Laboratory Practicum on Computer Graphics

2017 ◽  
Vol 5 (3) ◽  
pp. 78-85 ◽  
Author(s):  
А. Алексюк ◽  
A. Aleksyuk

To master such important section of computer graphics as “Geometric Transformations of Coordinates” have been proposed laboratory works on discipline “Engineering and Computer Graphics” for MSUN students of specialties 27.03.04 “Management in Engineering Systems” and 09.03.01 “Informatics and Computer Engineering”. In contrast to existing laboratory works on computer graphics, demanding the knowledge of algorithmic languages and programming essentials, the presented tasks are performed in a MathCAD package, which allows represent results in the form of geometrical drawings without writing complicated computer programs. In this paper are considered elementary geometrical transformations and their compositions. Matrixes of object coordinates transformations at transfer, rotation and scaling on the plane and in space have been described. Constructions of orthogonal, axonometric and central projections on screen plane have been considered. Distinctions in algorithms for objects’ geometrical transformations above reference zero and arbitrary point have been noted. It has been showed that the end result of complex transformations depends on sequence of elementary transformations. A large number of examples covering the laboratory practicum’s content have been provided. Results have been presented in the form of numbers and drawings using MathCAD. In the first laboratory work have been considered the objects geometrical transformations (transfer, rotation and scaling) on the plane and in space; in the second one – construction of central, orthogonal and axonometric projections for three-dimensional objects on a computer screen (plane). Have been developed methodological instructive regulations for performance of laboratory and independent works which are used for students training on the MSUN’s descriptive geometry and graphics chair.

1998 ◽  
Vol 55 (spe) ◽  
pp. 39-45 ◽  
Author(s):  
Y. Sako ◽  
K. Fujimura ◽  
M.B. McDonald ◽  
D. James

Seed analysts need to identify seeds, and seed catalogs are used as a reference to accomplish this task. Conventional seed catalogs supply two-dimensional photographs and hand-drawn diagrams. In this study, a new, three-dimensional representation of seeds is developed to supplement these traditional photographs and drawings. QuickTime VR is a promising method for viewing three-dimensional objects on a computer screen. It permits manipulation of an object by rotating and viewing it from any pre-specified angle at an interactive speed, allowing the viewer the sense of examining a hand-held object. In this study, QuickTime VR object movies of seeds were created as interactive "movies" of seeds that can be rotated and scaled to give the viewer the sensation of examining actual seeds. This approach allows the examination of virtual seeds from any angle, permitting more accurate identification of seeds by seed analysts.


2017 ◽  
Vol 8 (16) ◽  
pp. 1 ◽  
Author(s):  
Pedro Santos ◽  
Martin Ritz ◽  
Constanze Fuhrmann ◽  
Dieter Fellner

In the heritage field, the demand for fast and efficient 3D digitization technologies for historic remains is increasing. Besides, 3D digitization has proved to be a promising approach to enable precise reconstructions of objects. Yet, unlike the digital acquisition of cultural goods in 2D widely used today, 3D digitization often still requires a significant investment of time and money. To make it more widely available to heritage institutions, the <em>Competence Center for Cultural Heritage Digitization</em> at the <em>Fraunhofer Institute for Computer Graphics Research IGD</em> has developed <em>CultLab3D</em>, the world’s first 3D mass digitization facility for collections of three-dimensional objects. <em>CultLab3D</em> is specifically designed to automate the entire 3D digitization process thus allowing to scan and archive objects on a large-scale. Moreover, scanning and lighting technologies are combined to capture the exact geometry, texture, and optical material properties of artefacts to produce highly accurate photo-realistic representations. The unique setup allows to shorten the time needed for digitization to several minutes per artefact instead of hours, as required by conventional 3D scanning methods.


Author(s):  
Matthew Sadiku ◽  
Shumon Alam ◽  
Sarhan Musa

Three-dimensional (3D) visualization is the process of creating the three-dimensional object using a special computer program. Today computer graphics technologies such as 3D visualization technology are becoming more and more in demand. The technology has earned popularity among designers because it allows creating three-dimensional objects of any shape. It is widely used throughout the world to create the interiors of houses, offices, hotels, etc. This paper provides a brief introduction to 3D visualization.


2019 ◽  
Vol 6 (4) ◽  
pp. 88-99 ◽  
Author(s):  
О. Филимонова ◽  
O. Filimonova

In this paper features for creation of educational process in a military higher education institution when studying “Engineering and Computer Graphics” discipline are revealed. Military education is a part of the Russian Federation’s education system. In conditions of the Armed Forces modernization and development of new methods and ways for conduct of operations the young officers’ perfection acquires a big significance. Requirements applicable to military specialists reflect the concept of educational activity in general – possession of strong theoretical knowledge and formed practical skills at the tasks solution. The big part in the system of development for military engineering education is assigned to practical orientation of training. Future officer has to understand the processes for design, production and operation of cars and mechanisms with varying complexity, therefore be able to work with design documentation of any kind. In the course of “Engineering and Computer Graphics” discipline studying cadets are learned to read and carry out drawings, to develop their technical support, and also to design and model both two, and three-dimensional objects on a plane and in space. The efficiency of graphic training in a greater degree depends on educational activity’s organization. Application of education traditional forms in combination with innovative practice and methods, development of the system of didactic tools focused on increase in educational process’s intensity is the most optimal one for achievement of training maximum results. During realization of the tasks set by the state for training of competent military specialists, the educational process based on principles of personally focused training with developing orientation has been organized by “Engineering and Computer Graphics” discipline teachers of Military Academy of Troops Air Defense of Russian Federation Armed Forces. The developed system of didactic tools enhances the intensity and productivity of cadets’ educational activity, helps to cultivate professional qualities of future military specialists.


2007 ◽  
Author(s):  
Chiara Gasperini ◽  
Tommaso Rafanelli

SIMdisaster is a simulation software conceived to respond to the training needs of health operators managing aid in maxi-emergencies, since the reproduction of such events for didactic purposes proves to be both complex and costly. SimDisaster reconstructs the scenario of a catastrophe using photos and films manipulated using computer graphics and integrated with three-dimensional objects generated by the computer. An interactive interface makes it possible to assess the scenario and hence take decisions about the logistics of aid operations, the choice of auto-protection techniques, triage intervention and maintenance of the principal vital functions. The scenario then evolves in real time depending on the choices made by the user.


Author(s):  
Lee D. Peachey ◽  
Lou Fodor ◽  
John C. Haselgrove ◽  
Stanley M. Dunn ◽  
Junqing Huang

Stereo pairs of electron microscope images provide valuable visual impressions of the three-dimensional nature of specimens, including biological objects. Beyond this one seeks quantitatively accurate models and measurements of the three dimensional positions and sizes of structures in the specimen. In our laboratory, we have sought to combine high resolution video cameras with high performance computer graphics systems to improve both the ease of building 3D reconstructions and the accuracy of 3D measurements, by using multiple tilt images of the same specimen tilted over a wider range of angles than can be viewed stereoscopically. Ultimately we also wish to automate the reconstruction and measurement process, and have initiated work in that direction.Figure 1 is a stereo pair of 400 kV images from a 1 micrometer thick transverse section of frog skeletal muscle stained with the Golgi stain. This stain selectively increases the density of the transverse tubular network in these muscle cells, and it is this network that we reconstruct in this example.


Algorithms ◽  
2021 ◽  
Vol 14 (3) ◽  
pp. 72
Author(s):  
Luca Tonti ◽  
Alessandro Patti

Collision between rigid three-dimensional objects is a very common modelling problem in a wide spectrum of scientific disciplines, including Computer Science and Physics. It spans from realistic animation of polyhedral shapes for computer vision to the description of thermodynamic and dynamic properties in simple and complex fluids. For instance, colloidal particles of especially exotic shapes are commonly modelled as hard-core objects, whose collision test is key to correctly determine their phase and aggregation behaviour. In this work, we propose the Oriented Cuboid Sphere Intersection (OCSI) algorithm to detect collisions between prolate or oblate cuboids and spheres. We investigate OCSI’s performance by bench-marking it against a number of algorithms commonly employed in computer graphics and colloidal science: Quick Rejection First (QRI), Quick Rejection Intertwined (QRF) and a vectorized version of the OBB-sphere collision detection algorithm that explicitly uses SIMD Streaming Extension (SSE) intrinsics, here referred to as SSE-intr. We observed that QRI and QRF significantly depend on the specific cuboid anisotropy and sphere radius, while SSE-intr and OCSI maintain their speed independently of the objects’ geometry. While OCSI and SSE-intr, both based on SIMD parallelization, show excellent and very similar performance, the former provides a more accessible coding and user-friendly implementation as it exploits OpenMP directives for automatic vectorization.


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