Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integrat...
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Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integration. Among the techniques, the implicit integration method is the most likely technique for real time environments, since it allows large time steps for cloth simulation by ensuring the stability of systems. However the most critical flaw of the implicit method is that it involves a large linear system. The paper presents a fast animation technique for animating soft objects based on a mass-spring model with an approximated implicit method which does not involve linear system solving. The proposed technique stably updates the state of n mass-points in O(n) time when the number of total springs are O(n). Because the mass-spring model shows a superelastic effect, the excessively deformed springs (i.e., super-elongated springs) should be adjusted for reality. The paper presents an efficient inverse dynamics process to adjust the super-elongated springs.
Timing convergence problem arises when the estimations made during logic synthesis can not be met during physical design. In this paper, an efficient rewiring engine is proposed to explore maximal freedom after placem...
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ISBN:
(纸本)1581131897
Timing convergence problem arises when the estimations made during logic synthesis can not be met during physical design. In this paper, an efficient rewiring engine is proposed to explore maximal freedom after placement. The most important feature of this approach is that the existing placement solution is left intact throughout the optimization. A linear time algorithm is proposed to detect functional symmetries in the Boolean network and is used as the basis for rewiring. Integration with an existing gate sizing algorithm further proves the effectiveness of our technique. Experimental results are very promising.
In recent years there has been an increased interest in metal foams in the field of material science. The stress absorbing potential is one of the most interesting properties for the application of aluminium foam (e.g...
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To implement high-performance global interconnect without impacting the performance of existing blocks, the use of buffer blocks is increasingly popular in structured-custom and block-based ASIC/SOC methodologies. Rec...
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To implement high-performance global interconnect without impacting the performance of existing blocks, the use of buffer blocks is increasingly popular in structured-custom and block-based ASIC/SOC methodologies. Recent works by Cong et al. (1999) and Tang and Wong (2000) give algorithms to solve the buffer block planning problem. In this paper we address the problem of how to perform buffering of global nets given an existing buffer block plan. Assuming that global nets have been already decomposed into two-pin connections, we give a provably good algorithm based on a recent approach of Garg and Konemann (1998) and Fleischer (1999). Our method routes connections using available buffer blocks, such that required upper and lower bounds on buffer intervals-as well as wirelength upper bounds per connection-are satisfied. Our model allows more than one buffer to be inserted into any given connection. In addition, our algorithm observes buffer parity constraints, i.e., it will choose to use an inverter or a buffer (=co-located pair of inverters) according to source and destination signal parity. The algorithm outperforms previous approaches and has been validated on top-level layouts extracted from a recent high-end microprocessor design.
This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to huma...
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This paper presents an approach for grasping virtual objects in virtual environments with a data glove. Our focus lies on developing new methods that allow sensible realistic grasping gestures which correspond to human grasping behavior. To meet the demands of industrial applications, users must be able to grasp an object in an intuitive way with one or two hands and, beyond that, manipulate grasped objects between their fingers. To avoid the use of expensive force or touch feedback hardware, but also to ensure a safe grip on virtual objects, several forms of visual feedback are provided. First, we describe the basic algorithm for grasping with one or two hands and finally, we present a method to precisely manipulate the grasped objects between the virtual fingers.
Synchronization is an area that exhibits rich hardware-software interactions in multiprocessors. It was studied extensively using microbenchmarks a decade ago. However, its performance implications are not well unders...
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Synchronization is an area that exhibits rich hardware-software interactions in multiprocessors. It was studied extensively using microbenchmarks a decade ago. However, its performance implications are not well understood on modern systems or on real applications. We study the impact of synchronization primitives and algorithms on a modern, 64-processor, hardware-coherent shared address space multiprocessor: the SGI Origin 2000. In addition to the actual results on a modern system, we examine the key methodological issues in studying synchronization, for both microbenchmarks and applications. We find that although the efficient hardware support (Fetch&Op) for synchronization provided on our machine usually helps lock and barrier microbenchmarks, it does not help in improving application performance when compared to good software algorithms that use the processor-provided LL-SC instructions. This is true even in applications that spend a significant amount of time in synchronization operations. More elaborate hardware support is unlikely to have a significant benefit either. From the applications' perspective, it is usually the waiting time due to load imbalance or serialization that dominates synchronization time, not the overhead of the synchronization operations themselves, even in apparently balanced cases where the overhead may be expected to be substantial.
A web-based, entirely platform independent Molecular Visualization System has been developed using state of the art Internet programming techniques. This system offers the visualization of various molecular models, mo...
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Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics ac...
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computer-controlled dimensional inspection is typically performed with coordinate measuring machines (CMMs), which are very precise Cartesian robots that use touch probes to measure the coordinates of points on a work...
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computer-controlled dimensional inspection is typically performed with coordinate measuring machines (CMMs), which are very precise Cartesian robots that use touch probes to measure the coordinates of points on a workpiece's surfaces. Automatic planning and programming of inspection tasks with a CMM involve spatial reasoning, to determine how to orient the part on the CMM, which probes to use, how to orient the probes, and so on. This paper introduces the notions of accessibility and approachability, which are important for inspection planning, and describes two sets of implemented algorithms for computing accessibility information. One of these sets of algorithms performs exact computations on polyhedral objects and is relatively slow, whereas the other uses discrete approximations and achieves high speed by exploiting standard computergraphics hardware. The discretized algorithm has been tested on real-world parts, and is sufficiently fast for industrial applications.
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