scholarly journals Rendering the Real-Time Caustics with DirectX Raytracing

Author(s):  
Egor Komarov ◽  
Dmitry Zhdanov ◽  
Andrey Zhdanov

Caustic illumination frequently appears in the real life, however, this type of illumination is especially hard to be rendered in real-time. Currently, some solutions allow to render the caustic illumination caused by the water surface, but these methods could not be applied to the arbitrary geometry. In the scope of the current article, we present a method of real-time caustics rendering that uses the DirectX Raytracing API and is integrated into the rendering pipeline. The method is based on using additional forward caustic visibility maps and backward caustics visibility maps that are created for light sources and the virtual camera correspondingly. The article presents the algorithm of the developed real-time caustics rendering method and the results of testing its implementation on test scenes. The analysis of the dependence of the rendering speed on the depth of specular ray tracing, the number of light sources, and the number of rays per pixel is carried out. Testing shows promising results which can be used in the modern game industry to increase the realism of the virtual world visualization.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2020 ◽  
Vol 8 (2) ◽  
pp. 69-76 ◽  
Author(s):  
Gulbir Singh ◽  
Vivek Bhatnagar ◽  
Rajeev Gupta ◽  
Gautam Kumar

Purpose of Study: The purpose of the study is to carry out the comparison of traditional learning and e-learning with reference to university education. Methodology: A comparative analysis method that has been selected to fulfill the purpose of the study. The research data has been collected by various sources internet, previous research studies published in the Journal, universities which offer different technical and nontechnical programs .and further analyzed by in-depth understanding approach. Result: The outcome of this study will show the effect of e-learning in the current era. As we have compared e-learning with traditional learning and the result shows us that e-learning has filled the gap between the universities and the real-life industries' demands. Main finding: The result of this study showed that e-learning is the need of the present era in order to fulfill the gap between the universities and the real-life industries' demands. Additionally, e-learning based courses will have more impact and provide more skill and exposure to students as compared to traditional learning mode. Implications/Applications: This article can help the different universities and students to introduce more e-learning courses in their curriculum and they can fill the real-time industries' demands. Novelty/originality of the study: Our research can ensure that e-learning has a huge impact on our students and can help to increase the skills and exposure of them according to the current demands.


2013 ◽  
Vol 464 ◽  
pp. 194-198
Author(s):  
Ho Sang Ahn ◽  
Seung Yeon Song ◽  
Jae Hwan Ahn ◽  
Dae Gyu Jang ◽  
Jin Chul Joo

We measured chrominance of chrysotile powder using a colorimeter and a luminance meter under different light sources with seven color filters to test feasibility for the real time asbestos detector development. Chrysotile powder was prepared by heating asbestos fabric at 150 °C for 1hr and hydrochloric acid treatment was followed to remove other elements. Refractive index liquid was used as a color changing analyte to observe the change in chrominance of chrysotile. From the measurements, it revealed that a colorimeter was more suitable for the chrysotile detection by the maximum change in chrominance, especially in the short wave length range of blue regions. A luminance meter was not able to separate the difference in chrominance depending on different color and light sources regardless dyeing. It might be due to that reflected light from chrysotile particle was relatively weaker than that from illuminated area. It is our suggestion that the real time monitoring of asbestos in indoor air can be possible using a color sensor, specified to the unique wavelength of dyed chrysotile based on our chrominance data.


2016 ◽  
Vol 13 (1) ◽  
pp. 93
Author(s):  
Ita Musfirowati Hanika

Abstract: The Sims 4 is a life simulation digital game, wherein the player can create and manage their virtual world. This research aims to reveal the players’ ideas in constructing their virtual world in this game. It is a qualitative research, using indepth interview to collect the data. Based on Ervin Goffman’s dramaturgy theory, “The presentation of self in everyday life”, this research concludes that The Sims 4 is played like a “real” life to create the expected self-image in the real world.Abstrak: Permainan digital The Sims 4 merupakan permainan simulasi kehidupan yang memberi kesempatan pemainnya untuk menciptakan dan mengatur dunia virtualnya. Tujuan penelitian ini adalah untuk mengungkapkan gagasan yang mendasari pemain dalam mengonstruksi dunia mereka dalam permainan digital. Penelitian ini merupakan penelitian kualitatif dengan wawancara mendalam sebagai metode pengumpulan data. Menggunakan teori dramaturgi Ervin Goffman, “The presentation of self in everyday life”, penelitian ini menyimpulkan bahwa permainan The Sims 4 dijalankan layaknya kehidupan “real” untuk menciptakan citra diri yang diharapkan di dunia nyata.


2016 ◽  
Author(s):  
Felix D. Schönbrodt ◽  
Jens B. Asendorpf

Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article we introduce an online virtual social environment, which is inhabited by autonomous agents including the virtual spouse of the participant. Participants can freely explore the virtual world and interact with any other inhabitant, allowing the expression of spontaneous and unprompted behavior. We investigated the usefulness of this game for the assessment of interactions with a virtual spouse and their relations to intimacy and autonomy motivation as well as relationship satisfaction with the real life partner. Both the intimacy motive and the satisfaction with the real world relationship showed significant correlations with aggregated in-game behavior, which shows that some sort of transference between the real world and the virtual world took place. In addition, a process analysis of interaction quality revealed that relationship satisfaction and intimacy motive had different effects on the initial status and the time Course of the interaction quality. Implications for psychological assessment using virtual social environments are discussed.


Sensors ◽  
2018 ◽  
Vol 18 (11) ◽  
pp. 3940 ◽  
Author(s):  
Alexander de Winter ◽  
Simone Baldi

This work is meant to report on activities at TU Delft on the design and implementation of a path-following system for an autonomous Toyota Prius. The design encompasses: finding the vehicle parameters for the actual vehicle to be used for control design; lateral and longitudinal controllers for steering and acceleration, respectively. The implementation covers the real-time aspects via LabVIEW from National Instruments and the real-life tests. The deployment of the system was enabled by a Spatial Dual Global Positioning System (GPS) system providing more accuracy than the regular GPS. The results discussed in this work represent the first autonomous tests on the Toyota Prius at TU Delft, and we expect the proposed system to be a benchmark against which to test more advanced solutions. The tests show that the system is able to perform in real-time while satisfying comfort and trajectory tracking requirements: in particular, the tracking error was within 16 cm, which is compatible with the 13 cm precision of the Spatial Dual GPS, whereas the longitudinal and lateral acceleration are within comfort levels as defined by available experimental studies.


2012 ◽  
Vol 488-489 ◽  
pp. 1680-1683
Author(s):  
Wei Hua Zhu ◽  
Ying Shen

This paper discusses how to address some issues when contemplating the global optimal transportation path (GOTP) such as dynamics, the ability of real-time analysis as well as complexity of prediction. Using shortest path methodology, this paper abstracts the real-life problem to a graphic context. Based on the solution of ant colony optimization (ACO) algorithm, the simulation indicates that this manner is efficient and effective in dealing with these problems. The indicators utilized ACO are achieved through simulation results analysis, providing the range of exact elements.


2014 ◽  
Vol 11 (1) ◽  
pp. 45-62 ◽  
Author(s):  
Mathews Nkhoma ◽  
Jaime Calbeto ◽  
Narumon Sriratanaviriyakul ◽  
Thu Muang ◽  
Quyen Ha Tran ◽  
...  

Purpose – Simulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to generate from these, making the learning process more enjoyable and capable to replicate real-life scenarios. Feedback given during the simulation helps to motivate students to find better solutions to the problems being presented in the games and thus enhance their hands-on knowledge on particular subjects. The purpose of this research is to provide empirical evidence of interrelations and impacts that exist between real-time continuous feedback and simulation game performance as well as the interrelations and impacts that exist between real-time continuous feedback and both students' attitude and engagement towards learning. Design/methodology/approach – The research focused on 60 undergraduate students enrolled at the Centre of Commerce at RMIT University Vietnam who had taken at least three semesters at various programmes. For test purposes, the research employed a 3D IBM business process management (BPM) simulation game, INNOV8 developed by the IBM Academic Initiative (more information about the game is available at: www-01.ibm.com/software/solutions/soa/innov8/index.html). A web-based survey followed at the university grounds for the collection of data. Findings – Students showed a favourable attitude towards learning through the simulation game. In addition, the real-time continuous feedback given during the simulation game had a positive impact on the students' cognitive learning outcomes. Research limitations/implications – The sample size used was relatively small with 60 participants, most unfamiliar with the theories of BPM. Originality/value – The originality of this research stems from the real-time and continuous nature of the feedback being given to students during the gameplay of a computer-based simulation game, and how this type of feedback could positively impact the students' learning outcomes.


2012 ◽  
Vol 488-489 ◽  
pp. 1119-1124
Author(s):  
V. Govindarajalu ◽  
V.S. Senthil Kumar

This paper considers the problem of scheduling production activities in a real-life printing industry. The problem is modeled as a two-stage flexible flow shop problem with minimization of the makespan and the number of tardy jobs as the objective. Discrete event simulation has been performed using Extend simulation software to depict the real time model of the print industry. The setup time, processing time and completion time of the prioritized customers were obtained and validated with the real time industry inputs. After validation, the output of simulation data has been used to perform preliminary scheduling experiments. This paper deals with the comparison of three scheduling algorithms such as earliest completion time first (ECT), Earliest start time first (EST) and PCmax algorithm for the calculation of maximum occupancy time of various printing jobs. The results obtained using PC max shows the reduced make span of the printing jobs compared to other two algorithms with approximately 12% improvement in minimizing the makespan. Hence the P||Cmax scheduling method can be implemented in the industry to minimize the maximum occupancy time of a particular printing machine. This motivates the actual implementation of the proposed ILP (PCmax scheduling) procedure for the printing industry.


2021 ◽  
Vol 12 ◽  
Author(s):  
Christian Schubert ◽  
Lennart Seizer ◽  
Emil Chamson ◽  
Paul König ◽  
Norbert Sepp ◽  
...  

BackgroundLittle is known about the real-time cause-effect relations between IL-6 concentrations and SLE symptoms.MethodsA 52-year-old woman with mild SLE activity collected her entire urine for the determination of IL-6/creatinine and protein/creatinine levels (ELISA, HPLC) for a period of 56 days in 12 h intervals (total: 112 measurements). Additionally, she answered questionnaires (VAS) on oral ulceration, facial rash, joint pain, fatigue and tiredness and measured her temperature orally twice a day. Time-series analyses consisted of ARIMA modeling and cross-correlational analyses (one lag = 12 h, significance level = p < 0.05).ResultsStatistical analyses showed that increased urinary IL-6 concentrations preceded increased urinary protein levels by 36–48 h (lag3: r=+.225; p=.017) and that, in the opposite direction of effect, increased urinary protein preceded urinary IL-6 decreases by 12–24 h (lag1: r=–.322; p<.001). Moreover, urinary IL-6 increases co-occurred with increased oral ulceration (lag0: r=+.186; p=.049); after 48–60 h, however, IL-6 increases showed a strong tendency to precede oral ulceration decreases (lag4: r=–.170; p=.072). Increases in facial rash preceded decreases in urinary IL-6 after 84–96 h (lag7: r=–.215; p=.023). As to fatigue, increases in urinary IL-6 co-occurred with decreased fatigue (lag0: r=–.193; p=.042); after 84–96 h, however, IL-6 increases preceded fatigue increases (+lag7: r=+.189; p=.046). Finally, joint pain, tiredness and body temperature did not significantly correlate with urinary IL-6 concentrations in either direction of effect.ConclusionsThe results of this evaluation point to real-life feedback mechanisms between immune activity and SLE symptoms. Comparison with a previous evaluation of this patient suggests a counterregulatory mechanism between Th1 activity and IL-6. These findings are preliminary and require replication to draw firm conclusions about the real-time relation between IL-6 and SLE disease activity.


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