A new method, based on a height function, to extract the shape of the topological graph of a freeform object was proposed. The proposed method was applied directly on a dense triangulated mesh for calculation of the 3...
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A new method, based on a height function, to extract the shape of the topological graph of a freeform object was proposed. The proposed method was applied directly on a dense triangulated mesh for calculation of the 3D isocurves and extraction of the topological graph. The comp.tation involved application of the marching cube algorithm, initial value conditions, partial differential equations and Lapalacian equations.
The inner city (Old Town) of Graz will be the European cultural capital in 2003. In this paper we present preliminary results on the reconstruction and visualization of this kind of cultural heritage data. Starting wi...
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ISBN:
(纸本)1581134479
The inner city (Old Town) of Graz will be the European cultural capital in 2003. In this paper we present preliminary results on the reconstruction and visualization of this kind of cultural heritage data. Starting with a simple block model obtained by converting 2 1/2 dimensional GIS (geographic information system) data we focus on the image based modeling of the facades. Herein we illustrate a robust search for corresponding points to estimate the relative orientation between image pairs. Additional, we outline our real-time rendering approach based on a LOD-R-tree concept. Special attention is paid on the LOD (level of detail) generation for historic buildings where two different ways working in 2D and 3D are explained. The visualization system is communicating asynchronously with a database system storing the LOD-R-tree data structure. This client-server configuration provides interactive navigation through the virtual scene and the scalability of a database management system.
A new methodology is presented for comp.ting a minimal envelope for the reachable space of a mechanism, i.e. the space that contains a given mechanism in all its admissible configurations. The research is motivated by...
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A new methodology is presented for comp.ting a minimal envelope for the reachable space of a mechanism, i.e. the space that contains a given mechanism in all its admissible configurations. The research is motivated by the packaging process in Digital Mock-Up applied in automotive industry. An important task in the concept phase, the automated determination of the space requirement for all parts, is still an unsolved problem in the case of mechanisms. The particular benefit of the method presented is its generality and robustness: It is able to deal with both open- and closed-loop mechanisms. The reachable space is comp.ted with regard to the geometric description of each part. The approximation is enclosing and always converges in a uniform way and the tolerance can be pre-defined by the user. The method combines the use of bounding object hierarchies and the application of interval analysis. It is also able to approximate the swept volume of an object following a parameterized trajectory. We describe how the efficiency can be improved by lazy evaluation and by a deeper problem analysis. The presented algorithms are implemented and tested to a large extent.
Digital Reconstruction Radiography (DRR) is an important technique in radiotherapy imaging applications. DRR volume rendering aims at rendering DRR images using CT or other tomographic data sets. In addition to the ap...
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Digital Reconstruction Radiography (DRR) is an important technique in radiotherapy imaging applications. DRR volume rendering aims at rendering DRR images using CT or other tomographic data sets. In addition to the appropriate optical model, the interactive and realistic DRR imaging depends mainly on an accurate attenuation coefficient transfer function, which is usually a piecewise function, and an interactive rendering algorithm with reasonable rendering quality. In this paper, we first present a realistic DRR transfer function based on the mass attenuation coefficient comp.sition. Then, we introduce an object space DRR rendering algorithm, DRR splatting in the sheared object space. The DRR image qualities under different rendering algorithms are comp.red, including ray casting, Fourier volume rendering, projective shear-warp and splatting shear-warp. Finally, a line encoding technique is adopting to accelerate DRR rendering.
The Mediazine is a distributed interactive multimedia magazine for the Internet including text, applications, images, live audio, live-video, animations, 3D comp.ter graphics. Users and Actors can interactively meet e...
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ISBN:
(纸本)1581133030
The Mediazine is a distributed interactive multimedia magazine for the Internet including text, applications, images, live audio, live-video, animations, 3D comp.ter graphics. Users and Actors can interactively meet each other in a shared virtual environment that is distributed via comp.ter network. The system uses high quality multimedia streams. For the playback of audio an own developed Spatial Audio Server is used. On one hand it provides output for the communication system, an Internet-Telephone. On the other hand it manages sound of applications like TV and radio. Additionally spatialized binaural output is provided for the sound: In the virtual environment participants speech the can be located from where their avatars are placed. The participant'S sound is coming from the place where the video is presented. The paper describes how the system is built. It focuses on the mechanism of controlling the amount and quality of multimedia information on behalf of the network and the receiver system. Furthermore, the paper discusses how agents can be integrated as comp.nents in the system that is organized as an object-oriented application framework. Authors can take advantage of this concept specifying the agent'S behavior efficiently in a target domain specific way. Finally, a prototype implementation of the mediazine system is presented.
In this article, we describe a multi-layered architecture for sketch-based interaction within virtual environments. Our architecture consists of eight hierarchically arranged layers that are described by giving exampl...
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In this article, we describe a multi-layered architecture for sketch-based interaction within virtual environments. Our architecture consists of eight hierarchically arranged layers that are described by giving examples of how they are implemented and how they interact. Focusing on table-like projection systems (such as Virtual Tables or Responsive Workbenches) as human-centered output-devices, we show examples of how to integrate parts or all of the architecture into existing domain-specific applications - rather than realizing new general sketch applications - to make sketching an integral part of the next-generation human-comp.ter interface.
A fast data association algorithm based on the attribute intensity of space intersection for the static association problem is presented in this paper. All of sensors are passive sensors, which obtained the angle only...
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A fast data association algorithm based on the attribute intensity of space intersection for the static association problem is presented in this paper. All of sensors are passive sensors, which obtained the angle only, in presence of clutter, missed detection, false alarm, and an unknown number and location of targets. comp.rison of our method to the classical algorithm demonstrates that our algorithm is superior to the classical approach in terms of comp.tational comp.exity and association accuracy via several simulations.
We show that a popular variant of the well known k-d tree data structure satisfies an important packing lemma. This variant is a binary spatial partitioning tree T defined on a set of n points in IRd, for fixed d ≥ 1...
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We show that a popular variant of the well known k-d tree data structure satisfies an important packing lemma. This variant is a binary spatial partitioning tree T defined on a set of n points in Rd, for fixed d ≥ 1,...
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A new algorithm, FlexCryst, is presented for fast crystal structure prediction. The algorithm differs from existing algorithms in that it performs the analysis on the basis of only a single molecule and uses potential...
A new algorithm, FlexCryst, is presented for fast crystal structure prediction. The algorithm differs from existing algorithms in that it performs the analysis on the basis of only a single molecule and uses potentials for scoring energy that are derived statistically from a set of data on molecular structures. In a first step, the algorithm creates various potential unit cells. In the second step, a set of candidates for translation vectors for corresponding crystals is generated. In the third step, the algorithm selects triples of candidate vectors to form potential crystal structures. The fourth step ranks the crystal structures with respect to their energy as estimated by a suitable scoring function. In the last step, the crystal structures are clustered according to a newly defined measure of similarity for crystal structures. At the moment, the program can handle only triclinic crystals with one molecule per asymmetric unit. The algorithm was tested on a set of 131 experimentally resolved crystals of space group P1 and 95 crystals of space group P1̄ from the Cambridge Structural Database. For P1, in 129 cases (98%), the observed crystal structure is among the crystal structures generated by the algorithm. The run time of the algorithm is a few seconds per molecule on a standard workstation. For P1̄, the experimental structure has been found among the proposed structures in 81 cases (85%). Owing to the more comp.ex unit cell for this space group, the run time increases to about 2 h per molecule.
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