Reproduction of Perspective in Cel Animation 2D Composition for Real-Time 3D Rendering

Author(s):  
Takeshi Okuya ◽  
Shigekazu Sakai
Keyword(s):  
2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


Author(s):  
M. Johnson ◽  
C. Rogers ◽  
W. Hancock ◽  
F. Rose ◽  
H. Spaanenburg ◽  
...  
Keyword(s):  

Author(s):  
Jami Montgomery ◽  
John McDonald ◽  
Eric Gong ◽  
Souad Baowidan ◽  
Rosalee Wolfe

AbstractFingerspelling receptive skills remain among the most difficult aspects of sign language for hearing people to learn due to the lack of access to practice tools that reproduce the natural motion of human signing. This problem has been exacerbated in recent years by the move from desktop to mobile technologies which has rendered prior software platforms less accessible to general users. This paper explores a web-enabled 3D rendering architecture that enables real-time fingerspelling on a human avatar that can address these issues. In addition it is capable of producing more realistic motion than prior efforts that were video-based and provides greater interactivity and customization that will support further enhancements to self-practice tools for fingerspelling reception.


1994 ◽  
Author(s):  
Michael J. Johnson ◽  
Joel Clark W. Rogers ◽  
William R. Hancock ◽  
Danny Iacova ◽  
Fred Rose ◽  
...  

Author(s):  
Youngjun Kim ◽  
Junsoo Park ◽  
Jaeyoung Nam ◽  
Seunghoon Yoo ◽  
Songhyon Kim ◽  
...  

2020 ◽  
Vol 10 (1) ◽  
pp. 11-19
Author(s):  
Aryanto Aryanto ◽  
Tengku Hisyam Muhammad Umar ◽  
Doni Winarso
Keyword(s):  

Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya sendiri tidak begitu membutuhkan waktu yang lama, karena prosesnya sendiri dilakukan secara realtime. Vertices dan Texture digunakan sebagai parameter pengukuran untuk pengujian kedua teknik rendering. Analisis perbandingan Cycles dan Eevee akan menghasilkan pengujian kecepatan render, ukuran file hasil render, dan kualitas gambar dari hasil render. Hasil dari penelitian ini mampu menyatakan bahwa Eevee mengungguli Cycles dalam dalam perbandingan kecepatan rendering, Cycles dan Eevee pada output hasil render tidak jauh berbeda ukuran file-nya, dan kualitas gambar dari render menyatakan Eevee lebih unggul dibandingkan Cycles.


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