scholarly journals Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4

2021 ◽  
Vol 7 (2) ◽  
pp. 142
Author(s):  
Winarja Winarja ◽  
M Suyanto ◽  
Asro Nasiri

Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.

2018 ◽  
Vol 4 ◽  
pp. 35-42
Author(s):  
Alexander Zhyrytovskyi

Not long time ago people can only dream about the thing that they can see 3-dimensional world inside of the screen of the computer. Computers at that time can display only 256 colors on their screens, they can work only with integer numbers, and their computation speed was not fast enough. This dream comes true with the help of Id Software company. This company started to build its games by using of simplified 3D graphics. All these simplified 3D graphics were calculated by the software 3D rendering algorithms which were not published by these company. At that time there was a global goal to speedup calculations for 3D graphics and to make it look more realistic. The solution for this comes from hardware companies. Hardware companies started to work on hardware 3D accelerators, which can render 3D graphics much faster than software algorithms. These 3D accelerators are fully patented, so that no one knows how they are implemented inside. At that time there were proposed two 3D rendering interfaces: Direct3D and OpenGL. And manufacturers of graphic cards started supporting both of these interfaces. Lots of game development companies started to use these interfaces. And also Id Software company started to redesign its game engine to support these interfaces to take place in game market. From that time, everybody started to use 3D accelerators with built-in 3D rendering features and as a result everybody forgot about software 3D rendering algorithms. Nowadays the situation come in the following way, that most of the algorithms which are used in 3D games are not published on paper, and all the 3D accelerator internal algorithms are patented. All modern 3D graphics are fully conserved by the video cards, so that 3D rendering could not be developed in other way. The goal of this article is explanation of how 3D graphics can be displayed on the screen of the computer.


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.


2020 ◽  
Vol 14 ◽  
pp. 174830262096239 ◽  
Author(s):  
Chuang Wang ◽  
Wenbo Du ◽  
Zhixiang Zhu ◽  
Zhifeng Yue

With the wide application of intelligent sensors and internet of things (IoT) in the smart job shop, a large number of real-time production data is collected. Accurate analysis of the collected data can help producers to make effective decisions. Compared with the traditional data processing methods, artificial intelligence, as the main big data analysis method, is more and more applied to the manufacturing industry. However, the ability of different AI models to process real-time data of smart job shop production is also different. Based on this, a real-time big data processing method for the job shop production process based on Long Short-Term Memory (LSTM) and Gate Recurrent Unit (GRU) is proposed. This method uses the historical production data extracted by the IoT job shop as the original data set, and after data preprocessing, uses the LSTM and GRU model to train and predict the real-time data of the job shop. Through the description and implementation of the model, it is compared with KNN, DT and traditional neural network model. The results show that in the real-time big data processing of production process, the performance of the LSTM and GRU models is superior to the traditional neural network, K nearest neighbor (KNN), decision tree (DT). When the performance is similar to LSTM, the training time of GRU is much lower than LSTM model.


2014 ◽  
Vol 169 ◽  
pp. 443-453 ◽  
Author(s):  
Jeremiah J. Shepherd ◽  
Lingxi Zhou ◽  
William Arndt ◽  
Yan Zhang ◽  
W. Jim Zheng ◽  
...  

More and more evidence indicates that the 3D conformation of eukaryotic genomes is a critical part of genome function. However, due to the lack of accurate and reliable 3D genome structural data, this information is largely ignored and most of these studies have to use information systems that view the DNA in a linear structure. Visualizing genomes in real time 3D can give researchers more insight, but this is fraught with hardware limitations since each element contains vast amounts of information that cannot be processed on the fly. Using a game engine and sophisticated video game visualization techniques enables us to construct a multi-platform real-time 3D genome viewer. The game engine-based viewer achieves much better rendering speed and can handle much larger amounts of data compared to our previous implementation using OpenGL. Combining this viewer with 3D genome models from experimental data could provide unprecedented opportunities to gain insight into the conformation–function relationships of a genome.


Sensors ◽  
2018 ◽  
Vol 18 (9) ◽  
pp. 3084 ◽  
Author(s):  
Kyoungsoo Bok ◽  
Daeyun Kim ◽  
Jaesoo Yoo

As a large amount of stream data are generated through sensors over the Internet of Things environment, studies on complex event processing have been conducted to detect information required by users or specific applications in real time. A complex event is made by combining primitive events through a number of operators. However, the existing complex event-processing methods take a long time because they do not consider similarity and redundancy of operators. In this paper, we propose a new complex event-processing method considering similar and redundant operations for stream data from sensors in real time. In the proposed method, a similar operation in common events is converted into a virtual operator, and redundant operations on the same events are converted into a single operator. The event query tree for complex event detection is reconstructed using the converted operators. Through this method, the cost of comparison and inspection of similar and redundant operations is reduced, thereby decreasing the overall processing cost. To prove the superior performance of the proposed method, its performance is evaluated in comparison with existing methods.


2013 ◽  
Vol 278-280 ◽  
pp. 831-834 ◽  
Author(s):  
Xiao Sun ◽  
Hao Zhou ◽  
Xiang Jiang Lu ◽  
Yong Yang

This paper designed a motor winding testing system, it can do the dielectric withstand voltage test of inter-turn under 30kV.The system can communicate effectively between PC and machine, by using the PC's powerful capacity of process data and PLC's better stability and the Labview's convenient UI. So the system has real-time data collection, preservation, analysis and other characteristics. This system is able to achieve factory testing and type testing of the motor windings facilitating. Various performance indicators were stable and reliable by field test during a long time.


2019 ◽  
Vol 2 ◽  
pp. 1-7
Author(s):  
Adam Mertel ◽  
David Zbíral

<p><strong>Abstract.</strong> In this paper, we present a dataset of medieval monasteries and convents on the territory of today’s France and discuss the workflow of its integration. Spatial historical data are usually dispersed and stored in various forms &amp;ndash; encyclopedias and catalogues, websites, online databases, and printed maps. In order to cope with this heterogeneity and proceed to computational analysis, we have devised a method that includes the creation of a data model, data mining from sources, data transformation, geocoding, editing, and conflicts solving.</p><p> The resulting dataset is probably the most comprehensive collection of records on medieval monasteries within the borders of today’s France. It can be used for understanding the spatial patterns of medieval Christian monasticism and the implantation of the official Church infrastructure, as well as the relation between this official infrastructure and phenomena covered in other datasets. We open this dataset, as well as scripts for mining, to the public (https://github.com/adammertel/dissinet.monasteries) and provide a map tool to visualize, filter, and download the records (http://hde.geogr.muni.cz/monasteries).</p>


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