In this paper, we present a new method of simulating and visualizing smoke and steam clouds in virtual environments (VEs). We use a particle system approach, but reduce the particle numbers to decrease the computation...
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In this paper, we present a new method of simulating and visualizing smoke and steam clouds in virtual environments (VEs). We use a particle system approach, but reduce the particle numbers to decrease the computation and rendering times. Special care, however is taken for the presentation quality of the clouds. From every viewing point (even within the clouds), the VE user does not have the impression that the clouds are hollow polyhedrons, but rather fuzzy objects.
The performance of deep neural networks for image recognition tasks such as predicting a smiling face is known to degrade with under-represented classes of sensitive attributes. We address this problem by introducing ...
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Mass Spring Model (MSM) is a highly efficient model in terms of calculations and easy implementation. Mass, spring stiffness coefficient and damping constant are three major components of MSM. This paper focuses on id...
Mass Spring Model (MSM) is a highly efficient model in terms of calculations and easy implementation. Mass, spring stiffness coefficient and damping constant are three major components of MSM. This paper focuses on identifying the coefficients of spring stiffness and damping constant using automated tuning method by optimization in generating human liver model capable of responding quickly. To achieve the objective two heuristic approaches are used, namely Simulated Annealing (SA) and Genetic Algorithm (GA) on the human liver model data set. The properties of the mechanical heart, which are taken into consideration, are anisotropy and viscoelasticity. Optimization results from SA and GA are then implemented into the MSM to model two human hearts, each with its SA or GA construction parameters. These techniques are implemented while making FEM construction parameters as benchmark. Step size response of both models are obtained after MSMs were solved using Fourth Order Runge-Kutta (RK4) to compare the elasticity response of both models. Remodelled time using manual calculation methods was compared against heuristic optimization methods of SA and GA in showing that model with automatic construction is more realistic in terms of realtime interaction response time. Liver models generated using SA and GA optimization techniques are compared with liver model from manual calculation. It shows that the reconstruction time required for 1000 repetitions of SA and GA is faster than the manual method. Meanwhile comparison between construction time of SA and GA model indicates that model SA is faster than GA with varying rates of time 0.110635 seconds/1000 repetitions. Real-time interaction of mechanical properties is dependent on rate of time and speed of remodelling process. Thus, the SA and GA have proven to be suitable in enhancing realism of simulated real-time interaction in liver remodelling.
In augmented reality applications, consistent illumination between virtual and real objects is important for creating an immersive user experience. Consistent illumination can be achieved by appropriate parameterisati...
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The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computergraphics lately, the mutual in...
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Teaching heterogeneous robotic cells is difficult and time-consuming. We present a context-aware robot teaching solution based on an open-source framework that decouples the task instruction from the task execution to...
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Triangle surface models belong to the most popular type of geometric objects description in computergraphics. Therefore, the problem of fast visualization of this type of data is often solved. One of popular approach...
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Triangle surface models belong to the most popular type of geometric objects description in computergraphics. Therefore, the problem of fast visualization of this type of data is often solved. One of popular approaches is stripification, i.e., a conversion of triangle surface into strips of triangles. This enables to reduce the rendering time by reduction data size and by avoiding of redundant lighting and transformations computations. In this paper we present a new stripification algorithm for static fully triangulated meshes. Our new algorithm is based on the dual graph of triangulation. The experimental results show that our stripification produces much lower number of triangle strips than other stripification algorithms (except one)
The use of procedural content generation to support adaptive games is starting to gain momentum in current research. However, there are still many open issues to tackle, namely the reusability of methodologies. Our re...
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ISBN:
(纸本)9781450314473
The use of procedural content generation to support adaptive games is starting to gain momentum in current research. However, there are still many open issues to tackle, namely the reusability of methodologies. Our research focuses on reusable and generic methods for linking the procedural generation of 3D game worlds with gameplay, as measured by player modelling techniques. As the interface for that link, we propose the use of gameplay semantics, a knowledge representation technique that allows our case-based generator to match content to player models. We present and discuss the implementation of our proposed method in an existing game, Stunt Playground. Gameplay semantics is created by designers in a generic way and is then used to procedurally generate player-matching Stunt Playground game worlds, both at the design and game stage. Current results show that our approach can automatically create such adaptive game content, thus effectively bridging game world designers, procedural generation and gameplay.
In this joint work, a complete framework for modeling, simulating and visualizing multiphase fluid flow within an extraction column is presented. We first present a volume-of-fluid simulation, which is able to predict...
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ISBN:
(纸本)9783939897460
In this joint work, a complete framework for modeling, simulating and visualizing multiphase fluid flow within an extraction column is presented. We first present a volume-of-fluid simulation, which is able to predict the surface of the droplets during coalescence. However, a fast and efficient model is needed for the simulation of a liquid-liquid extraction column due to the high number of occurring droplets. To simulate the velocity and droplet size in a DN32 extraction column, a coupled computational fluid dynamic-population balance model solver is used. The simulation is analyzed using path-line based visualization techniques. A novel semi-automatic re-seeding technique for droplet path-line integration is proposed. With our technique, path-lines of fluid droplets can be re-initialized after contact with the stirring devices. The droplet breakage is captured, allowing the engineer to improve the design of liquid-liquid columns layout.
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