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(2. Volume rendering of 3D climate variable fields)
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* Implement an algorithm to display overlays according to line projection over the 3D surface
 
* Implement an algorithm to display overlays according to line projection over the 3D surface
 
* Design and implement a real-time navigation model over the generated relief
 
* Design and implement a real-time navigation model over the generated relief
 +
 +
=== Revisions ===
 +
# Formulation problem, methodoly and class diagram (10%)
 +
# Visualize the terrain mesh  (10%)
 +
# Implement illumination and material model, implement color palette (10%)
 +
# Redefinition of camera model (10%)
 +
# Implement a iso-lines algorithm (10%)
 +
# Final delivery (20%)
  
 
=== Required Data ===
 
=== Required Data ===
 
* Global 30 Arc-Second Elevation (GTOPO30) [https://lta.cr.usgs.gov/GTOPO30]
 
* Global 30 Arc-Second Elevation (GTOPO30) [https://lta.cr.usgs.gov/GTOPO30]
 +
* Shorelines south-America (coast lines, river lines)
 +
* Terrain elevation model palette
  
 
== 2. Volume rendering of 3D climate variable fields ==
 
== 2. Volume rendering of 3D climate variable fields ==
  
[[File:volrend.png|thumb|200px|Volume rendering sample, Source: stormhunter]]  
+
[[File:volrend.png|thumb|180px|Volume rendering sample]]  
[[File:volrend2.jpg|thumb|200px|Volume rendering sample, Source: stormhunter]]  
+
[[File:volrend2.jpg|thumb|180px|Volume rendering sample]]  
[[File:Volrend3.jpg|thumb|200px|Volume rendering sample, Source: stormhunter]] The aim of this project is the rendering and navigation a 3D field. This is visualization by applying a palette which establish what objects or structures may be seen. The user can choose a palette of a set predefined of these. The main idea is to enhance the visualization of different structures depending of the selected palette.
+
[[File:volrend4.jpg|thumb|180px|Advance volume rendering]]The aim of this project is the rendering and navigation a 3D field. This is visualization by applying a palette which establish what objects or structures may be seen. The user can choose a palette of a set predefined of these. The main idea is to enhance the visualization of different structures depending of the selected palette.
  
 
=== Objectives ===
 
=== Objectives ===
* Implement a algorithm for volume rendering  
+
* Implement a algorithm for volume rendering given a 4D scalar field
 
* Build a scene which is composed by a map and a 3D fluid field over the map.
 
* Build a scene which is composed by a map and a 3D fluid field over the map.
* Implement a collection of palettes of RGBA colors.
+
* Implement a collection of RGBA color palettes.
* Propose a navigation schema of animation over time.
+
* Design widget to control of time animation.
 
* Propose a system to select a predefined palette.
 
* Propose a system to select a predefined palette.
 +
* Implement a navigation scheme airplane based.
 +
 +
=== Revisions ===
 +
# Formulation problem, Methodoly and class diagram (10%)
 +
# Scenario (parser of datafiles: shorelines, field 4D, palettes) (10%)
 +
# Management of collection palette (10%)
 +
# Implement Volume rendering strategy (10%)
 +
# Redefinition of camera model and data allocation (10%)
 +
# Final delivery (20%)
 +
  
 
=== Data ===
 
=== Data ===
* Shorelines of south-america and caribbean.
+
* Shorelines of south-America and Caribbean.
 
* Field 4D (XX latitudes, YY longitudes, ZZ levels, and TT timestep)
 
* Field 4D (XX latitudes, YY longitudes, ZZ levels, and TT timestep)
* Given palettes pre-designed
+
* Given palettes pre-designed collection
  
 
== 3. Construction and rendering of 3D iso-surfaces  from volumetric scalar and vector fields ==
 
== 3. Construction and rendering of 3D iso-surfaces  from volumetric scalar and vector fields ==
  
The aim is to  
+
[[File:isosurf5.gif|thumb|180px|Iso-Surface, climate]]
 +
[[File:isosurf3.png|thumb|180px|Iso-surface, tomography]]
 +
[[File:isosurf.gif|thumb|180px|Iso-surface, Magnetic resonance]]
 +
The aim is to build and rendering a mesh given a field 3D. The render of the mesh, should include a illumination scheme, material modeling, and the use of a color palette, in order to view a advanced visualization of a vector field 3D.
 +
 
 +
 
 
=== Objectives ===
 
=== Objectives ===
* ...  
+
* Implement a algorithm for build a iso-surface mesh given a 3D scalar field
 +
* Build a scene which is composed by a map and a 3D scalar field over the map.
 +
* Management a color palette related to field intensity.
 +
* Propose a material and illumination model
 +
* Implement a navigation scheme airplane based.
 +
* Design widget to change the field value.
 +
 
 +
 
 +
=== Revisions ===
 +
# Formulation problem, methodoly and class diagram (10%)
 +
# Scenario (parser of datafiles: shorelines, field 3D, palettes) (10%)
 +
# Implement illumination, material model, and management of collection palette (10%)
 +
# Redefinition of camera model (10%)
 +
# Implement a iso-surface algorithm (10%)
 +
# Final delivery (20%)
 +
 
  
 
=== Data ===
 
=== Data ===
 +
* Shorelines of south-America and Caribbean.
 +
* Field 3D (XX latitudes, YY longitudes, and ZZ levels)
 +
* Given a palette for field intensity
  
 
== 4. Cloud generation, rendering and optical properties simulation  ==
 
== 4. Cloud generation, rendering and optical properties simulation  ==
TODO: (Hugo)
+
[[File:cloudGeom.png|thumb|180px|Cloud Geometry]]
 +
[[File:virtualSky.png|thumb|180px|Illumination effects according to outdoors cloud conditions]]
 +
Both recreational (videogames) and professional visualization applications can be enhanced by advances in hardware acceleration and high quality rendering standards. Better degrees of realism are now achieved by modeling not only geometry, but also the physical properties of scene objects and interactions. Cloud rendering (and the illumination effects of a particular cloud cover) could improve the rendering quiality of outdoor scenes.
  
 
=== Objectives ===
 
=== Objectives ===
* ...
+
* Design a model for generating different kind of clouds (nimbus, cumulus, cirrus, stratus, etc.), reproduce basic cloud evolution and cloud rendering
  
 
=== Data ===
 
=== Data ===
 +
* Cloud generation model
 +
* Optical model of light interaction with clouds
 +
 +
=== Midterm products ===
 +
* Basic cloud geometry generation
 +
* Test for cloud dynamics in presence of winds
 +
* Cloud rendering using cloud physical properties
 +
* Virtual landscape based on cloud rendering and variable illumination according cloud cover
  
 
== 5. Rendering and animation of hierarchical articulated models (case study: human skeleton from Kinect realtime video) ==
 
== 5. Rendering and animation of hierarchical articulated models (case study: human skeleton from Kinect realtime video) ==
TODO: (Hugo)
+
[[File:kinectSkel.png|thumb|180px|Articulated model and motion capture]]
 +
[[File:Avatar3D.png|thumb|180px|Virtual gym for rehabilitation]]
 +
 
 +
This project is intended to provide real-time third person (avatar) visualization of human movement
 +
according to the actual behaviour of people interacting with a Computer Vision (Kinect) system. The resulting tool will support physical and cognitive rehabilitation based on visual feedback (virtual environments and activities).
  
 
=== Objectives ===
 
=== Objectives ===
* ...  
+
* Load a mesh surface representing the human body
 +
* Create a realistic visualization using basic textures (skin, hair, clothes)
 +
* Create and implement a virtual gym where the avatar will perform real-time acquired movement
 +
* Fit the human body mesh with the movement of an articulated model build upon human silhouette acquired via Kinect (c) (OpenFrameworks wrapper).
  
 
=== Data ===
 
=== Data ===
 +
* Articulated model structure and dynamics (specification in C++)
 +
* Human body mesh surface (with textures)
 +
 +
=== Midterm products ===
 +
* Basic avatar specification and rendering code
 +
* 3D scene (virtual gym) specification and rendering code, implementing basic avatar geometric transformations
 +
* Interface for articulated model movement acquisition and rendering test
 +
* Complete application: 3D avatar moving across the virtual gym according to Kinect human motion capture
  
 
== 6. Particle system animation according to vector fields ==
 
== 6. Particle system animation according to vector fields ==
TODO: (Jorge)
+
 
 +
[[File:particle.png|thumb|180px|Particle system, climate]]
 +
[[File:particle3.jpg|thumb|180px|Particle system, wind]]
 +
[[File:particle4.jpg|thumb|180px|Particle system, smoke]]The aim is to create a system of particles which begin in a random position and they move in a direction determined by a wind field 3D. The program receive an array of 3D vector data which correspond to wind information in each point of the space. Each particle, given its position, move in pre-defined direction by wind vector, which is interpolated from near values to the particle position. The color of each particle depend of its scalar velocity. When the timestep is changed the particles follow to new wind field associated.
  
 
=== Objectives ===
 
=== Objectives ===
* ...  
+
* Implement a algorithm for move a particle system given a 3D vector field
 +
* Build a scene which is composed by a map and a 3D scalar field over the map.
 +
* Management a color palette related to wind velocity.
 +
* Implement a navigation scheme airplane based.
 +
* Design widget to control of time animation.
 +
 
 +
=== Revisions ===
 +
# Formulation problem, methodology and class diagram (10%)
 +
# Scenario (parser of datafiles: shorelines, field 3D, palettes) (10%)
 +
# Redefinition of camera model (10%)
 +
# Implement a iso-surface algorithm (10%)
 +
# Implement widget to change the timestep and data allocation (10%)
 +
# Final delivery (20%)
  
 
=== Data ===
 
=== Data ===
 +
* Shorelines of south-America and Caribbean.
 +
* Field 4D (XX latitudes, YY longitudes, ZZ levels, and TT timestep)
 +
* A palette related to velocity of the wind
  
 
== 7. Advanced rendering with local texture mapping  ==
 
== 7. Advanced rendering with local texture mapping  ==
TODO: (Hugo)
+
[[File:MultiViewBug.jpg|thumb|180px|Insect surface reconstruction]]
 +
[[File:BugRender.jpg|thumb|180px|Insect model rendering with texture]]
 +
Specialized visualization applications require the adaptation of the software to the specific needs of expert users. In zoology entomology and ecology, among others, the correct representation of the distinctive features of particular specimens is a must. The goal of this project is the achievement of a high quality rendering of 3D insect models (specimen surface) using high definition textures from multiview acquisitions.
  
 
=== Objectives ===
 
=== Objectives ===
* ...  
+
* Develop a visualization application for 3D meshes (detailed 3D reconstruction surfaces) taking into account material properties and high definition texture mapping.
  
 
=== Data ===
 
=== Data ===
 +
* Insect reconstructed surface meshes (shared dataset)
 +
* Texture bitmaps (idem)
 +
 +
=== Midterm products ===
 +
* Mesh loading and wireframe rendering. Implementation of perspective, top, left and front views (multiple cameras and camera transformations)
 +
* 3D object rendering using material and illumination specifications
 +
* Texture loading and mapping
 +
* Final 3D object rendering
  
 
== 8. Human brain tractography from diffusion tensor data (MRI) ==
 
== 8. Human brain tractography from diffusion tensor data (MRI) ==

Latest revision as of 18:49, 2 June 2015

Final projects proposed for the inter-semestral version (2015) of the Computer Graphics course in the Universidad Central

Contents

[edit] 1. Digital Elevation Model rendering including projected smoothed coastal, political and hydrographic lines

Top view elevation map with isolines. Source: Google Maps
Fractal elevation map with ad hoc palette-
The goal of this project is the rendering and navigation of a digital terrain elevation model generated from real data (Global 30 Arc-Second Elevation (GTOPO30) data, resolution: 30 \texttt{m}^{2}), applying a predefined palette according to the elevation of each particular region. The render process should consider an illumination model and 3D projected overlays (iso-, political, coastal and hydrographical lines)

[edit] Objectives

  • Implement an algorithm for elevation mesh generation from GTOPO30 data
  • Design a model for palette index assignation according to the elevation of each vertex
  • Propose an illumination model for landscape rendering (outdoors)
  • Implement an algorithm to display overlays according to line projection over the 3D surface
  • Design and implement a real-time navigation model over the generated relief

[edit] Revisions

  1. Formulation problem, methodoly and class diagram (10%)
  2. Visualize the terrain mesh (10%)
  3. Implement illumination and material model, implement color palette (10%)
  4. Redefinition of camera model (10%)
  5. Implement a iso-lines algorithm (10%)
  6. Final delivery (20%)

[edit] Required Data

  • Global 30 Arc-Second Elevation (GTOPO30) [1]
  • Shorelines south-America (coast lines, river lines)
  • Terrain elevation model palette

[edit] 2. Volume rendering of 3D climate variable fields

Volume rendering sample
Volume rendering sample
Advance volume rendering
The aim of this project is the rendering and navigation a 3D field. This is visualization by applying a palette which establish what objects or structures may be seen. The user can choose a palette of a set predefined of these. The main idea is to enhance the visualization of different structures depending of the selected palette.

[edit] Objectives

  • Implement a algorithm for volume rendering given a 4D scalar field
  • Build a scene which is composed by a map and a 3D fluid field over the map.
  • Implement a collection of RGBA color palettes.
  • Design widget to control of time animation.
  • Propose a system to select a predefined palette.
  • Implement a navigation scheme airplane based.

[edit] Revisions

  1. Formulation problem, Methodoly and class diagram (10%)
  2. Scenario (parser of datafiles: shorelines, field 4D, palettes) (10%)
  3. Management of collection palette (10%)
  4. Implement Volume rendering strategy (10%)
  5. Redefinition of camera model and data allocation (10%)
  6. Final delivery (20%)


[edit] Data

  • Shorelines of south-America and Caribbean.
  • Field 4D (XX latitudes, YY longitudes, ZZ levels, and TT timestep)
  • Given palettes pre-designed collection

[edit] 3. Construction and rendering of 3D iso-surfaces from volumetric scalar and vector fields

Iso-Surface, climate
Iso-surface, tomography
Iso-surface, Magnetic resonance

The aim is to build and rendering a mesh given a field 3D. The render of the mesh, should include a illumination scheme, material modeling, and the use of a color palette, in order to view a advanced visualization of a vector field 3D.


[edit] Objectives

  • Implement a algorithm for build a iso-surface mesh given a 3D scalar field
  • Build a scene which is composed by a map and a 3D scalar field over the map.
  • Management a color palette related to field intensity.
  • Propose a material and illumination model
  • Implement a navigation scheme airplane based.
  • Design widget to change the field value.


[edit] Revisions

  1. Formulation problem, methodoly and class diagram (10%)
  2. Scenario (parser of datafiles: shorelines, field 3D, palettes) (10%)
  3. Implement illumination, material model, and management of collection palette (10%)
  4. Redefinition of camera model (10%)
  5. Implement a iso-surface algorithm (10%)
  6. Final delivery (20%)


[edit] Data

  • Shorelines of south-America and Caribbean.
  • Field 3D (XX latitudes, YY longitudes, and ZZ levels)
  • Given a palette for field intensity

[edit] 4. Cloud generation, rendering and optical properties simulation

Cloud Geometry
Illumination effects according to outdoors cloud conditions

Both recreational (videogames) and professional visualization applications can be enhanced by advances in hardware acceleration and high quality rendering standards. Better degrees of realism are now achieved by modeling not only geometry, but also the physical properties of scene objects and interactions. Cloud rendering (and the illumination effects of a particular cloud cover) could improve the rendering quiality of outdoor scenes.

[edit] Objectives

  • Design a model for generating different kind of clouds (nimbus, cumulus, cirrus, stratus, etc.), reproduce basic cloud evolution and cloud rendering

[edit] Data

  • Cloud generation model
  • Optical model of light interaction with clouds

[edit] Midterm products

  • Basic cloud geometry generation
  • Test for cloud dynamics in presence of winds
  • Cloud rendering using cloud physical properties
  • Virtual landscape based on cloud rendering and variable illumination according cloud cover

[edit] 5. Rendering and animation of hierarchical articulated models (case study: human skeleton from Kinect realtime video)

Articulated model and motion capture
Virtual gym for rehabilitation

This project is intended to provide real-time third person (avatar) visualization of human movement according to the actual behaviour of people interacting with a Computer Vision (Kinect) system. The resulting tool will support physical and cognitive rehabilitation based on visual feedback (virtual environments and activities).

[edit] Objectives

  • Load a mesh surface representing the human body
  • Create a realistic visualization using basic textures (skin, hair, clothes)
  • Create and implement a virtual gym where the avatar will perform real-time acquired movement
  • Fit the human body mesh with the movement of an articulated model build upon human silhouette acquired via Kinect (c) (OpenFrameworks wrapper).

[edit] Data

  • Articulated model structure and dynamics (specification in C++)
  • Human body mesh surface (with textures)

[edit] Midterm products

  • Basic avatar specification and rendering code
  • 3D scene (virtual gym) specification and rendering code, implementing basic avatar geometric transformations
  • Interface for articulated model movement acquisition and rendering test
  • Complete application: 3D avatar moving across the virtual gym according to Kinect human motion capture

[edit] 6. Particle system animation according to vector fields

Particle system, climate
Particle system, wind
Particle system, smoke
The aim is to create a system of particles which begin in a random position and they move in a direction determined by a wind field 3D. The program receive an array of 3D vector data which correspond to wind information in each point of the space. Each particle, given its position, move in pre-defined direction by wind vector, which is interpolated from near values to the particle position. The color of each particle depend of its scalar velocity. When the timestep is changed the particles follow to new wind field associated.

[edit] Objectives

  • Implement a algorithm for move a particle system given a 3D vector field
  • Build a scene which is composed by a map and a 3D scalar field over the map.
  • Management a color palette related to wind velocity.
  • Implement a navigation scheme airplane based.
  • Design widget to control of time animation.

[edit] Revisions

  1. Formulation problem, methodology and class diagram (10%)
  2. Scenario (parser of datafiles: shorelines, field 3D, palettes) (10%)
  3. Redefinition of camera model (10%)
  4. Implement a iso-surface algorithm (10%)
  5. Implement widget to change the timestep and data allocation (10%)
  6. Final delivery (20%)

[edit] Data

  • Shorelines of south-America and Caribbean.
  • Field 4D (XX latitudes, YY longitudes, ZZ levels, and TT timestep)
  • A palette related to velocity of the wind

[edit] 7. Advanced rendering with local texture mapping

Insect surface reconstruction
Insect model rendering with texture

Specialized visualization applications require the adaptation of the software to the specific needs of expert users. In zoology entomology and ecology, among others, the correct representation of the distinctive features of particular specimens is a must. The goal of this project is the achievement of a high quality rendering of 3D insect models (specimen surface) using high definition textures from multiview acquisitions.

[edit] Objectives

  • Develop a visualization application for 3D meshes (detailed 3D reconstruction surfaces) taking into account material properties and high definition texture mapping.

[edit] Data

  • Insect reconstructed surface meshes (shared dataset)
  • Texture bitmaps (idem)

[edit] Midterm products

  • Mesh loading and wireframe rendering. Implementation of perspective, top, left and front views (multiple cameras and camera transformations)
  • 3D object rendering using material and illumination specifications
  • Texture loading and mapping
  • Final 3D object rendering

[edit] 8. Human brain tractography from diffusion tensor data (MRI)

TODO: (Jorge)

[edit] Objectives

  • ...

[edit] Data