This paper presents a method for generating maps with rivers and fjords. The method is based on recursive subdivision of triangles and allows unlimited zoom on details without requiring generation of a full map at high resolution.
David Sinclair, Ademyemi Ademola, Babis Koniaris
et al.
DanceGraph is an architecture for synchronized online dancing overcoming the latency of networked body pose sharing. We break down this challenge by developing a real-time bandwidth-efficient architecture to minimize lag and reduce the timeframe of required motion prediction for synchronization with the music's rhythm. In addition, we show an interactive method for the parameterized stylization of dance motions for rhythmic dance using online dance correctives.
The Local Moran's I statistic is a valuable tool for identifying localized patterns of spatial autocorrelation. Understanding these patterns is crucial in spatial analysis, but interpreting the statistic can be difficult. To simplify this process, we introduce three novel visualizations that enhance the interpretation of Local Moran's I results. These visualizations can be interactively linked to one another, and to established visualizations, to offer a more holistic exploration of the results. We provide a JavaScript library with implementations of these new visual elements, along with a web dashboard that demonstrates their integrated use.
Constructing well-behaved Laplacian and mass matrices is essential for tetrahedral mesh processing. Unfortunately, the \emph{de facto} standard linear finite elements exhibit bias on tetrahedralized regular grids, motivating the development of finite-volume methods. In this paper, we place existing methods into a common construction, showing how their differences amount to the choice of simplex centers. These choices lead to satisfaction or breakdown of important properties: continuity with respect to vertex positions, positive semi-definiteness of the implied Dirichlet energy, positivity of the mass matrix, and unbiased-ness on regular grids. Based on this analysis, we propose a new method for constructing dual-volumes which explicitly satisfy all of these properties via convex optimization.
Grid space partitioning is a technique to speed up queries to graphics databases. We present a parallel grid construction algorithm which can efficiently construct a structured grid on GPU hardware. Our approach is substantially faster than existing uniform grid construction algorithms, especially on non-homogeneous scenes. Indeed, it can populate a grid in real-time (at rates over 25 Hz), for architectural scenes with 10 million triangles.
In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the realism and limitations of the model, images from a computer-generated animation are presented and compared with video frames of actual splashes occurring under similar initial conditions.
Though a lot of improvement has been made to hair rendering techniques in the recent years, realistic rendering of hair remains a challenge, especially in real time. In this paper, we propose a fast technique to approximate the shading of hair lighted by an environment map, direct lighting or a global illumination system, without having to render deep opacity maps or requiring additional artistic work.
The squircle is an intermediate shape between the square and the circle. In this paper, we examine and discuss equations for different types of squircles. We then build upon these 2D shapes to come-up with various 3D surfaces based on squircles.
We apply an iterative weighting scheme for additive light field synthesis. Unlike previous work optimizing additive light field evenly over viewpoints, we constrain the optimization to deliver a reconstructed light field of high image quality for viewpoints of large weight.
Most multi-sided transfinite surfaces require cross-derivatives at the boundaries. Here we show a general $n$-sided patch that interpolates all boundaries based on only positional information. The surface is a weighted sum of $n$ Coons patches, using a parameterization based on Wachspress coordinates.
We explain geometrically why ordinary facet angles of a stroked path tessellated from uniform tangent angle steps are bounded by twice the step angle. This fact means---excluding a small number of extraordinary facet angles straddling offset cusps---our polar stroking method bounds the facet angle size to less than $2 θ$ where $θ$ is the tangent step angle.
Orienting surface normals correctly and consistently is a fundamental problem in geometry processing. Applications such as visualization, feature detection, and geometry reconstruction often rely on the availability of correctly oriented normals. Many existing approaches for automatic orientation of normals on meshes or point clouds make severe assumptions on the input data or the topology of the underlying object which are not applicable to real-world measurements of urban scenes. In contrast, our approach is specifically tailored to the challenging case of unstructured indoor point cloud scans of multi-story, multi-room buildings. We evaluate the correctness and speed of our approach on multiple real-world point cloud datasets.
Dmitrij Gendler, Christian Eisele, Dirk Seiffer
et al.
The problem deals with an exact calculation of the intersection area of a circle arbitrary placed on a grid of square shaped elements with gaps between them (finite fill factor). Usually an approximation is used for the calculation of the intersection area of the circle and the squares of the grid. We analyze the geometry of the problem and derive an algorithm for the exact computation of the intersection areas. The results of the analysis are summarized in the tally sheet. In a real world example this might be a CCD or CMOS chip, or the tile structure of a floor.
Проведен геометрический и топологический анализ металлооксида с минимальным известным содержанием кислорода CsO, образующегося из кислородсодержащего расплава металлического Cs. Для определения кластеров-прекурсоров кристаллических структур использованы специальные алгоритмы разложения структурных графов на кластерные субструктуры (пакет программ ToposPro). Определены участвующие в самосборке кристаллических структур кластеры-прекурсоры: трехоктаэдрические кластеры CsO, октаэдрические кластеры Cs, тетраэдрические кластеры Cs. Реконструированы симметрийный и топологический коды процессов самосборки кристаллических структур из кластеров-прекурсоров в виде: первичная цепь микрослой микрокаркас.
Remi Ronfard, Vineet Gandhi, Laurent Boiron
et al.
The prose storyboard language is a formal language for describing movies shot by shot, where each shot is described with a unique sentence. The language uses a simple syntax and limited vocabulary borrowed from working practices in traditional movie-making, and is intended to be readable both by machines and humans. The language is designed to serve as a high-level user interface for intelligent cinematography and editing systems.
We have been developing a visualization application for CAVE-type virtual reality (VR) systems for more than a decade. This application, VFIVE, is currently used in several CAVE systems in Japan for routine visualizations. It is also used as a base system of further developments of advanced visualizations. The development of VFIVE is summarized.
We consider the problem of finding a color scale which performs well when converted to a grayscale. We assume that each color is converted to a shade of gray with the same intensity as the color. We also assume that the color scales have a linear variation of intensity and hue, and find scales which maximize the average chroma (or "colorfulness") of the colors. We find two classes of solutions, which traverse the color wheel in opposite directions. The two classes of scales start with hues near cyan and red. The average chroma of the scales are 65-77% those of the pure colors.
Due to their slenderness, many modern footbridges may vibrate significantly under pedestrian traffic. Consequently, the vibration serviceability of these structures under human-induced dynamic loading is becoming their governing design criterion. Many current vibration serviceability design guidelines, concerned with prediction of the vibration in the vertical direction, estimate a single response level that corresponds to an "average" person crossing the bridge with the step frequency that matches a footbridge natural frequency. However, different pedestrians have different dynamic excitation potential, and therefore could generate significantly different vibration response of the bridge structure. This paper aims to quantify this potential by estimating the range of structural vibrations (in the vertical direction) that could be induced by different individuals and the probability of occurrence of any particular vibration level. This is done by introducing the inter- and intra-subject variability in the walking force modelling. The former term refers to inability of a pedestrian to induce an exactly the same force with each step while the latter refers to different forces (in terms of their magnitude, frequency and crossing speed) induced by different people. Both types of variability are modelled using the appropriate probability density functions. The probability distributions were then implemented into a framework procedure for vibration response prediction under a single person excitation. Instead of a single response value obtained using currently available design guidelines, this new framework yields a range of possible acceleration responses induced by different people and a distribution function for these responses. The acceleration ranges estimated are then compared with experimental data from two real-life footbridges. The substantial differences in the dynamic response induced by different people are obtained in both the numerical and the experimental results presented. These results therefore confirm huge variability in different people's dynamic potential to excite the structure. The proposed approach for quantifying this variability could be used as a sound basis for development of new probability-based vibration serviceability assessment procedures for pedestrian bridges.
This paper describes visualization of chaotic attractor and elements of the singularities in 3D space. 3D view of these effects enables to create a demonstrative projection about relations of chaos generated by physical circuit, the Chua's circuit. Via macro views on chaotic attractor is obtained not only visual space illustration of representative point motion in state space, but also its relation to planes of singularity elements. Our created program enables view on chaotic attractor both in 2D and 3D space together with plane objects visualization -- elements of singularities.