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Natural birth techniques - Mrs.Akanksha Trivedi Rama University
Syphens gale
1. SYPHENS GALE
Jay-vee Janea
Vigor George Pios
Nath Cletomarc Joernaldo
Faculty of Arfien Department
La Consolacion College - Bacolod
March 2015
2. ACKNOWLEDGEMENTS SHEETS
Acknowledgements pages show the essence of the thesis author and their
experience.
Before you even begin writing your thesis acknowledgement, take time a list of
people who are link to your thesis in anyway. These people may have read or edited
your paper or may have encouraged you or listened to your academic woes. In terms of
family or friends include, only list people who were active in your graduate studies. You
really don’t have the space to include the cousins you haven’t seen or talked to since
Grandma’s funeral ten years ago. However, if there were people who inspired your
work, please do not forget to include these people on your list of names.
Take a look back at your list of contributors, and be sure to mention the members
of academia who helped you complete your thesis. Again, you only have room for major
contributors, not your freshman biology professor. Professionals to include could be
advisors, upper-level professors, colleagues, or classmates. Anyone who assisted you
in researching, conducting experiments and surveys, or writing could be candidate for
you to include in your thesis acknowledgment. For academic contributors whom you
choose to mention in your acknowledgements, you should use their full name and titles.
However, if you are mentioning friends, you might consider only using first names to
protect their identities. If several people within a large group assisted you, you only state
the group name.
3. ABSTRACT
3D graphics or Computer Graphics is the main purpose of our study to evaluate
audiences that are interested with, thus; determining the impact of this technology in
private industry. This thesis will provide a comprehensive overview were as this kind of
method is used by film makers to convince the audience. We as the researcher will
provide variety of method to present to the readers the whole concept of the project
study, gathered data should be the top priority in order to present it with legit data
information. Descriptive research methodology is the method we are going to use as
this method gives so much information and explained briefly for us researchers present
this to the target audiences or participants. Qualitative and Quantitative research design
should be used to gather the data from the participants in private industry. The
participants industry are classified in 3 different kinds; the Film Design, Online Game,
and the Mobile Game. Surveys, which we will be conducting through online should be
do the job in gathering data.
4. Keywords:
TABLE OF CONTENTS
The table of contents should consist of the chapter titles and page numbers.
5. LIST OF FIGURES
The list of illustrations, if applicable, should also be in the same format as the table of
contents, giving the figure or illustration names/numbers and corresponding page
numbers.
6. Chapter I
INTRODUCTION
Computer graphics has, since its inception a little bit over half a century ago,
seen a tremendous growth. Nowadays, computer graphics and 3D rendering permeates
modern society: we find applications everywhere, ranging from entertainment to
research, design and even medicine. Because of this wide range of applications, the
subject of computer graphics itself now encompasses a vast number of sub-topics. The
elements of a 3-dimensional quad mesh, the quadrilaterals, are not necessarily planar.
However, there are application fields that require this very property. Among these
application fields is the production of 3-dimensional jigsaw puzzles Michael Kremer
(2014). Your task will be to implement an (automatic) pipeline that processes a 3D
object so that a set of planar puzzle pieces is generated. These pieces can than be cut
out by our laser cutter to produce a real working 3D jigsaw puzzle of the desired object.
Advances in 3D scanning technologies have enabled the practical creation of
explicit geometric models with hundreds of millions of polygons. Implicit modeling
techniques have also progressed with NURBS and subdivision surfaces producing
7. increasingly complex, high-density shapes. Such highly detailed geometric models are
decomposed into triangles before being rendered by the graphics subsystem, and it
often occurs that the projected size of individual polygons to be rendered are smaller
than a pixel. Rendering realistic, organic-looking models requires highly complex
shapes and Smith (1999) said `reality is 80 million polygons and this level of detail
inevitably leads to bandwidth bottlenecks`. Such situations have brought about the need
to consider alternative geometric representations. Levoy (1985) demonstrated using an
array of points to represent a continuous three-dimensional surface with a simple
rendering algorithm. These ideas were successfully extended with a multi -resolution
point rendering system capable of displaying large geometric models in real-time Levoy
(2000).
This study is anchor with Isaac Lim (2014). Creating good 3D meshes usually
requires expert knowledge of a 3D modeling software and takes a long time. One
approach to solve this problem is to extract shape information from a given set of
models and to use this knowledge to guide and assist the user during the modeling
procedure. General topics within this field include: Shape Analysis, Mesh Segmentation
and Structure Models Isaac Lim (2014). Rendering of massive 3D scenes lies at the
forefront of graphics research. In this paper we present new algorithm for real-time
rendering of large polygonal meshes and background. To our knowledge, this is the first
out-of-core view-dependent mesh renderer that supports texture mapping and
continuous smooth transitions. Both of the above features allow our method to faithfully
render geometry with high fidelity without requiring sub-pixel sized triangles with
Gouraud-interpolated vertex colors.
This study will explore methods and techniques representing in 3d design,
navigable environments. Much of the related research on first person interfaces and 3D
visualization has focused on producing tools for expert users and scientific analysis.
Due to the complexities of navigation and perception introduced by 3D interfaces, work
in this area has had mixed results. In particular, considerable efforts to develop 3D
8. systems for more abstract data, like file systems and social networks, have had difficulty
surpassing the efficiency of 3D approaches. In particular, data visualization can be a
valuable tool for disseminating scientific results, sharing insights, and explaining
methodology. In these applications, clear communication of concepts and narratives are
often more essential than efficient navigation.
Nowadays, technology is impacting education to such an extent that educators
and industry-professionals are claiming a revolution is underway. This study aims to
determine the impact and importance of 3D graphics as new technology in private
industry in the Philippines.
Statement of the Problem:
This study purported to determine the impact and importance of 3D graphics as
new technology among private industry in Philippines.
Specifically, this study sought answers to the following problems:
1. What is the extent of 3D graphics can be helpful as evaluated by the industry in
the areas of:
(a) Film Design
(b) Online Game
(c) Mobile Game
2. What is the impact of 3D graphics as new technology as evaluated by the
industry in the areas of:
(a) Film Design
9. (b) Online Game
(c) Mobile Game
Significance of the Study:
The aim of this research is to successfully determine the impact and importance
of 3D graphics as new technology in private industry. Furthermore, this thesis will
conduct a market review of the capabilities of different industries, and the viability of 3D
graphics usage in modern technology. The purpose of this thesis is to provide a
comprehensive overview of the impact and importance of 3D graphics as new
technology in industry and to evaluate this technique in a digital way.
This study is beneficial to the following:
Film Design
This will provide an effective and efficient in film making to convince the
audience. 3D graphics design plays a most important requirement to establish a
production pipeline. Therefore, the researcher confident that the 3D technology existed
to create suitable devices to the film, the designer team chose to build their own
prototype systems while continuing to evaluate all new consumer devices until a
satisfactory solution was found.
Online Game
10. The gameplay is the most influential factor of a game, with history and graphics
play a vital role in this place. The graphics of the games entertain so much the players
that create a beauty in playing games. 3D graphics create the realism of game design
that give value and importance of the games. This game mechanics was design to
make the player as if they are in Gordon; the player ends up feeling as though they’re
fighting in reality.
Mobile Game
3D graphic was an assets and the improvement of mobile devices hardware offer
opportunity to mobile developers to create beautiful 3D titles and characters for mobiles
games. It provide real-time 3D rendering capabilities instead of the giving so much time
doing online in an internet and devices are gradually changing people’s computing
behaviors to be easy and cool.
Industry
It is becoming more difficult to attract consumer’s attention in retail environment
such as stores and malls. Display which show Rea-Depth 3D images make the products
shown more real, more attractive and more interesting, and draw attention to the
sponsor as an innovative, 21st century retailer.
Digital Artist
Many application strive for perfect accuracy, but the current 2D displays hinder
this increased user performance. With the help of 3D graphics, it give depth information
11. in Real-Depth 3D images that allows users to grasp and understand the image much
more quickly and accurately.
Scope and Limitation:
This study covers the 3D graphics as new technology and its usage.
A descriptive research design was used in this study.
The study is limited to the different private industry in the Philippine in the area of (a)
Film Design, (b) Online Game, (c) Mobile Game.
This study specifically will determine the impact and importance of 3D graphics
as new technology in industry.
The study will begin to work eight months from June to February in the school year
2014-2015.
Definition of Terms
The following terms were defined in accordance with their conceptual and
theoretical meaning to have a working knowledge and better understanding of the
research study.
MMORPG. Massively multiplayer online role-playing game
Network - Is a collection of computers and devices interconnected by communications
channels that facilitate communications among users and allows users to share
resources
3D COMPUTER GRAPHICS. (in contrast to 2D computer graphics) are graphics that
use a three-dimensional representation of geometric data (often Cartesian) that is
12. stored in the computer for the purposes of performing calculations and rendering 2D
images. Such images may be stored for viewing later or displayed in real-time.
GAMEPLAY. Is the specific way in which players interact with a game and in particular
with video games.
Chapter II
LITERATURE REVIEW
To assess the quality of work as described in 3D graphics down information into
its part and reason with that information, questions or coming the researcher and
participants will described and figure out how they are related.
The subject of this report is fairly well documented but there are some areas that
have had fairly recent developments. I have used the latest publications and newest
research where I could find it. Publications from SIGGRAPH (2013) have provided me
with a window into some of the latest developments and research papers available on
the topics of this paper.
There are however some baseline science that hasn’t changed a lot. In this case I have
used comprehensive and commonly referenced material. One of the main reference
sources is ‘Real-Time Rendering’ (Akenine-Möller, et al., 2008). The publications from
SIGGRAPH (2013) are often as far as I can tell at least informally peer-reviewed (Karis,
2013, p. 19) and written by members of the video games or visual effects industries.
13. These publications are also presented at the conference (SIGGRAPH) to other
professionals, which I think increase their validity.
Industry Adoption
There were a number of presentations at SIGGRAPH 2013 held by game
developers, talking about their shift to be more physically based. In 2013, Karis
presented the goals they (Epic Games) had in mind when they “decided to invest some
time in improving our shading model and embrace a more physically based material
workflow”. (Epic Games, n.d., p. 1) Karis continued to state that they wanted to reduce
the complexity, “There should be as few parameters as possible” and they wanted the
values to be simple to understand instead of physical ones such as index of refraction.
The material model should be “Easy to master” and it should be difficult to create
“physically implausible materials”. Other game developers also presented their
techniques and implementations of PBR. Ready at Dawn (Neubelt & Pettineo, 2013, p.
20) presented what they called Inheritance-based Materials, and the three pillars (as
they put it) of their material pipeline included “Compositing” and “Run-time layering” and
an “Inheritance-based data format”. They go on illustrating their texturing workflow and it
is based on layering several pre-made materials in a process where the artist paints
masks (as opposed to a color texture). At Unite 2013, Rod Lopez talked about their
plans to implement PBR into the coming version of their game engine known as Unity.
He stated that “today there’s a lot of hacking shaders together...” and he went on to say
that “it should be easier to do, the artist should have less thinking time…”. (Lopez, n.d.)
A few game developers talked about how they implemented PBR in games
including Call of Duty: Black Ops II (Lazarov, 2013) and the upcoming game The
Order: 1886. (Neubelt & Pettineo, 2013).
The Pipeline
The new material model does have consequences to the pipeline. The
Roughness and Metallic maps replace the functionality of the specular color and
glossiness maps. I find that the physically-based model is easier to work with. With a
specular color model, the artist have to control both the specular intensity and color in
14. one map. In the old model, specular color defines if your material is a metal or non-metal,
however editing the specular color is a slow task in my experience. The artist
also have to manually tweak and balance the specular intensity and glossiness
parameter, so that the material looks good and physically plausible. The physically-based
model removes a lot of this manual labor. The artist only have to control two
parameters, roughness and metallic. The benefit is that both roughness and metallic
can respectively be authored as a greyscale map. The specular intensity is no longer
needed to be manually edited, as this is linked and therefore controlled by the
roughness parameter. The advantage is quantifiable, there is one less parameter the
artist has to edit and this can be a huge time-saver. Previously different surfaces such
as wood or
plastic or metal needed a different specular color to be correctly defined. Instead of
having to edit the specular color, we use the Metallic map to define metal and non-metal
surfaces. This means that all non-metals are always defined the same way with a
metallic value of zero (black) while all metals are defined with a value of 1 (white). This
is in my experience much easier to work with and potentially another huge time-saver.
The final parameters of the physically-based material model is BaseColor and Cavity.
BaseColor is what is used to define the local color of the material. There are a few
important differences when creating the BaseColor map compared to the diffuse map.
For metal materials BaseColor is the color that is used to differentiate between different
colored metals, say gold or copper.
Previously this was accomplished with the specular color parameter. The benefit of this
is that the artist only has to set the material color once in the BaseColor. All small-scale
shadowing that were previously baked into diffuse map is now in a separate map called
Cavity. This means that BaseColor shouldn’t have any shadow information. One
problem with this is that if you’re using photos as textures you have to remove any
shadowing. The benefit is that you can quickly rebake the cavity map. Previously you
would have to open the diffuse and add the cavity map in a layer and set it to multiply.
Finally, the new physically-based pipeline allows the use of scan-data like never before.
The advantage of this is that the artist can look up colors and values for real world
15. materials. This makes it faster to recreate the materials without a trial and error
approach.
Historical Context
The Format
Turk (1998) presents the file format for storing graphical objects that are
described as a collection of polygons. Format describes an object as a collection of
vertices, triangles and other elements, along with properties such as color and normal
direction that can be attached to these elements. It will be important to fully understand
this format in preparation for the implementation.
A typical file has the following structure:
• Header: a series of carriage-return terminated lines of text that describe the remainder
of the file. It includes a description of each element type, including the element's name,
how many such elements are in the object, and a list of the various properties
associated with the element.
• Vertex List: a list of vertices, corresponding to the header’s definition
• Face List: a list of triangles, usually containing an unsigned char specifying how many
indices the property contains, followed by the actual list of vertex indices stored as long
integers.
There are two libraries available for reading and writing PLY files. The first,
Burkardt, (1998) contains a library of C routines, but lacks documentation. The library is
considered the standard and the author responsible worked on QSplat Levoy, (2000).
The second is also written in C, but claims to be more resourceful Nehab, (2003). A
callback mechanism is used for simplification and the input/output is buffered for
efficiency.
Pre-processing
16. The aforementioned term pre-processing refers to converting input geometry into
a PBR in preparation for rendering. Levoy, (1985) cite “Simplicity of the display
procedure, which is the key to fast rendering, is gained by transferring much of the
processing load to the pre-processing stage”. At a conceptual stage, the contents of the
scene will remain the same, whereas the observer will not, and so it is worthwhile to
pre-process the scene to remove much of the visible-surface computation overhead
Fuch,(1983). The methods used in performing such actions are closely related to the
way in which the data is stored and then read for rendering, and so I will first consider
way in which the points will be stored.
Data structure
Levoy (1985) specify that the order in which points are passed through the
rendering pipeline is an important, as it can be random. This leads to flexibility in the
way in which the points can be stored and read. Levoy, (2000) utilise this and introduce
a level of detail (LOD) system for choosing which points to render, whilst maintaining
high quality renders. Rubin, (1980) illustrate a representation of three-dimensional
objects whereby object space is represented entirely by a hierarchical data structure
consisting of bounding volumes with no other form of representation. Hierarchical
representations decompose the object space into repeatedly simpler subspaces, which
allows for arbitrary scene descriptions in an easily usable data structure. This approach
minimizes memory requirements, as expanding or fetching lower levels of the hierarchy
is only performed when required. Reddy, (1978) highlight the advantage of such tree
structuring, stating that perspective and hidden-surface elimination is less difficult and it
simplifies the storage of dynamic objects and objects with redundant sub-parts. Levoy
(2000) choose to use a bounding sphere hierarchy, which stores all necessary
information within each node. A bounding sphere hierarchy contains a radius of a
theoretical sphere at every node. The sphere is exactly large enough to contain the
17. bounding spheres of its children. Each node contains the position and radius of the
bounding sphere, a normal, width cone and optionally a colour. Calculating the normal
before approaching the rendering pipeline reduces the workload in rendering and eases
backface culling.
Chapter III
METHODOLOGY
The General purpose of this study is to determine the impact and importance of
3D graphics as new technology in private industry in the Philippines.
The researcher will provide some method that is going to use for this study to present to
the readers the whole concept of the project study. Primarily data should be provided
and it should be reliable sources that will provide information to the researcher that will
explain and show in the result and discussion.
Research Design
A descriptive research methodology is the study we are going to use. The private
industry will be rated base on their areas of business; Film Design, Online Game, or
Mobile Game.
18. Descriptive research is typically depicted in the research texts as being on the
lowest rung of the quantitative research design hierarchy. In this hierarchy, “true”
experiment aimed at prediction and control are the gold standard and any other design
is non-experimental and weak Talbot, (1995).
The aim of descriptive method is to obtain an accurate profile and result to the
participants. The researcher used this kind of design to obtain data’s from participants in
order to formulate conclusions and recommendations to the study. The descriptive
research method is to employ the significance of the study that could help the
researcher to provide exact data in order to give idea to the readers.
Surveys are used to obtain data from different private industry existing in the
Philippines trough online.
Participants
In order to determine the impact and important of 3D graphics as new technology in
private industry, the researchers will provide necessarily things to gather important data.
The participants industry are classified in 3 different kinds; The Film Design, Online
Game, and the Mobile Game.
The participants of this study were the private industries from different areas existing in
the Philippines.
Instrument Used
The main tool that will be used in gathering the data for this research is the
researcher-made instrument. The questionnaire is divided into three main parts.
Part I includes personal data information of industry, which was used to draw
important information about their tenure in business, nature of business, and address.
19. Part II of the questionnaire was used to draw information about the impact and
importance of 3D graphics as new technology in private industry that existing in the
Philippines.
Chapter IV
RESULT AND DISCUSSION
The method we are going to use is quantitative research method in order us to find the
percentage of participants industry that are classified in 3 areas. a) Film Design
b)Online Game c) Mobile Game. Quantitative Research focuses more in counting and
classifying features and constructing statistical models and figures to explain what is
observed. The survey was used as the main data gathering instrument for this study.
22. BIBLIOGRAPHY
This section includes all reading materials consulted throughout the duration of
the research study. This consists of distinct materials such as Books, Periodicals,
Unpublished Materials and etc.
23. APPENDICES
The appendices contain materials (statistical tables, maps, graphs, etc.) and or
documents used in the study.
24. ABOUT THE AUTHOR
This is one-page biographical sketch of the researcher. Begin this part in new
page. Type the word About the Author in capital letter, centered, at the top page. Type
the bibliographic sketch itself as a single paragraph in block format without indention
and single spaced. This includes a scanned recent 1x1 photograph of the researcher,
address and contact numbers.