The ShellyLib Home Page - Start ShellyLib is a small library to create shapes and textures of seashells and snails. The most prominent applications using ShellyLib are the seashell custom object for The Mops/Ayam and the Shell Laboratory. The Shell Laboratory is real fun to play with. Just drag some sliders and see your changes immediately take effect in a realtime calculated and OpenGL rendered representation of the shell! All shells on these pages (unless stated otherwise) have been rendered with OpenGL in the Shell Laboratory. The Shell Laboratory currently runs on Unix (Linux, NetBSD, IRIX, Solaris, HP-UX tested), Win95-Vista, and MacOSX/X11. Here are some example shapes: See also these screenshots of the Shell Laboratory in action: For more information, please read the extended feature list. ShellyLib is Shareware! Register ShellyLib at ShareIt! OpenGL ® is a registered trademark of Silicon Graphics, Inc. RenderMan ® is a registered trademark of Pixar. Randolf Schultz, 8. Impressum
POV-Ray - The Persistence of Vision Raytracer DGPF - Deutsche Gesellschaft für Photogrammetrie, Fernerkundung und Geoinformation e.V. - Home Isosurface An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value (e.g. pressure, temperature, velocity, density) within a volume of space; in other words, it is a level set of a continuous function whose domain is 3D-space. Isosurface of vorticity trailed from a propeller blade. Applications Isosurfaces are normally displayed using computer graphics, and are used as data visualization methods in computational fluid dynamics (CFD), allowing engineers to study features of a fluid flow (gas or liquid) around objects, such as aircraft wings. Numerous other disciplines that are interested in three-dimensional data often use isosurfaces to obtain information about pharmacology, chemistry, geophysics and meteorology. Implementation Algorithms Marching Cubes Asymptotic Decider The asymptotic decider algorithm was developed as an extension to marching cubes in order to resolve the possibility of ambiguity in it,
Autodesk Project Pinocchio Recall what I mentioned when Project Pinocchio first launched: We will continue to offer desktop applications bundled into Suites for years to come; however, eventually you are going to want to do everything from your mobile phone or tablet device. Yes we could port our powerful applications to iPhones and the wide variety of flavors of Android devices, attempting to account for the particulars of each one, or we can make our applications available as services from servers in the cloud with lots of CPU power and memory suited to the job. As a step in this direction, the Media & Entertainment (M&E) division asked you to try your hand at character generation using a web-based solution. Project Pinocchio is our technology preview that leverages Autodesk's powerful 3D design and animation tools so you can create fully-rigged custom 3D characters. The technology preview was a rousing success! February 11, 2014We will take the existing Project Pinocchio technology preview site down.
FreeWRL/FreeX3D Home Page Polygonising a scalar field (Marching Cubes) Also known as: "3D Contouring", "Marching Cubes", "Surface Reconstruction" Written by Paul Bourke May 1994 Based on tables by Cory Gene Bloyd along with additional example source code marchingsource.cppAn alternative table by Geoffrey Heller.rchandra.zip: C++ classes contributed by Raghavendra Chandrashekara.OpenGL source code, sample volume: cell.gz (old)volexample.zip: An example showing how to call polygonise including a sample MRI dataset.Improved (2018) Qt/OpenGL example courtesy Dr. This document describes an algorithm for creating a polygonal surface representation of an isosurface of a 3D scalar field. There are many applications for this type of technique, two very common ones are: Reconstruction of a surface from medical volumetric datasets. The fundamental problem is to form a facet approximation to an isosurface through a scalar field sampled on a rectangular 3D grid. The indexing convention for vertices and edges used in the algorithm are shown below Another example Source code
Welcome to virtualdub.org! - virtualdub.org Main Page - Crystal Space 3D Implicit surfaces Also known as "Metaballs", "Blobbies", "Soft objects" Written by Paul Bourke June 1997 Introduction Most computer based 3D geometric modelling is done with basic primitives such as lines, planes, boxes, etc. Many smooth and deformable objects are difficult or inefficient to represent with such building blocks, even if primitives such as spheres or Bezier/spline surfaces are used. The following summarises three common methods for creating so called "implicit surfaces". Example Consider the field function D(r) = 1/r2 and a number of control points in 3D space. r is the distance of a point in space to a particular control point. For example if there is a single control point different colour levels will result in spheres of different radius. If the control structure is a line or a plane then the distance r is normally taken to be the closest distance to nay point on the line or plane. Blobby Molecules "b" is related to the standard deviation of the curve, "a" to the height. Meta Balls Notes D.