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Real Time Visualization of Complex Terrains |
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Context: |
Personal |
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Date: |
May 2001 |
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Tools: |
Visual C++, OpenGL |
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Downloads: |
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This is an extension on my MSc project. The goal is to produce realistic real-time dynamic lighting of the decimated terrains to improve the visual realism. The pre-computed horizons are exploited to produce shadows caused by self occlusion. The local illumination and self occluding shadows are stored in textures that are updated at a user specified interval in order to support dynamic light sources. These maps are blended together with the diffuse texture of the terrain to produce a complete solution. Future positions of the light sources are estimated and blending used between the discrete solutions to the lighting over time in order to produce smooth changes in lighting. Currently this is a multi-pass algorithm I intend to extend it with multi-texturing asap. |
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MSc Thesis - Real Time Visualization of Complex Terrains |
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Context: |
MScVIVE at UCL |
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Date: |
September 2000 |
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Tools: |
Visual C++, OpenGL |
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Downloads: |
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This
project represents the Masters Thesis for the MSc Vision, Imaging and
Virtual Environments course undertaken at University College London. |
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Virtual Environments - Presence Experiment |
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Context: |
MScVIVE at UCL |
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Date: |
June 2000 |
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Tools: |
3DStudio MAX, DIVE, VRML, Tcl/Tk |
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Downloads: |
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This
project was carried out as a coursework on the Virtual Environments module of MScVIVE
at UCL. The aim of the project was to build a virtual environment that
would be used in an experiment to measure the sense of presence in
the subjects. The experiment explored the use of an alternative way
of measuring the relative subjective sense of presence using the so-called
repertory grid technique based on a theory set forth by George
Kelly: The Personal Construct Psychology. An in-depth description
and results of the experiment can be found in the report. |
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2D Compositing - I Could Have website |
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Context: |
Collaboration |
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Date: |
May 2000 |
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Tools: |
Photoshop, Poser, 3DStudio MAX, FrontPage 2000 |
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Downloads: |
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On
this project I assisted artist Charlotte Thrane in realizing a
website and producing a number of manipulated digital images. My role was
to deal with the technical side of realizing the images and building the
website. In the images the artist is put in a number of situations that
would have been impossible to realize without image manipulation. In the
above image for instance the artist is depicted as a stereotypical
computer game character. The website can be found at: http://www.icouldhave.net |
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Image Modeling - Image Intensity Distributions |
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Context: |
MScVIVE at UCL |
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Date: |
March 2000 |
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Code: |
IDL 5.2 |
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Downloads: |
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This project was carried out as a coursework on the Physics, Psychophysics and Physiology module of MScVIVE at UCL. The project deals with statistical models of natural images. Looking at an image as a set of pixels it is clear that the combinatorial space of images is very large i.e. there exist 167772161000000 different 1000*1000 pixel true-colour images. Obviously if one were to draw images from this space randomly most of them would not resemble anything natural; they would be random noise. One of the distinctive features of natural images is that they contain particular types of structure, and research has indicated that this structure is present within ranges of scale. This and the fact that the appearance of fractals resemble naturally occurring texture is strong evidence of the claim that statistical models and fractals can be used to model natural images such that most of the perceptually relevant information is retained. This suggests that natural images occupy an infinitesimally small part of the space of all possible images, which means that natural images are highly redundant and are suitable for compression, which is a research field in itself. In the project a number of natural images of outdoors scenes were analysed to see how well a Gaussian distribution models natural imagery and the power spectra of the images were examined to see whether they exhibited fractal behaviour. IDL version 5.2 for Windows was used to implement the code. |
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Global Illumination - Radiosity |
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Context: |
MScVIVE at UCL |
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Date: |
January 2000 |
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Code: |
MS Visual C++, OpenGL |
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Downloads: |
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This
project was carried out as a coursework on the Graphics module of MScVIVE
at UCL. The radiosity technique is part of the global illumination
family of techniques which are used for high quality rendering of 3D
environments. The radiosity technique subdivides a scene into a discrete
mesh of patches and elements and shoots energy from patches
to elements. This is done recursively until equilibrium is reached.
Radiosity creates very realistic illumination and models phenomena such as
colour bleeding and soft shadows. This project extends a classical
radiosity implementation using the hemi-cube in order to overcome
artifacts at shadow boundaries and high gradient areas. This is done by
subdividing (square) elements which has sufficient different radiosities at the corner vertices. The effect of this is that shadow boundaries
are rendered using a finely subdivided mesh and large uniform areas are
rendered using a relatively coarse mesh. Interpolation is used when
rendering the resulting mesh. |
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Image Processing - Comprehensive Colour Normalisation |
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Context: |
MScVIVE at UCL |
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Date: |
January 2000 |
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Code: |
IDL 5.2 |
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Downloads: |
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This project was carried out as a coursework on the Physics, Psychophysics and Physiology module of MScVIVE at UCL. The practical is concerned with issues of colour imaging and processing. The impact of illumination on objects has several desirable properties with object recognition in mind, and it can be shown that it is possible to remove image dependencies due to lighting geometry and illuminant colour, which renders object recognition based on colour distributions feasible. Moreover, it can make object recognition systems more robust with respect to changing lighting conditions, which are often unpredictable in many real applications. This feature of colour constancy has been analysed in depth in the report. IDL version 5.2 for Windows was used to implement the code. |
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Machine Vision - Object Recognition |
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Context: |
MScVIVE at UCL |
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Date: |
January 2000 |
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Code: |
IDL 5.2 |
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Downloads: |
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This project was carried out as a coursework on the Machine Vision module of MScVIVE at UCL. This project deals with invariants and image measurement. Invariants - as the name implies - remain unchanged for certain imaging transformations and are thus useful tools for object recognition and verification. Using invariants it is feasible to some extent to disregard viewing conditions, making it possible to do object recognition without constraining the viewing conditions and thus avoiding painstaking calibration procedures. In the following a system will be implemented that computes invariants for viewpoints that are normal to the view plane, represents an affine transformation and a perspective transformation. IDL version 5.2 for Windows was used to implement the code. |
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Machine Vision - Canny Edge Detector |
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Context: |
MScVIVE at UCL |
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Date: |
November 1999 |
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Code: |
IDL 5.2 |
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Downloads: |
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This project was carried out as a coursework on the Machine Vision module of MScVIVE at UCL. Edge detection is an important image processing technique used in many applications such as object recognition and industrial inspection. It is a hard problem to solve since edges in images are ambiguous due to noise, lighting conditions etc. Canny described an efficient three step edge detection technique which produces good results. The technique uses Gaussian filtering, non-maxima suppression and hysteresis to achieve its goal. This project implements this technique using Interactive Data Language. The implementation includes all three steps as well as Deriche recursive filtering. The report includes an in depth discussion of edge detection and a description of the implementation with experimental results. The image above was computed using my implementation (the source image has been overlain). |
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Modeling & Character Animation - Eye |
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Context: |
Personal |
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Date: |
November 1999 |
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Tools: |
3D Studio MAX 3.1, Photoshop 5.5 |
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Downloads: |
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The Eye creature was created using Nurbs. The eyeball and toenails are separate objects and the body is one large Nurbs surface, which has the advantage of allowing the user to determine the tessellation of the model later on. This way different level of detail models can be created using the same model. Bones Pro was used to build a custom skeleton for the creature with a spine and three tendons for the toes. IK was set up for the hierarchy with appropriate constraints on the joints and Physiqye is applied to the body to deform it when animated. Handles are placed at the ends of the chains to ease manipulation when animating the character. A procedural bump map (cellular) was used to model the scaly texture of the skin and the blotches were modeled using a procedural texture map (splat). To create the image shown above an image was used as background and the camera and lighting was adjusted to match the image. Shadows on the foot was created using cylinders representing the railing. Finally the image was retouched using Photoshop 5.5. |
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Local Illumination - Rendering System |
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Context: |
BScCS at University of Copenhagen |
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Date: |
May 1999 |
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Code: |
MS Visual C++ |
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Downloads: |
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This
project was carried out as a part of the Graphics module of BScCS at
University of Copenhagen. Local illumination is a way to render 3D
environments efficiently. The rendition of a surface is based only on its
material properties and its spatial relation to any light sources in the
environment. This precludes effects such as shadows, reflections, colour
bleeding which all hinges on interaction between several surfaces in the
environment. However the model is in widespread use due to its efficiency;
it is mainly used in interactive applications. The Phong
illumination model is used together with Phong shading (normal
interpolation) or Gouraud shading (colour interpolation) to
calculate the colours of pixels on a surface. |
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Modeling & Animation - Sentry |
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Context: |
Personal |
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Date: |
May 1994 |
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Tools: |
3D Studio R4, 3D Studio Max 3.1 |
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Downloads: |
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This scene was initially created in 3D Studio R4 but later ported to 3D Studio Max 3.1. It is a model of the sentry weapon system used in the directors cut of the film Aliens. Extensive lofting was used to model the corridors and the weapon itself is created from primitives set up in a hierarchy to ease animation. The scene consists of 391 objects with 23636 faces, 11 lights and 3 image maps. |
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The code and downloads may be used for any non-commercial purpose.