The use of a rewrite-based theorem prover for verifying properties of arithmetic circuits is discussed. A prover such as Rewrite Rule Laboratory (RRL) can be used effectively for establishing numbertheoretic propertie...
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Interactions between a virtual actor and its virtual environment involve many aspects. An important one is hands interactions. In a virtual scene depicting everyday life, the actor will need to grasp and hold objects,...
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In this paper we extend the concept of Voronoi diagrams to parameterized surfaces where distance between two points is defined as infimum over the lengths of surface paths connecting these points. We present a method ...
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In this paper we extend the concept of Voronoi diagrams to parameterized surfaces where distance between two points is defined as infimum over the lengths of surface paths connecting these points. We present a method to compute Voronoi diagrams on these surfaces.
We investigated the evolution of the black hole binary formed by the merging of two galaxies, each containing a central massive black hole. Our main goal here is to determine if the black hole binary can merge through...
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We investigated the evolution of the black hole binary formed by the merging of two galaxies, each containing a central massive black hole. Our main goal here is to determine if the black hole binary can merge through the hardening by dynamical friction and the gravitational wave radiation. We performed N-body simulations of the merging of two galaxies with a wide range of the total number of particles to investigate the effect of the number of particles on the evolution of the black hole binary, We found that the evolution timescale was independent of the number of particles in the galaxy N until the semimajor axis reached a critical value. After the semimajor axis became smaller than this critical value, the evolution timescale was longer for larger numbers of particles. Qualitatively, this behavior is understood naturally as the result of the ''loss cone'' effect. However, the dependence of the timescale on N is noticeably weaker than the theoretical prediction. In addition, the critical semimajor axis is smaller than the theoretical prediction. The timescale of evolution through gravitational radiation at this critical semimajor axis is longer than the Hubble time. We discuss the reason of this discrepancy and the implication of the present result on the structure of the elliptical galaxies and QSO activities.
The paper exploits the combination of VRML (Virtual Reality Modeling Language) and Java for the construction of highly interactive animations, whose behaviour is defined in real time by a user's actions. The anima...
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The paper exploits the combination of VRML (Virtual Reality Modeling Language) and Java for the construction of highly interactive animations, whose behaviour is defined in real time by a user's actions. The animations are modeled in VRML, which allows the definition of a Java program to process and generate events that determine the behaviour of scene elements. An application for the generation of Java graphical interfaces was developed, aiming to establish the communication between the user and the VRML environment, sending parameters to the program that controls the animation.
We discuss the theory and practical issues behind creating reflection models to show the difficulty of the problem. We survey the current approaches towards reflection models for computergraphics to show that even fo...
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We discuss the theory and practical issues behind creating reflection models to show the difficulty of the problem. We survey the current approaches towards reflection models for computergraphics to show that even for simple surfaces, the important issues are far from settled. We briefly discuss future directions for research. Finally, we present a case study of a particular type of light reflection that captures some important aspects of appearance for a limited class of materials with subsurface reflection.
We have developed a Web based application to accelerate the visualization of VRML scenes located in a remote server. This application enables the user to extract only the parts of a scene that are of actual interest. ...
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We have developed a Web based application to accelerate the visualization of VRML scenes located in a remote server. This application enables the user to extract only the parts of a scene that are of actual interest. The extracted parts represent one or more sub trees of the hierarchical structure of the VRML scene, and only these parts will be rendered and visualized in the local computer. By reducing the complexity (size) of the remote scene, less data are transmitted from the remote server and the rendering process becomes faster in the local computer. The application is written in Java and is executed as an applet embedded in an HTML page.
Because most existing multi resolution methods are slow, a common approach is to pregenerate a few key models of the object at different resolutions. During run time, the object's distance from the viewer determin...
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Because most existing multi resolution methods are slow, a common approach is to pregenerate a few key models of the object at different resolutions. During run time, the object's distance from the viewer determines which model to use for rendering. Although this approach is simple, it suffers from the sudden change in resolution as the object moves across the threshold distance. In addition, the model used to represent an object at a particular frame is not optimized for the given dynamic viewing and animation parameters. The quadtree type of methods for arranging the surface model may allow adaptive multi resolution modeling in a simple way and it reduces the sudden change of resolution from the object level to the node level. However, the square shape of the node, together with the four-time increment in size for representing surfaces, limits the types of surfaces that it can handle without creating excessive nodes. We present a real time adaptive multi resolution method for models of arbitrary topology.
We present a new iterative algorithm for timing-driven placement applicable to regular architectures such as field-programmable gate arrays (FPGAs). Our algorithm has two phases in each iteration: a compression phase ...
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We present a new iterative algorithm for timing-driven placement applicable to regular architectures such as field-programmable gate arrays (FPGAs). Our algorithm has two phases in each iteration: a compression phase and a relaxation phase. We employ a novel compression strategy based on the longest path tree of a cone for improving the timing performance of a given placement. Compression might cause a feasible placement to become infeasible. The concept of a slack neighborhood graph is introduced, and is used in the relaxation phase to transform an infeasible placement into a feasible one using a mincost maxflow formulation. The slack neighborhood graph approach used in the relaxation phase guarantees a bounded increase in delay during the relaxation phase. Our analytical results regarding the bounds on delay increase during relaxation are validated by the rapid convergence of our algorithm on benchmark circuits, We obtain placements that have 13% less critical path delay (on the average) than those generated by the Xilinx automatic place and route tool (apr) on technology-mapped MCNC benchmark circuits. The running time of our algorithm is significantly less than that of apr. Slack neighborhood graphs are of independent interest because they can also be used for timing-driven reconfiguration for yield enhancement and for handling incremental design changes efficiently.
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