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6 Uppsatser om Skinning pć GPU - Sida 1 av 1

Skinning pÄ GPUn : Med dubbel kvaternioner

MÄlet med projektet var att undersöka hur skeletal animationer utförs. Ett mÄl till var att det skulle vara förbestÀmda animationer. För att kunna ha förberÀknade animationer anvÀndes autodesk fbx-filer. Skinningen har anvÀnt dubbel kvaternioner istÀllet för matriser.Rapporten visar att skeletal animation med dubbel kvaternion skinning teknik kan utföras genom att anvÀnda fbx-filer med data som först exporterats till json-format..

Omfattande animationsarbete i 3D-miljö

Med ordet 'omfattande' försöker vi indikera att projektet har inkluderat de flesta aspekter som arbetas med i modern 3D-animerad film. Vi har grÀvt ner oss i begrepp sÄ som modellering, texturering, UVW, benriggning, skinning & morphing varav alla har spelat in en viktig roll vÄrat animationsarbete..

Omfattande animationsarbete i 3D-miljö

Med ordet 'omfattande' försöker vi indikera att projektet har inkluderat de flesta aspekter som arbetas med i modern 3D-animerad film. Vi har grÀvt ner oss i begrepp sÄ som modellering, texturering, UVW, benriggning, skinning & morphing varav alla har spelat in en viktig roll vÄrat animationsarbete..

Migrating Mesh SkinningDeformation Functionality fromRSX to SPUs on thePlayStation Ÿ 3

In game development, performance is everything and the Playstation 3 provides a unique platform for utilizing parallelization of code to achieve extremely high performance. In this master?s thesis the issue of animation with smooth skinning is migrated from being a GPU process to becoming a parallelized and 358% faster process. This method is incorporated in an existing commercial game engine and integrated in a currently in development title for the Playstation 3. An in-depth study covers parallel processors, the CELL processor, used in the Playstation 3, and how contemporary industry leading game developers are utilizing the same unique architecture to increase their own games? performance..

Skallet frÄn forntiden : en osteologisk analys av hundben frÄn stenÄlderslokalerna Hemmor och Gullrum pÄ Gotland samt en teoretisk studie av hundens rituella och funktionella roll under neolitikum

The bark from prehistory ? an osteological analysis on dog bones from the Stone Age settlements of Hemmor and Gullrum at Gotland and a theoretic study of the secular and sacred roles of the dog during the Neolithic.Dog bones from two Pitted Ware Culture (around 2500 BC) settlements, Hemmor in NĂ€r parish and Gullrum in NĂ€s parish/Havdhem parish, at southern Gotland, Sweden are analyzed. The analysis contains a study of age, withers height and size estimation as well as skeletal changes and pathologies. The attempt of the analysis is to highlight the secular and sacred role of the dog during the Neolithic at Gotland. The dog bones were collected during excavations in the years 1890 and 1903 and were found across the entire surfaces of the settlements.Although there were no specific dog breeds during the Stone Age, the dogs at Hemmor and Gullrum show a wide range of size (withers height spans from 39,74 cm to 56,47 cm) and may therefore have been used for different purposes depending on their size.

En grav Àr mer Àn bara en grav... En metodutveckling av tafonomi som redskap att förstÄ olika anlÀggningar med djur

This paper deals with a taphonomic study of contexts with osteological material of dog (C. familiaris L.) from the Mesolithic and Neolithic of Sweden and Zealand, Denmark. The general aim is to develop and test a method to try to understand the activity behind and define specific archaeological structures. My questions also regards to wether a taphonomic analysis of the material could be used to identify treatments as wrapping and contraction of the dogs, but also dismembering and other preparations of the body. The study focuses on the relation between the space of decomposition, disarti-culation of the joints, evidence of wall effect, cutmarks, weathering and signs of postdepositional arrangements.The analysis is based on contexts from the materials Hornborgasjön, VedbÊk, Skateholm I and II, Sjöholmen, ErtebÞlle, Bökeberg, Bredasten, Löddesborg, BergsvÀgen and Röekillorna, dating from early Maglemose culture to Neolithic Battle axe culture.The analysis shows that a closer study of taphonomic processes can be used to identify different structures as graves, offerings, religious and non religious contexts or parts of animals, probably put into the ground as waste.