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2021 ◽  
Vol 20 ◽  
pp. 237-242
Author(s):  
Damian Sołtysiuk ◽  
Maria Skublewska-Paszkowska

The article discusses the issue of displaying graphics in web browsers. A couple of methods related to its display can be distinguished. The methods discussed are: SVG, HTML5 Canvas and the WebGl graphics engine. The research was done using a dedicated web application written in Angular and TypeScript language along with the help of Two.js library for displaying 2D graphics. After analyzing all the results it concluded that, guided by the rendering time of the elements, HTML5 Canvas turned out to be the best method. On the other hand, the best method which achieves the highest number of FPS for animation is WebGl.


Author(s):  
A.-M. Boutsi ◽  
S. Verykokou ◽  
S. Soile ◽  
C. Ioannidis

Abstract. Augmented Reality (AR) is more than an added value for Cultural Heritage (CH); it is vital for its sustainability, promotion and dissemination, increasing accessibility in CH even during difficult periods of time, like the Covid-19 pandemic. In order to be meaningful and engaging, an AR application should have the following characteristics: easiness of use, high-quality representations and compatibility. This paper presents a marker-less mobile AR application for the display and inspection of high-resolution 3D cultural assets, overlayed on a particular location in the real-world scene. Instead of predefined markers, an image captured by the user is exploited as a pattern for real-time feature matching, pose estimation and scene augmentation. Our approach is based on pure computer vision and photogrammetric techniques, implemented using native C++ and Java code for Android mobile platforms. It is built with the use of the OpenCV library and the OpenGL ES graphics API without any dependencies of AR Software Development Kits (SDKs). Therefore, it supports cross-vendor portability regarding mobile model devices and hardware specifications. The evaluation of the developed application examines the performance of various matching techniques and the overall responsiveness of processing and 3D rendering on mid-range and low-end smartphones. The results showcase the reliability and responsiveness of the pattern recognition as well as the potential of the 3D graphics engine to render and overlay complex 3D models balancing between visual quality and time. The proposed methodology is applied to the Ciborium of the church of St. Charalabos, located at St. Stephen’s Monastery in Meteora, Greece.


UNICIÊNCIAS ◽  
2021 ◽  
Vol 25 (1) ◽  
pp. 57-64
Author(s):  
Anderson De Vechi ◽  
Carlos Alberto De Oliveira Magalhães Júnior

O eucalipto, planta exótica originária da Austrália, chegou ao Brasil e se adaptou ao clima e ao solo, circunstâncias que auxiliaram seu pleno desenvolvimento. Como consequência, o eucalipto se alastrou em vários estados brasileiros, sua madeira passou a ser industrializada, o que lhe agregou valor econômico. O presente artigo aborda indagações relativas sobre o eucalipto e a educação ambiental critica quanto a cultura dessa espécie, explorando os aspectos da sua utilização e os questionamentos ambientais em relação aos recursos naturais do ecossistema.Na abordagem metodológica investigou-se, por meio de visitas in loco, cinco propriedades de Goioerê, PR, especialmente em um bairro cujo nome fictício é “São Miguel”, visando conhecer como o manejo do eucalipto ocorre nessa região paranaense. Elaborou-se um almanaque digital com o software Scratch e um jogo digital por meio do software motor gráfico Unity, nos quais constam aspectos do eucalipto e da educação ambiental.O jogo digital expõe, práticas direcionadas para a educação ambiental e temas acerca dessa espécime exótica, denotando a percepção e importância das árvores nativas bem como o processo de preservação e conservação, fortalecendo a concepção a respeito do município de Goioerê e o seu ecossistema. Após os resultados advindos com a produção do jogo e almanaque, e estes foram disponibilizados aos professores de Ciências e Biologia para serem utilizados em suas práticas pedagógicas, e para os produtores rurais como informativo. Esperou-se que os saberes ali dispostos transmitam uma percepção crítica relativa à produção do eucalipto, integrando os conceitos relacionados a essa espécie de planta no âmbito das Ciências Ambientais.   Palavras-chave: Eucalyptus. Saber ambiental. Impactos Ambientais.     Abstract   Eucalyptus, an exotic plant originally from Australia, arrived in Brazil and adapted to the climate and soil, circumstances that helped its full development. As a consequence, eucalyptus spread in several Brazilian states, its wood started to be industrialized, which added economic value. This article addresses questions concerning eucalyptus and critical environmental education regarding the culture of this species, exploring aspects of its use and environmental questions in relation to the natural resources of the ecosystem. loco, five properties in Goioerê, PR, especially in a neighborhood whose fictitious name is “São Miguel”, aiming to understand how the management of eucalyptus occurs in this region of Paraná. A digital almanac was created with the Scratch software and a digital game using the Unity graphics engine software, which contains aspects of eucalyptus and environmental education, denoting the perception and importance of native trees as well as the preservation and conservation process, strengthening the conception regarding the municipality of Goioerê and its ecosystem. After the results resulting from the production of the game and almanac, these were made available to Science and Biology teachers to be used in their pedagogical practices, and to rural producers as information. It was hoped that the knowledge available there will convey a critical perception regarding the production of eucalyptus, integrating the concepts related to this species of plant within the scope of Environmental Sciences.   Keywords: Eucalyptus. Environmental knowledge. Environmental Impacts.


NeuroSci ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 109-119
Author(s):  
Szczepan Paszkiel ◽  
Ryszard Rojek ◽  
Ningrong Lei ◽  
Maria António Castro

The article describes the practical use of Unity technology in neurogaming. For this purpose, the article describes Unity technology and brain–computer interface (BCI) technology based on the Emotiv EPOC + NeuroHeadset device. The process of creating the game world and the test results for the use of a device based on the BCI as a control interface for the created game are also presented. The game was created in the Unity graphics engine and the Visual Studio environment in C#. The game presented in the article is called “NeuroBall” due to the player’s object, which is a big red ball. The game will require full focus to make the ball move. The game will aim to improve the concentration and training of the user’s brain in a user-friendly environment. Through neurogaming, it will be possible to exercise and train a healthy brain, as well as diagnose and treat various symptoms of brain disorders. The project was entirely created in the Unity graphics engine in Unity version 2020.1.


Author(s):  
Igor Abrahão Arantes ◽  
Bernardo Giorni Abijaude Bracarense ◽  
Samuel Marinho Leidner ◽  
Humberto de Campos Rezende ◽  
João Victor Boechat Gomide

This paper presents the workflow for developing an animated short film, Fio, using real-time rendering. Real-time rendering is a recently commercially available alternative and has drastically reduced rendering time.Rendering means graphically processing an image, or layers of images, so that it can be displayed after processing, immediately. It is a critical step in computer graphics and determines the quality of the final image and the time required for it to be available for display. Previously, rendering required many minutes for each image frame, with multiple and costly processors. Currently, one render per frame is achieved in less than a second, with an equivalent look and a smaller amount of processing.To render in real time, the graphics engine Unreal Engine, a pioneer in this type of solution, was used. For this type of use, to render scenes, the software is free. Software of relevance in the creative industry were chosen as well, such as Autodesk Maya for animations and modeling, zBrush for sculptures, Substance Painter and Photoshop for composing textures, Audition for soundtracks, Premiere for editing. The engine itself has tools for lighting and composition. Other experimental alternatives were tested in the workflow, such as the use of hand-drawn textures with pastel chalks.This paper will introduce each step of the workflow for producing an animated short film, with the preparation of the scene adjustments to be imported by the Unreal engine at the end. The first minute of this animation is accessible in https://vimeo.com/503536788.


2019 ◽  
Vol 252 ◽  
pp. 03007
Author(s):  
Jakub Smołka ◽  
Kamil Miszta ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik

Frequently the quality of a path returned by a pathfinding algorithm is more important than the performance of that algorithm. This paper presents a new algorithm, based on A*, which is better suited for use in 3D game engines. The modification was evaluated by a series of comparative tests. The standard A* algorithm was used as a benchmark in the comparisons. The changes in the algorithm consist in using a different heuristic, adding vertex penalties, and post-processing of the path. A custom-built 3D graphics engine was used as the test environment. The paths generated by the new algorithm are a more natural choice for humans than the ones selected by the standard A* algorithm.


Sensors ◽  
2018 ◽  
Vol 18 (12) ◽  
pp. 4399 ◽  
Author(s):  
Cristina Olaverri-Monreal ◽  
Javier Errea-Moreno ◽  
Alberto Díaz-Álvarez ◽  
Carlos Biurrun-Quel ◽  
Luis Serrano-Arriezu ◽  
...  

In-vehicle applications that are based on Vehicle-to-Everything (V2X) communication technologies need to be evaluated under lab-controlled conditions before performing field tests. The need for a tailored platform to perform specific research on the cooperative Advanced Driving Assistance System (ADAS) to assess the effect on driver behavior and driving performance motivated the development of a driver-centric traffic simulator that is built over a 3D graphics engine. The engine creates a driving situation as it communicates with a traffic simulator as a means to simulate real-life traffic scenarios. The TraCI as a Service (TraaS) library was implemented to perform the interaction between the driver-controlled vehicle and the Simulation of Urban MObility (SUMO). An extension of a previous version, this work improves simulation performance and realism by reducing computational demand and integrating a tailored scenario with the ADAS to be tested. The usability of the implemented simulation platform was evaluated by means of an experiment related to the efficiency of a Traffic Light Assistant (TLA), showing the analysis of the answer that 80% of the participants were satisfied with the simulator and the TLA system implemented.


Author(s):  
Z. Liu ◽  
C. Li ◽  
Z. Zhao ◽  
D. Zhang ◽  
F. Wang ◽  
...  

<p><strong>Abstract.</strong> This paper presents a viewpoint-related fusion method of massive vector data and 3D terrain, in order to superpose the massive 2D vector data onto the undulating multi-resolution 3D terrain precisely and efficiently. First, the method establishes an adaptive hierarchical grid spatial index for vector data. It will determine the geographic spatial relationship between vector data and the tiles of 3D terrain in the visible area; secondly, this method will use the improved sub-pixel graphics engine AggExt to generate textures for vector data that has been bound to terrain tiles in real time; Finally, considering that a large amount of vector data will generate a lot of 2D textures in the computer memory, the method should release the “expired” vector textures. In this paper, in order to take into account the real-time convergence and the smooth interactivity of 3D scenes, this method will adopt a multi-threading strategy. The experimental results show that this method can realize the real-time and seamless fusion of massive vector objects on the 3D terrain, and has a high rendering frame rate. It can also reduce the aliasing produced by traditional texture-based methods and improve the quality of vector data fusion.</p>


2018 ◽  
Vol 1 (2) ◽  
pp. 58
Author(s):  
César Villacís ◽  
Walter Fuertes ◽  
Margarita Zambrano ◽  
Carlos Cabascango ◽  
Edwin Cuichán ◽  
...  

Abstract. The computer graphics of regular polygons and their applications is a scarcely studied area that allows to create situations of significant learning by its mathematical and geometric content. This research presents the design and programming of regular polygons and composite sacred figures using computational analytical geometry and development tools such as C#, GDI+ graphics engine and Java with SWING graphical interface. In order to achieve this, the Agile Extreme Programming (XP) methodology has been used to translate computer graphics software applications, with the purpose of understanding how computer graphics work to generate combinations of geometric figures based on regular polygons, fully parameterizable. The proof of concept, which included the evaluation of the application performance in both the .NET framework and the NetBeans IDE were carried out with a student’s group of engineering in Computer Graphics subject.


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