Fabio de Miranda's Library tagged → View Popular
AnimatLab Neuromechanical Simulation System
AnimatLab was written to address this problem. It provides a software environment in which models of the body and nervous system interact dynamically in a virtual physical world where all the relevant neural and physical parameters can be observed and manipulated. The program contains a ‘body editor’ that is used to assemble a model of the body of an animal (or part thereof) in LegoTM-like fashion, by attaching different sorts of parts to each other through a variety of joint mechanisms. Muscle attachments, muscles, stretch receptors, touch sensors, and chemical sensors can then be added to provide sensory and motor capabilities. A ‘neural editor’ is used to assemble virtual neural circuits using a variety of model neuron and synapse types. Model sensory neurons can then be linked to the body sensors, and motor neurons can be linked to the Hill model muscles to complete the loop.
Unreal Development Kit
UDK is free for noncommercial and educational use. Licensing terms are available to those who wish to sell UDK-powered games or to create commercial products for business use at www.udk.com/licensing.
3D modelling with webcam - nice papers and videos
The generation of 3D models is very useful for many computer vision applications. This paper introduces ProFORMA, a system designed to enable on-line reconstruction of textured 3D objects rotated by a user's hand. Partial models are created very rapidly and displayed to the user to aid view planning, as well as used by the system to robustly track the object pose. The system works by calculating the Delaunay tetrahedralisation of a point cloud obtained from on-line structure from motion estimation which is then carved using a recursive and probabilistic algorithm to rapidly obtain the surface mesh.
Vector Math Tutorial for 3D Computer Graphics
This is a tutorial on vector algebra and matrix algebra from the viewpoint of computer graphics. It covers most vector and matrix topics needed to read college-level computer graphics text books. Most graphics texts cover these subjects in an appendix, but it is often too short. This tutorial covers the same material at greater length, and with many examples.
Sim Ops Studios - Code 3D - serious games / Panda3d/ Python
A practical tool to create emergency simulations that run in Panda3D'
Voodoo - open source structure from motion system
The Voodoo Camera Tracker estimates camera parameters and reconstructs a 3D scene from image sequences. The estimation algorithm offers a full automatic and robust solution to estimate camera parameters for video sequences. The results are useful for many applications like film production, 3D reconstruction, or video coding. The estimated parameters can be exported to the 3D animation packages: 3D Studio Max, Blender, Lightwave, Maya, and Softimage.
The Voodoo Camera Tracker works very alike to commercial available camera trackers (also called match movers), e.g. 3D-Equalizer by Science-D-Visions, boujou by 2d3, Matchmover by RealViz , PFTrack by The Pixel Farm, SynthEyes by Andersson Technologies, or VooCAT by Scenespector Systems. Please consider buying a commercial product, if you need a camera tracker with professional support.
The estimation method consist of five processing steps:
1) Automatic detection of feature points
2) Automatic correspondence analysis
3) Outlier elimination
4) Robust incremental estimation of the camera parameters
5) Final refinement of the camera parameters
Computing Now | IEEE Computer Graphics and Applications | Videos | Wall-E
The following videos are short clips from the making of the feature animated film WALL•E and demonstrate aspects of technology used to create its crowd animation. Many images are rough previews of work in progress, although the later videos include some finished work.
Autodesk - Autodesk FBX
Autodesk is aiming for full interoperability between Maya and 3DS Max by now taking FBX seriously (it's been around for 5 years already). No word on XSI yet
GameDev.net - Product Review - Autodesk 3ds Max 2010
After a couple of releases that have focused on internal issues, the latest release of 3ds Max returns to the focus on new features. 3ds Max 2010 includes a number of subtle interface changes and more powerful viewport preview options. It also includes a radical new poly modeling paradigm called collectively, the Graphite Modeling tools. These tools are presented using a new dynamic set of panels and toolbars called the Ribbon.
Other key new features include, the Material Explorer for viewing and changing multiple material properties at once; a Viewport Canvas for painting textures directly on 3D objects; and a feature to auto-render a variety of surface maps. The ProSound feature for adding multiple audio tracks to a scene is also a welcome addition.
Add to this burgeoning list of new features, menus for identifying modeling problems, several new useful modifiers, a Container structure for bundling and locked scene assets and multiple rendering improvements and the results are the most powerful version of Max to date.
Interface Modifications
The interface for 3ds Max 2010 has some subtle changes, but nothing that will severely alter any of your current workflows. The one exception is the new Ribbon interface that holds the Graphite Modeling tools. The most notable new change is that all of the standard icon buttons have been redesigned. The new icons resemble the old ones and are roughly located in the same location, so finding the commands you're familiar with won't be too much of a task.
Another key interface change is that several new icon buttons are located on the document's title bar. These new toolbars include several file buttons for loading and saving files, undo and redo commands and a help search field for quickly finding answers to specific keywords.
Another helpful interface addition is the Transform Toolbox. This panel lets you rotate, size and align the current selection with single button clicks. It also includes a button for creating a quick clone of the current object.
Atmosphir: 3D platformers engine
Levels are based inside a 100x100x100 voxel-like space.
Apparently there's a free version. Check later
3Dsee - Home
By uploading a set of images to our server we will automatically reconstruct a photo-realistic 3D model for you, returning it as a greyscale bump-map.
A real-time interactive raytracer in Launchpad
Raytracing can now be on a part with rasterization. Traditionnally, raytracing is too slow for use in games but creates better images. With the advent of multicores and new algorithms, interactive and realtime processing is now possible.
Source code: Parallel Tracking and Mapping for Small AR Workspaces (PTAM)
This work has received a lot of attention at ISMAR 2007 and ECCV 2008. Worth checking
BuildAR - HIT Lab NZ
Creating an AR experience poses technical challenges and requires various technologies including video capture, image processing, 3D maths and computer graphics.
BuildAR provides a graphical user interface that simplifies the process of authoring AR scenes, allowing you to experience augmented reality first hand on your desktop computer. All you need is a PC, a webcam and some printed patterns.
The mystery of the blend (Blender File Format)
First I'll describe how Blender works with blend-files. You'll notice why the blend-file-format is not that well documented, as from Blender's perspective this is not needed. We look at the global file-structure of a blend-file (the file-header and file-blocks). After this is explained, we go deeper to the core of the blend-file, the DNA-structures. They hold the blue-prints of the blend-file and the key asset of understanding blend-files. When that's done we can use these DNA-structures to read information from elsewhere in the blend-file.
In this article we'll be using the default blend-file from Blender 2.48, with the goal to read the output resolution from the Scene. The article is written to be programming language independent and I've setup a web-site for support.
jme-jbullet - Google Code
This is a first stab at integrating the JBullet engine into the JMonkey API. I make no guarantees about how well the code will function until I declare it ready for release.
Division Blocks (GECCO 2007)
We present a new framework for artificial life involving physically simulated, three-dimensional blocks called Division Blocks. Division Blocks can grow and shrink, divide and form joints, exert forces on joints, and exchange resources. They are controlled by recurrent neural networks that evolve, along with the blocks, by natural selection. Division Blocks are simulated in an environment in which energy is approximately conserved, and in which all energy derives ultimately from a simulated sun via photosynthesis. In this paper we describe our implementation of Division Blocks and some of the ways that it can support experiments on the open-ended evolution of development, form, and behavior. We also present preliminary data from simulations, demonstrating the reliable emergence of cooperative resource transactions.
YouTube - Division Blocks (GECCO 2007 Movie)
A movie showing the "Division Blocks" artificial life environment, as described in "Division Blocks and the Open-Ended Evolution of Development, Form, and Behavior," by Lee Spector, Jon Klein, and Mark Feinstein (to appear in the Proceedings of the Genetic and Evolutionary Computation Conference, GECCO-2007).
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