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Rendered in Blender using a digital terrain model and hand-map projected RGB swath from HiRISE.
Source Data Credit: NASA/JPL/University of Arizona
Data source: www.uahirise.org/dtm/dtm.php?ID=ESP_045994_1985
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered using Blender and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Earth with bedrock level bathymetric data from GEBCO. Hillshading has been applied over the Blue Marble image to provide an exaggerated texture easier to see. Sources: GEBCO_8 bathymetric raster data provided by the General Bathymetric Chart of the Oceans. Satellite imagery provided by the NASA's Earth Observatory Blue Marble project. Rendered using jDem846.
Rendered using Blender and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered using Autodesk Maya and Adobe Photoshop. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered using Autodesk Maya and Adobe Photoshop. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
3d computer graphic images series "in the crack".
"Flesh separated from its meaning and function thus becomes an unknown territory, a limitless area. A substance that can be moulded at will. Virtual flesh become abstract."
more info :
hugoarcier.com/fr/dans-la-fente/
© All Rights Reserved
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendering of the Earth. This was done using new experimental C++ code that is being put together as a possible successor to jDem846. It has improved algorithms and now integrates OpenGL for hardware acceleration. This new code is considerably faster and much more memory efficient than the Java-based project. Elevations are exaggerated by about 50 times to better visualize terrain features, and cloud and atmospheric elevations are rather arbitrary.
Sources:
- Elevation Data is derived from the Shuttle Radar Topography Mission 30-arcsecond data (SRTM30), the Radarsat Antarctic Mapping Project Digital Elevation Model Version 2 (RAMP2), and the GEBCO_08 bathymetric raster from General Bathymetric Chart of the Oceans.
- Satellite imagery provided by the NASA's Earth Observatory Blue Marble project.
- Global clouds are from the NASA Visible Earth catalog.
The full resolution image is available for download (88MB).
DEM of Moon using LOLA 256 pix/deg cylindrical altimetry data. Focal point is about 23° N by 30° E from about 2,500 km (1,550 miles) from the surface. Sources: NASA/PDS Geosciences Node for LRO: LOLA. Rendered using jDem846
Rendered in Blender using a digital terrain model and hand-map projected RGB swath from HiRISE.
Source Data Credit: NASA/JPL/University of Arizona
Data source: www.uahirise.org/dtm/dtm.php?ID=ESP_025827_2025
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered in Blender using a digital terrain model and hand-map projected RGB swath from HiRISE.
Source Data Credit: NASA/JPL/University of Arizona
Data source: www.uahirise.org/dtm/dtm.php?ID=ESP_021942_1520
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered in Blender using a digital terrain model and hand-map projected RGB swath from HiRISE.
Source Data Credit: NASA/JPL/University of Arizona
Data source: www.uahirise.org/dtm/dtm.php?ID=ESP_012991_1335
Rendered in Blender using a digital terrain model and hand-map projected RGB swath from HiRISE.
Source Data Credit: NASA/JPL/University of Arizona
Data source: www.uahirise.org/dtm/dtm.php?ID=ESP_036859_2020
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
This is the higher quality vimeo version: vimeo.com/86516706
This video is made from 24 photos taken on the 1st Light Painting Workshop by Oddball Graphics
I would like to thank light painters Maarten Takens, Ina Ellpunkt and Anika Möllenbeck from the Noctis Lux team for being the first attending my workshops and for allowing me to use their photos to make this video.
A very big thank you to Rutger Verberkmoes for the excellent sound track. You can read my thoughts man! ;) I’ve also used his track to control one of the layers.
A vision of Proxima Centauri b.
Rendered using Autodesk Maya and Adobe Photoshop.
Planet Texture: Elizabeth Gill
Applied a different lighting model for volume scattering (fog) and a spot light rather than a directional light.
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Digital elevation model of Earth displaying a cloudless morning in May. Sources: GEBCO_08 bathymetric raster data provided by the General Bathymetric Chart of the Oceans, Satellite imagery provided by the NASA's Earth Observatory Blue Marble project. Rendered using jDem846.
The Triangle inequality: ||x+y|| <= ||x|| + ||y||
Sometimes the sum of two people is less than the people on their own.
The hermit turns inward. He conserves his power, does not start any new projects or meet new people. He continues in the old rut because it is old and doesn't cost him any mental effort - he saves energy.
Is he alone? Yes, as alone as he wants to be. He doesn't have to be consistent when nobody is there to judge him.
Carl Woese suggested (Woese CR (1998). "The universal ancestor." Proc Natl Acad Sci USA 95:6854-6859.) that the Last Universal Common Ancestor, the bacterium all terrestrial life is descended from, was not a single cell but rather a community of cells living in a sea of genetic exchange - or rather, a community of genes moving between cells. There were no species, just gradients of genetic usage. But when this exchange weakened, perhaps due to better cell membranes, different parts of the community were cut off and began to become individual.
A global genetic community allows all cells to partake on new useful genes, but it also requires that the cells are simple and porous. If they start to hide their genomes, just exchanging small pieces through plasmids and sex like trading misers, they will not get the same range of possible new genes but will also be able to form more complex and sensitive structures. The isolation breeds diversity, enabling the formation of species and complex ecosystems.
Integrity is the control over the information flowing in and out of one's organism.
It is not just the right to keep silent about what one wishes to keep silent about, but also the duty to determine for oneself what to attend to. When the spammer steals our attention we are contributing by allowing anybody to email us anything.
Isolation as a virtue. To keep silent. To conserve information.
The code on the sphere the hermit holds is the plasmid pINIIIompA3.
The image has been produced by using a computer program I wrote. Input data for the program was obtained by using a 3D scanner (it uses a laser scan to adquire 3d data).
This scanner needed various passes (from different points of view) to cover different parts of the surface. Then a comercial program was used which joined polygons into a single 3D model, containing 260000 triangles. I was not absolutlelly quiet between each scan, and perhaps this caused the stitching error you can see (whole process took a few minutes).
From this data, the program used a realistic rendering algorithm, (based on Monte-Carlo techniques), wich simulates light propagation and reflection on the 3D model. The program was run on a 8 CPU linux computer cluster (with different processes comunicating via the MPI library), and was written in C++ programming language. The program completed the image in less than 5 minutes (4m 45 sec.)
The program used an algorithm called path-tracing. For each pixel, a total number of 400 light paths were simulated, and average pixel radiance was computed from this set of samples.
Finally an image was obtained. I used GIMP to post-process this image. Background was removed (set to black), and contrast was enhanced on the head. Finally, noise was removed by using an edge preserving low-pass filter (a little bit of noise was produced by Monte-Carlo algorithm, and then it was made more visible because of contrast enhancing algorithm).
The image I've uploaded is a JPG version fo the original tiff image, thus some JPG compression errors are visible.
All equipment used belongs to the Computer Graphics Group at the University of Granada.
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Mars Data:
NASA/JPL/University of Arizona/USGS
Source: www.uahirise.org/dtm/dtm.php?ID=ESP_043861_1605
Earth Data: USDA-FSA Aerial Photography Field Office
Global digital elevation model rendered using the GEBCO_08 bathymetric dataset. Landmasses use the Blue Marble satellite imagery. Hillshading has been exaggerated and simulates the solar position at 12:00 PM, February 28, 2012 GMT. Sources: GEBCO_8 bathymetric raster data provided by the General Bathymetric Chart of the Oceans. Satellite imagery provided by the NASA's Earth Observatory Blue Marble project. Rendered using jDem846.
Put at a orbital distance (semi-major axis) roughly similar to that of Venus and given a slight inclination as to minimize blocking sunlight to Earth. I suspect you wouldn't be able to see the side facing Earth (away from the Sun), especially with this lighting, but that I was added, however faintly, for structural context.
Rendered with Autodesk Maya, composited over a photo taken at Griffith Observatory in Los Angeles.
Rendered using Autodesk Maya and Adobe Lightroom. HiRISE data processed using gdal.
Data:
NASA/JPL/University of Arizona/USGS
Rendered using Autodesk Maya and Adobe Photoshop. HiRISE data processed using HiView and gdal.
Data:
NASA/JPL/University of Arizona/USGS
Copyright © 2011 by Craig Paup. All rights reserved.
Any use, printed or digital, in whole or edited, requires my written permission.
Modeled using HiRiSE DTM and Ortho imagery data. Data processed using gdal, ImageMagick, & HiView. Rendered using Autodesk Maya and Adobe Photoshop.
Source Data: www.uahirise.org/dtm/dtm.php?ID=ESP_023567_2000