Network analyzer is the main instrument to measure SAW (surafce acoustic wave) devices. Many research workers are familiar withthe results coming from network analyzer. From this kind of results we can easily analyze...
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ISBN:
(纸本)0780380029
Network analyzer is the main instrument to measure SAW (surafce acoustic wave) devices. Many research workers are familiar withthe results coming from network analyzer. From this kind of results we can easily analyze the devices and select which meets the requirement of the design. In this paper, a way was proposed to simulate SAW devices using VHDL-AMS to get results similar to those measured by network analyzer. this way made it easy to design SAW devices by computer. Only changing some parameters, you can get the results before a SAW device is manufactured. It is also extendible for the system level computer-aided simulation containing SAW. As a example, we used three models of SAW devices to simulate a saw filter on ST-X quartz. these three models are crossed-field model, modified crossed-field model and network model. the software using to simulation is ADVance MS(Mentor graphics). In order to conquer the shortage of the VHDL-AMS, Foster's reactance theorem was used. the results were compared withthe results measured by network analyzer. It shows that the simulation of network model is closer to that of measurement, in which the parameters were calculate by FEM.
Visual spatial-temporal (4D) modeling technologies play an important role in the realization of complex construction projects and programs facing the problems of trustworthy planning, advanced communication among stak...
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With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality rendering and additional functionality instead...
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ISBN:
(纸本)0201485605
With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality rendering and additional functionality instead of simply higher performance implementations based on the traditional graphics pipeline. In this paper we present techniques for realistic shading and lighting using computergraphics hardware. In particular, we discuss multipass methods for high quality local illumination using physically-based reflection models, as well as techniques for the interactive visualization of non-diffuse global illumination solutions. these results are then combined with normal mapping for increasing the visual complexity of rendered images. Although the techniques presented in this paper work at interactive frame rates on contemporary graphics hardware, we also discuss some modifications of the rendering pipeline that help to further improve both performance and quality of the proposed methods. Copyright ACM 1999.
Good morning ladies and gentlemen, members and guests. Welcome to the 26th Annual Advanced Television and Electronic Imaging conference of the Society of Motion Picture and Television Engineers. Welcome also to the ev...
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Recent studies have showcased the exceptional performance of LLMs (Large Language Models) on assessment questions across various discipline areas. this can be helpful if used to support the learning process, for examp...
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ISBN:
(纸本)9798400716195
Recent studies have showcased the exceptional performance of LLMs (Large Language Models) on assessment questions across various discipline areas. this can be helpful if used to support the learning process, for example by enabling students to quickly generate and contrast alternative solution approaches. However, concerns about student over-reliance and inappropriate use of LLMs in education are common. Understanding the capabilities of LLMs is essential for instructors to make informed decisions on question choices for learning and assessment tasks. In CS (computer Science), previous evaluations of LLMs have focused on CS1 and CS2 questions, and little is known about how well LLMs perform for assessment questions in upper-level CS courses such as CG (computergraphics), which covers a wide variety of concepts and question types. To address this gap, we compiled a dataset of past assessment questions used in a final-year undergraduate course about introductory CG, and evaluated the performance of GPT-4 on this dataset. We also classified assessment questions and evaluated the performance of GPT-4 for different types of questions. We found that the performance tended to be best for simple mathematical questions, and worst for questions requiring creative thinking, and those with complex descriptions and/or images. We share our benchmark dataset withthe community and provide new insights into the capabilities of GPT-4 in the context of CG courses. We highlight opportunities for teaching staff to improve student learning by guiding the use of LLMs for CG questions, and inform decisions around question choices for assessment tasks.
We describe a conceptual infrastructure - the Luminous Room for providing graphical display and interaction at each of an interior architectural space's various surfaces, arguing that pervasive environmental outpu...
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ISBN:
(纸本)0201485605
We describe a conceptual infrastructure - the Luminous Room for providing graphical display and interaction at each of an interior architectural space's various surfaces, arguing that pervasive environmental output and input is one natural heir to today's rather more limited notion of spatially-confined, output-only display (the CRT). We discuss the requirements of such real-world graphics, including computational Sr networking demands;schemes for spatially omnipresent capture and display;and issues of design and interaction that emerge under these new circumstances. these discussions are both illustrated and motivated by five particular applications that have been built for a real, experimental Luminous Room Space, and by details of the current technical approach to its construction (involving a two-way optical transducer called an I/O Bulb that projects and captures pixels).
the proceedings contain 19 papers. the topics discussed include: crossmodal perception in immersive environments;a web 3D-scene editor of virtual reality exhibitions and 360-degree videos;bidirectional rendering of po...
ISBN:
(纸本)9783038680239
the proceedings contain 19 papers. the topics discussed include: crossmodal perception in immersive environments;a web 3D-scene editor of virtual reality exhibitions and 360-degree videos;bidirectional rendering of polarized light transport;spatial opacity maps for direct volume rendering of regions of interest;deployment of volume rendering interactive visualizations in web platforms with intersected 3D geometry;ordering triangles in triangulated terrains over regular grids;characterization of position based dynamics for elastic materials;phase space data-driven simulation of elastic materials;augmented reality system to assist in manufacturing processes;and tools for structural analysis and optimization of procedural masonry buildings.
We present an algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction. We describe the boundary integral equation formulation of st...
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ISBN:
(纸本)0201485605
We present an algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction. We describe the boundary integral equation formulation of static linear elasticity as well as the related Boundary Element Method (BEM) discretization technique. In addition, we show how to exploit the coherence of typical interactions to achieve low latency;the boundary formulation lends itself well to a fast update method when a few boundary conditions change. the algorithms are described in detail with examples from ArtDefo, our implementation. Copyright ACM 1999.
We introduce a method for predicting a control signal from another related signal, and apply it to voice puppetry: Generating full facial animation from expressive information in an audio track. the voice puppet learn...
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ISBN:
(纸本)0201485605
We introduce a method for predicting a control signal from another related signal, and apply it to voice puppetry: Generating full facial animation from expressive information in an audio track. the voice puppet learns a facial control model from computer vision of real facial behavior, automatically incorporating vocal and facial dynamics such as co-articulation. Animation is produced by using audio to drive the model, which induces a probability distribution over the manifold of possible facial motions. We present a linear-time closed-form solution for the most probable trajectory over this manifold. the output is a series of facial control parameters, suitable for driving many different kinds of animation ranging from video-realistic image warps to 3D cartoon characters.
the proceedings contains 112 papers on engineering education from the 1996 Frontiers in Education conference. Topics discussed include: computer based instruction (CBI);graduate and undergraduate engineering courses;m...
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the proceedings contains 112 papers on engineering education from the 1996 Frontiers in Education conference. Topics discussed include: computer based instruction (CBI);graduate and undergraduate engineering courses;manufacturing engineering;production engineering;computer science;electrical and electronics engineering;electronics packaging;software development;distance learning;interactive computer systems and graphics;engineering design;Internet based learning environments;factors that affect student learning;international cooperation on engineering education;database systems;computer tutors;semiconductor device fabrication and design;and automated product inspection.
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