CEIG2022
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Browsing CEIG2022 by Subject "Computer systems organization"
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Item Development of a Node-Based Material Editor(The Eurographics Association, 2022) Leiro, Luciano Suaya; GarrigĆ³, Marc; Posada, Jorge; Serrano, AnaMaterials systems are an important element within the development of a renderer for an application such as a video game. Nowadays, the method to build a graphic style for a product involving a real-time engine implies a rendering system supporting a solid and concise materials system, as those well-established in real-time engines such as Unreal or Unity. This study presents an open-source application to serve as an editor of materials consisting of a modern real-time renderer. The application consists of a basic OpenGL real-time rendering engine to visualise 3D geometry and its appearance through the support of a node-based material editor to assemble materials in an intuitive and simple manner, without the use of programming and little technical knowledge. The culmination of the project and the achievement of its objectives was satisfactory. We concluded that this work can be used as a reference to understand real-time material systems and renderers and its state of the art in the video games industry.Item Simulation Based Initial Feasibility Analysis Pipeline for Small-sized Part Picking(The Eurographics Association, 2022) Mendizabal-Arrieta, IƱigo; Tammaro, Antonio; Ojer, Marco; Lin, Xiao; Posada, Jorge; Serrano, AnaRandom bin picking is still one of the main tasks for robotics in the current days. When the environment is very cluttered, the calculation of grasping positions can be highly demanding in terms of time and computing power. To ease the computation load, some parts arranging operations can be performed before the segmentation stage. For instance, for small and light parts, a feeder-vibrating table system can be used to separate the components, allowing them to be easily grasped, and increasing the overall performance of the solution. However, as the geometry and requirements for piece type are different, one or more feasibility tests need to be done for each case. These analyses are usually very time and cost intensive and require the use of expensive hardware such as robots, grippers, and prototype cells. The use of virtual reproductions of the environment like digital twins or physical-based simulations could help reduce the time and effort spent on designing the settings, nevertheless, their correct configuration is not trivial. This paper presents a simulation based analysis method for picking small-sized parts. It aims to supply the tools and define a streamlined procedure for efficient feasibility testing. Those concepts are applied in a specific bin picking scenario of multiple small electronic components. For each part type, a set of case-specific initial and boundary conditions are taken into account, then a series of performance metrics for both bin and vibrating table part picking are computed. The obtained information is decisive to make strategic decisions regarding the hardware requirements, the profitability, and the success probability of the project.