel projection, lines remain parallel as they are projected onto the view plane. Perspective projection is more realistic but parallel projection preserves proportions. Perspective projections can be one-point, two-point, or three-point depending on the number of principal vanishing points. Orthographic projections use perpendicular lines while oblique projections are at an angle. Common parallel projections include isometric, dimetric, trimetric, cavalier and cabinet views.
Notes 2D-Transformation Unit 2 Computer graphicsNANDINI SHARMA
Notes of 2D Transformation including Translation, Rotation, Scaling, Reflection, Shearing with solved problem.
Clipping algorithm like cohen-sutherland-hodgeman, midpoint-subdivision with solved problem.
Клуб изобретательства и робототехники РО ДОСААФ НО - 2019Anton Moiseev
Клуб изобретательства и робототехники РО ДОСААФ НО - 2019
https://1i7.livejournal.com/tag/ДОСААФ
https://vk.com/robodosaaf
https://www.facebook.com/anton.moiseev.35
Цифровая микроэлектроника для математиков и программистов 2017Anton Moiseev
История курса "Как пересечь пропасть от физики к программированию" в НГТУ им Алексеева http://1i7.livejournal.com/17550.html и последствия в цикле занятий Популярная робототехника в ДОСААФ http://1i7.livejournal.com/28866.html
Производство корпуса Робота Машинки из цифровой модели на доступных средствах цифрового производства (3д-печать, лазерная резка), закупка дополнительных компонент (плата, моторчики, датчики), сборка модели Робота Машики, программирование.
На слайдах:
- Виды цифрового производства: 3д-печать, лазерная резка, фрезерование
- Доступное цифровое производство: Фаблабы и ЦМИТы, услуги на рынке, домашний 3д-принтер
- Производство деталей для Робота Машинки: 3д-печать и лазерная резка пластика
- Покупка компонентов: микроконтроллерные платы, моторчики, провода, макетные платы, датчики
- Сборка модели, подключение электроники и питания
- Простая прошивка: Робот Машинка - Часовой
2д моделирование в inkscape для производстваAnton Moiseev
Двумерное моделирование в Inkscape для производства:
- основы векторной графики в Inkscape
- Inkscape для чертежей
- экспорт чертежей для лазерной резки и фрезерования
- экспорт для импорта в OpenSCAD для 3д-печати
This document certifies that Anton Moiseev successfully completed an online course in Writing in the Sciences from Stanford University on November 22nd, 2013. The course was taught by Kristin L. Sainani and was taken through Stanford's OpenEdX online learning platform. However, the document notes that the online course does not confer any Stanford credits, grades, or degrees.
Лабораторная работа по программирования pic32 ChipKIT Uno32 в среде ArduinoAnton Moiseev
Методические указания проведения лабораторных работ по программированию микроконтроллеров на Arduino-совместимой платформе PIC32 ChipKIT Uno32.
Составители: Автомобильный Институт (АМИ), Нижегородский государственный технический университет им Р.Е. Алексеева.
Тарификация и перспективы отмены внутрисетевого роуминга в РоссииAnton Moiseev
22.08.2013, Москва, Аналитический центр при правительстве России,
Круглый стол "Взаимодействие регулятора и крупнейших операторов связи: инициативы и законотворчество".
Солонин Виталий Валентинович - Руководитель департамента беспроводных технологий
J'son& Partners Сonsulting, доклад "Тарификация и перспективы отмены внутрисетевого роуминга в России"