Friday, 11 March 2016

Lighmaps UV

This expression keeps popping up from time to time, had to investigate.

So lighmapping is a way of baking light effect in objects. It only works for static objects and static lights. As is is baked it is not calculated in realtime. In reality a new texture incorporating the effect of lighning replaces the material's native texture and the light can be eliminated (or at least we don't need to calculate it's effect on that object in real time). Great video here.

Wikipedia page

Light in general in Unity

Lighmaps in Unity (starting point)

Now another question that I didnt understand is this UV mapping, though I think I have an idea that this is similar to the way FLAC2D from Itasca works, with local coordinates.

So this answer is great.

UV are the local coordinates of a flat surface with U and V going from 0 to 1. This video explains well what and how a UV map is built, but it really is the "skin" of the object taken out, cut in strategic places and stretched out and mapped in the coordinates.

Thursday, 10 March 2016

Normal maping

I came accross this very cool concept on a Unity video @ Lynda's course. The idea is to record surface detail of an object by taking the surface normals on an image using RGB to represent the normal vector components in each pixel.
Then we can degrade the mesh but use the normal map of the detailed version on the degraded mesh. Of course the lights must nknow how to deal with this geometrically flat surface containing detailed information on the relief. Very cool!

Because most of the surfaces will have normal normals (pointing out of the surface, a big part of the normal maps will be kind of blue, i.e. flat.



Normal mapping is a kind of Bump mapping. We can also record elevation coordinates. With these we can really deform the surface or we can use the surface topograpfy just for interaction with light.

Wikipedia for normal mapping
Wikipedia for bump mapping
Unity for normal mapping, very complete!

Tuesday, 8 March 2016

Learning Unity on Lynda.com - Part 1

Decided to take a structured Unity course to gain some structured learning. The disadvantage is that I'll have to go through stuff that doesn't mater much to me, since I'm not really developing games. More on that latter. Tha advantage is that I won't loose time looking at stuff done for older versions, repeated content and, more important, I have a structure to follow, there is always one more video to watch.

As to not developing a game, I guess that what I want to do will contain most of the components of a game.

So what I did is take a 10 day free trial on Lynda.com from Linkedin (which now wons Lynda, which makes sense) and started this course. Then I found out that the trial is for the Basic Lynda membership, which does not allow me to download the course files. Up to recently I never paid for content online, today I find that sometimes it is really worth it (maybe I now appreciate that my time is finite and valuable). I guess I'll be signing up for a Premium membership for about 25€/month, at least while learning Unity, 3DS Max and Revit.


Monday, 7 March 2016

BIM and Virtual Reality - Visualization in demanding conditions

BIM visualiation is demanding due tothe large number of objects on screen. According to this paper "Real-time visualization of building information models (BIM) - Current state vs. state-of-the-art" by Mikael Johansson and Mattias Roupé we have three strategies to accelerate:
  1. GPUcentric optimizations - maximize the raw processing power of modern GPUs. E.g. arrange the draw-order of objects by material properties to minimize state changes. It is not indefenitable scalable. 
  2. Level-of-detail - reduce the complexity of a 3D object representation when the object is far away from the current viewpoint, but who produces the simplified models?
  3. Visibility culling - only sending objects that are potentially visible to the GPU. Two kinds of culling:
    1. frustum culling, where objects are discarded if they are found to be outside the visible region of space, as defined by the virtual camera
    2. occlusion culling the: discard objects that are guaranteed to be hidden in the final image. Harder to implement but very efficient in buildings
This paper compared performance for the three viewers and they are all bad:
  • Tekla BimSight
  • Autodesk Navisworks
  • Solibri Model Viewer (the best by far).

Monday, 19 January 2015

Simular o fecho de uma junta rochosa real

que foi digitalizada no scanner do Fablab da EDP. Testei como será o fecho da junta, que já não é rocha mas apenas uma matriz rectangular. Há uma foto aí abaixo, já com uns anos. Isto esteve a ganhar pó no disco, mas agora há que acabar o artigo.

Primeiro tenho de rodar a parte de cima e inverter os picos para vales e vice-versa. Depois ajustar as partes de cima e baixo para ficarem bem acasaladas: picos com vales e vice-versa. Depois, tenho de baixar o topo e ir medindo a área de contatco em toda a superfície.

Gráfico de fecho (a clássica hipérbole) e evolução do contacto nas figuras. Será que na revista (nãoposso dizer o nome) vão gostar?



Sunday, 9 November 2014

Web design - notas do Francisco C. depois da formação na Hackerschool do IST

Fotos gratuitas
Icons
- entypo (gratis)


https://hackdesign.org/ (curso gratuito)

ALISTAPART.COM Key Opinion Leader

Google Design

- visible narratives - percepcionamos as coisas pelo todo (o elemento pior define o todo)
- dois elementos próximos são identificados como um grupo
- principios básicos de um site

ATOMIC DESIGN (http://patternlab.io/)

dribbble (twiter para designers)
- UI Kits
- frameworks (http://getbootstrap.com/, fondation)

AWWWARDS
- sites premiados

Fonts
- google fonts
- typekit adobe (30$/ano)
- adobe edge fonts (gratuita)

Fotos gratuitas

icons
- iconic
- entypo (gratis)

prototipos
-wireframe (wirify.com)
- mockups (http://bohemiancoding.com/sketch/, PS, fireworks)

Passos
- analise da concorrencia
- prototipo
- integração do frontend
- publicação e teste


tudo o que está no <head> não é apresentado ao utilizador, inclui o <title>    </title> + <meta description> 

viewport - escala da página 

CSS reference (css dinamicos por pre-processador LESS SASS)

<body>

<header>

<nav>

<ul> - lista não ordenada

<li><a href='#teste'>item 1</a></li>
<li>item 2</li>
<li>item 3</li>
<li>item 4</li>

</ul>

</nav>

</header>

<div> elemento de bloco, elementos ID identificadores que só podem ser usados uma vez numa página / os CLASS podem ser usado mais vezes

<Main>
  <section id='teste'>
   <article>
       <header>
          <h3> Este é o header do artigo</h3>
      </header>
    </article>
    <aside>
                   Isto está relacionado com o artigo
    </aside>


     Secção 1</section>

  <section> Secção 1</section> 
  <section> Secção 1</section>
  <section> Secção 1</section>
   

<Footer>


hyperlink para um Div "#Footer"

<nav> NAVEGAÇÃO

<spam> elemento inline 

<a> ancoras

</body>

HTML5 elements list MDN

Editor HTML
- atom gratuito
- sublime text semigratuito
- coda2 for mac - pago
- brackets gratuito

normalize.css - estilo base para tudo o que não for definido pelo meu CSS para garantir que abre igual em todos os browsers

Tuesday, 15 October 2013

Lista de artigos antigos

Espero que isto ajude o google a encontrar os artigos antigos. Não sei se funciona.


Resende, R., Fortunato, E., Craveiro, N. (2013) Dynamic simulation of vibration propagation on an underground tunnel network set in hard rock. Congress on Numerical Methods in Engineering 2013, Bilbau, Spain.

Resende, R., Lamas, L., Lemos, J.V., Calçada, R. (2011) An investigation on stress wave propagation in micromechanical models of rock. ISRM 12th International Congress on Rock Mechanics, Beijing, China.

Resende, R., Gomes, J.P. (2010) Simulation of vibration generated by underwater blasting using statistical analysis and numerical modelling. European Rock Mechanics Symposium - Eurock 2010, Lausanne.

Resende, R., Lamas, L., Lemos, J.V., Calçada, R. (2010). Monitorização e modelação estatística e numérica de vibrações devidas a desmonte com explosivos. Encontro Nacional do Espaço Subterrâneo, LNEC, Portugal.

Resende, R.; Mata, J.; Gomes, J.; Neves, J. (2008). Vibration control of underwater blasting works using artificial neural networks. 12th Conference of the International Association for Computer Methods and Advances in Geomechanics (IACMAG), Goa, India.

Fortunato, E.; Resende, R. (2008). Three dimensional modelling of railway substructure considering non-linear behaviour of granular material. International Seminar on Interaction of Soil-Rail track for high speed railways, Lisboa.

Resende, R.; Gomes, J.P., Mata, J., Neves, J. (2008). Controle de vibrações provocadas por desmonte de rocha submersa no Porto de Leixões. XI Congresso Nacional de Geotecnia, Coimbra.

Resende, R.; Gomes, J.P. (2007). Vibration Propagation during the Leixões Harbour Deepening Works. Apresentação oral na Sessão Especializada 8 - "Vibration Induced by Blasting in Rock Masses" do 11º Congresso da Sociedade Internacional de Mecânica das Rochas, Lisboa.

Fortunato, E., Resende, R. (2006). Mechanical behaviour of railway track structure and foundation - Three-dimensional numerical modelling. RailFound' 06. Birmingham, UK.

Resende, R.P; Lemos, J.V (2006). Modelos de elementos discretos na análise à rotura de fundações de barragens de betão - um modelo constitutivo de descontinuidades com enfraquecimento. Geotecnia 108.

Resende, R.; Lemos, J.V (2006). Seismic analysis of tunnels - The Quasi-Static Method. 4th Asian Rock Mechanics Symposium, Singapore.

Fortunato, E; Resende, R (2006). Mechanical behaviour of railway track structure and foundation - Three-dimensional numerical modelling. RailFound' 06. Birmingham, UK.

Fortunato, E; Resende, R.; Pinelo, A. (2006). Modelação numérica do comportamento mecânico de vias férreas. 10º Congresso Nacional de Geotecnia. Lisboa.

Resende, R., Lemos, J.V (2005). Estudo sísmico de túneis - o modelo de análise estática equivalente. Actas das 2ª Jornadas Luso-Espanholas de Geotecnia - Modelação e Segurança em Geotecnia. pp. 343-349.

Resende, R.; Lemos, J.V (2004). Application of a discontinuity model with softening to the analysis of dam foundations using the discrete element method. Proceedings of the 1st International UDEC/3DEC Symposium: Numerical Modelling of Discrete Materials in Geotechnical Engineering, Civil Engineering and Earth Sciences (Ed. H. Konietzky), Bochum, Alemanha, Balkema, pp. 249-255.

Resende, R.; Lemos, J.V. (2004). Application of the Discrete Element Method to the Analysis of Dam Foundations with Complex Geological Setting. Proceedings of the 16th European Young Geotechnical Engineers' Conference, Viena, Áustria. pp.323-332.

R. Resende, J.V. Lemos e Dinis, P.B. (2004). Utilização do método dos elementos discretos na análise de barragens - um modelo constitutivo de interface betão-rocha. Congresso de Métodos Computacionais em Engenharia, Lisboa. 10 p.

R. Resende, J.V. Lemos e Dinis, P.B. (2004). Aplicação de um Modelo Constitutivo de Descontinuidade com Enfraquecimento na Análise de Fundações de Barragens de Betão. 9º Congresso Nacional de Geotecnia, Aveiro. pp. 91-100.

R. Resende, J.V. Lemos e Dinis, P.B. (2003). Aplicação de um Modelo de Descontinuidade com Enfraquecimento na Análise de Estruturas pelo Método dos Elementos Discretos, VII Congresso de Mecânica Aplicada e Computacional, Évora. pp. 1929-1938.