scholarly journals PROCEDURAL GENERATION OF MASSIVE 3D GEOMETRY USING IMPROVED MARCHING CUBES ALGORITHM

Author(s):  
А.А. Третьяков

Процедурная генерация, или создание контента во время работы программы, это сложное направление, которое требует не только понимания 3D-графики, но и навыков программирования графики, что часто сводится к изучению работы графических процессоров. Из-за такой сложности разработчики часто используют уже готовые инструменты для создания контента. Такие инструменты обобщают и упрощают работу, предоставляя большой заготовленный набор функции, который можно использовать не зная программирования вовсе. К сожалению, обобщение часто приводит к уменьшению гибкости и вводит новые ограничения. Статистика показывает, что использование процедурной генерации, для создания массивной 3D-геометрии, невозможно при использовании готовых инструментов с уже заготовленными функциями. Такие инструменты не позволяют воплотить огромные масштабы массивной геометрии в жизнь из-за различных ограничений. Кроме того, существующие алгоритмы создания 3D-геометрии часто не учитывают применение этих алгоритмов для создания массивной 3D-геометрии, например, планет. Рассматриваемый в этой работе алгоритм Marching Cubes также не учитывает применение алгоритма для создания массивной геометрии, из-за чего применение этого алгоритма в таких целях будет иметь много ограничений и много недостатков. Но данный алгоритм выбран не случайно, он обладает большой популярностью и мы поговорим почему. Данная работа фокусируется на представлении новой модификации на уже существующий алгоритм Marching Cubes в целях применения его в рамках массивной геометрии. Данный алгоритм найдет применение в компьютерных играх с космической тематикой, наш алгоритм позволяет создавать массивную 3D-геометрию планетарных масштабов даже на слабых компьютерах без особых затрат по ресурсам. Кроме того, наш алгоритм позволяет изменять сгенерированную геометрию в реальном времени, без задержек по времени, что так важно компьютерным играм. Procedural generation, or the creation of content while a program is running, is a complex area that requires not only an understanding of 3D graphics, but also graphics programming skills, which often boils down to learning how GPUs work. Because of this complexity, developers often use off-the-shelf content creation tools. Such tools generalize and simplify work by providing a large pre-built set of functions that can be used without knowing programming at all. Unfortunately, generalization often reduces flexibility and introduces new constraints. Statistics show that using procedural generation to create massive 3D geometry is impossible when using ready-made tools with already prepared functions. Such tools do not allow the huge scales of massive geometry to be brought to life due to various constraints. In addition, existing 3D geometry creation algorithms often do not account for the application of these algorithms to create massive 3D geometry such as planets. The Marching Cubes algorithm considered in this work also does not take into account the use of the algorithm for creating massive geometry, which is why the use of this algorithm for such purposes will have many limitations and many disadvantages. But this algorithm was not chosen by chance, it is very popular and we will talk why. This work focuses on modifying the existing Marching Cubes algorithm to apply it to massive geometry. This algorithm will find application in computer games with a space theme, our algorithm allows to create massive 3D geometry of planetary scales even on a low-end computers without special resource costs. In addition, our algorithm allows to change the generated geometry in real time, without time delays, which is so important for computer games.

2013 ◽  
Vol 13 (03) ◽  
pp. 1350009
Author(s):  
PAULO ROBERTO DE CARVALHO ◽  
MAIKON CISMOSKI DOS SANTOS ◽  
WILLIAM ROBSON SCHWARTZ ◽  
HELIO PEDRINI

The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demonstrate that the proposed method presents superior frame rate for all scenes.


Author(s):  
António Pessoa de Magalhães ◽  
Bernard Riera ◽  
Bruno Vigário

This chapter is about a serious game named ITS PLC, an interactive simulation tool aimed at control systems education and training that includes the latest technologies from the video and computer games industry; namely, real-time 3D graphics, physics and sound. The goal of the game is to make five virtual industrial plants work correctly by using an external and real programmable logic controller (PLC) running the proper software, which the trainee must develop. The main purpose of the chapter is to testify the excellent properties of ITS PLC as an educational tool throughout a collection of three success stories: the first one shows how virtual scenarios can be used to investigate real problems; the usage of ITS PLC in an “edutainment” scenario is the theme of the second story; the third case testifies the benefits of ITS PLC in introductory automation programs.


Impact ◽  
2020 ◽  
Vol 2020 (2) ◽  
pp. 9-11
Author(s):  
Tomohiro Fukuda

Mixed reality (MR) is rapidly becoming a vital tool, not just in gaming, but also in education, medicine, construction and environmental management. The term refers to systems in which computer-generated content is superimposed over objects in a real-world environment across one or more sensory modalities. Although most of us have heard of the use of MR in computer games, it also has applications in military and aviation training, as well as tourism, healthcare and more. In addition, it has the potential for use in architecture and design, where buildings can be superimposed in existing locations to render 3D generations of plans. However, one major challenge that remains in MR development is the issue of real-time occlusion. This refers to hiding 3D virtual objects behind real articles. Dr Tomohiro Fukuda, who is based at the Division of Sustainable Energy and Environmental Engineering, Graduate School of Engineering at Osaka University in Japan, is an expert in this field. Researchers, led by Dr Tomohiro Fukuda, are tackling the issue of occlusion in MR. They are currently developing a MR system that realises real-time occlusion by harnessing deep learning to achieve an outdoor landscape design simulation using a semantic segmentation technique. This methodology can be used to automatically estimate the visual environment prior to and after construction projects.


Author(s):  
Chun-ying Huang ◽  
Yun-chen Cheng ◽  
Guan-zhang Huang ◽  
Ching-ling Fan ◽  
Cheng-hsin Hsu

Real-time screen-sharing provides users with ubiquitous access to remote applications, such as computer games, movie players, and desktop applications (apps), anywhere and anytime. In this article, we study the performance of different screen-sharing technologies, which can be classified into native and clientless ones. The native ones dictate that users install special-purpose software, while the clientless ones directly run in web browsers. In particular, we conduct extensive experiments in three steps. First, we identify a suite of the most representative native and clientless screen-sharing technologies. Second, we propose a systematic measurement methodology for comparing screen-sharing technologies under diverse and dynamic network conditions using different performance metrics. Last, we conduct extensive experiments and perform in-depth analysis to quantify the performance gap between clientless and native screen-sharing technologies. We found that our WebRTC-based implementation achieves the best overall performance. More precisely, it consumes a maximum of 3 Mbps bandwidth while reaching a high decoding ratio and delivering good video quality. Moreover, it leads to a steadily high decoding ratio and video quality under dynamic network conditions. By presenting the very first rigorous comparisons of the native and clientless screen-sharing technologies, this article will stimulate more exciting studies on the emerging clientless screen-sharing technologies.


2012 ◽  
Vol 1 (3) ◽  
pp. 49-61 ◽  
Author(s):  
Michael Auer

Parallel processing methods in Geographic Information Systems (GIS) are traditionally used to accelerate the calculation of large data volumes with sophisticated spatial algorithms. Such kinds of acceleration can also be applied to provide real-time GIS applications to improve the responsiveness of user interactions with the data. This paper presents a method to enable this approach for Web GIS applications. It uses the JavaScript 3D graphics API (WebGL) to perform client-side parallel real-time computations of 2D or 2.5D spatial raster algorithms on the graphics card. The potential of this approach is evaluated using an example implementation of a hillshade algorithm. Performance comparisons of parallel and sequential computations reveal acceleration factors between 25 and 100, mainly depending on mobile or desktop environments.


IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Chien-Wen Chen ◽  
Min-Chun Hu ◽  
Wei-Ta Chu ◽  
Jun-Cheng Chen

2021 ◽  
Vol 47 (3) ◽  
pp. 215-223
Author(s):  
Delia Irazú Hernández Farías ◽  
Rafael Guzmán Cabrera ◽  
Teodoro Cordova Fraga ◽  
José Zacarías Huamaní Luna ◽  
Jose Francisco Gomez Aguilar

2018 ◽  
Vol 2018 ◽  
pp. 1-12 ◽  
Author(s):  
Mohammad Zohaib

Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game’s features, behaviors, and scenarios in real-time, depending on the player’s skill, so that the player, when the game is very simple, does not feel bored or frustrated, when it is very difficult. The intent of the DDA is to keep the player engrossed till the end and to provide him/her with a challenging experience. In traditional games, difficulty levels increase linearly or stepwise during the course of the game. The features such as frequency, starting levels, or rates can be set only at the beginning of the game by choosing a level of difficulty. This can, however, result in a negative experience for players as they try to map a predecided learning curve. DDA attempts to solve this problem by presenting a customized solution for the gamers. This paper provides a review of the current approaches to DDA.


2005 ◽  
Vol 5 (2) ◽  
pp. 111-115 ◽  
Author(s):  
Tomoyuki Fujimori ◽  
Hiromasa Suzuki ◽  
Yohei Kobayashi ◽  
Kiwamu Kase

This paper describes a new algorithm for contouring a medial surface from CT (computed tomography) data of a thin-plate structure. Thin-plate structures are common in mechanical structures, such as car body shells. When designing thin-plate structures in CAD (computer-aided design) and CAE (computer-aided engineering) systems, their shapes are usually represented as surface models associated with their thickness values. In this research, we are aiming at extracting medial surface models of thin-plate structures from their CT data for use in CAD and CAE systems. Commonly used isosurfacing methods, such as marching cubes, are not applicable to contour the medial surface. Therefore, we first extract medial cells (cubes comprising eight neighboring voxels) from the CT data using a skeletonization method to apply the marching cubes algorithm for extracting the medial surface. It is not, however, guaranteed that the marching cubes algorithm can contour those medial cells (in short, not “marching cubeable”). In this study, therefore we developed cell operations that correct topological connectivity to guarantee such marching cubeability. We then use this method to assign virtual signs to the voxels to apply the marching cubes algorithm to generate triangular meshes of a medial surface and map the thicknesses of thin-plate structures to the triangle meshes as textures. A prototype system was developed to verify some experimental results.


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