The triangle-perimeter 2-site distance function defines the "distance" P(x, (p, q)) from a point x to two other points p, q as the perimeter of the triangle whose vertices are x, p, q. Accordingly, given a s...
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The triangle-perimeter 2-site distance function defines the "distance" P(x, (p, q)) from a point x to two other points p, q as the perimeter of the triangle whose vertices are x, p, q. Accordingly, given a set S of n points in the plane, the Voronoi diagram of S with respect to P, denoted as V P (S), is the subdivision of the plane into regions, where the region of p, q ¿ S is the locus of all points closer to p, q (according to P) than to any other pair of sites in S. In this paper we prove a theorem about the perimeters of triangles, two of whose vertices are on a given circle. We use this theorem to show that the combinatorial complexity of V P (S) is O(n 2+¿ ) (for any ¿ > 0). Consequently, we show that one can compute V P (S) on O(n 2+¿ ) time and space.
We describe a method based on the wavefront propagation, which computes a multiplicatively weighted Voronoi diagram for a set L of n lines in the plane in O(n 2 log n) time and O(n 2 ) space. In the process, we deriv...
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We describe a method based on the wavefront propagation, which computes a multiplicatively weighted Voronoi diagram for a set L of n lines in the plane in O(n 2 log n) time and O(n 2 ) space. In the process, we derive complexity bounds and certain structural properties of such diagrams. An advantage of our approach over the general purpose machinery, which requires computation of the lower envelope of a set of halfplanes in three-dimensional space, lies in its relative simplicity. Besides, we point out that the unweighted Voronoi diagram for n lines in the plane has a simple structure, and can be obtained in optimal thetas(n 2 ) time and space.
The Pythagorean-hodograph curves offer unique computational advantages in computer aided design and manufacturing. In this paper, geometric parameters based cubic PH curve interpolation and approximation algorithms ar...
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Velux Daylight Visualizer 2 is a software tool dedicated to daylighting design and analysis. It is intended to simulate daylight transport in buildings and to aid professionals by predicting and documenting daylight l...
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Velux Daylight Visualizer 2 is a software tool dedicated to daylighting design and analysis. It is intended to simulate daylight transport in buildings and to aid professionals by predicting and documenting daylight levels and appearance of a space prior to realization of the building design. The critical question is whether Velux Daylight Visualizer 2 produces trustable simulations the user can be confident in. A key point to answer this question is to assess the software capability to simulate the light transport in a physically correct way. In this paper, we assess the accuracy of Velux Daylight Visualizer 2 against CIE 171:2006 test cases. Like many simulation softwares, several settings (tuned by the final user) rule the accuracy of the simulation and impact the rendering time. We propose an iterative workflow aimed at identifying a range of simulation settings which achieve accurate predictions, and calibrating the simulation settings in regards to accuracy and rendering time. This workflow needs less simulations to perform than simulating each test case for each setting, while remaining robust. We illustrate the proposed workflow by identying low, medium, and high values of the settings of Daylight Visualizer 2.
This is a panel presentation and is part of the joint ASEE-WIED coordination with the Women in Engineering ProActive Network (WEPAN) in making Wednesday of the ASEE general meeting overlap with the first day of the WE...
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The nine papers in this special issue focus on network infrastructure configuration and some of the problems encountered in the areas of specification, diagnosis, repair, synthesis, and anonymization.
The nine papers in this special issue focus on network infrastructure configuration and some of the problems encountered in the areas of specification, diagnosis, repair, synthesis, and anonymization.
Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial ...
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ISBN:
(纸本)9781424422609
Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial for representing shapes with features at very diverse scales. In this paper, we propose a strategy to represent and reconstruct ADFs on modem graphics hardware (GPUs). We employ a 3D hashing scheme to store the underlying data structure and try to balance the tradeoff between memory requirements and reconstruction efficiency. To render ADFs on GPU, we use a general-purpose ray-casting technique based on sphere tracing, which guarantees the reconstruction of fine details. We also present a way to overcome the C-1 discontinuities inherent to ADFs and efficiently reconstruct smooth surface normals across cell boundaries. The effectiveness of our proposal is demonstrated for isosurface rendering and morphing.
This paper deals with the approximate merging problem of multiple adjacent Bézier curves with dierent degrees by a single Bézier curve,which is a frequently seen problem in *** unified matrix representation ...
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This paper deals with the approximate merging problem of multiple adjacent Bézier curves with dierent degrees by a single Bézier curve,which is a frequently seen problem in *** unified matrix representation for precise merging is presented and the approx-imate merging curve is further derived based on matrix *** at the endpoints of curves is also discussed in the merging *** show that the method in this paper achieves satisfying merging results.
The need to examine and manipulate large surface models is commonly found in many science, engineering, and medical applications. On a desktop monitor, however, seeing the whole model in detail is not possible. In thi...
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Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial ...
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Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial for representing shapes with features at very diverse scales. In this paper, we propose a strategy to represent and reconstruct ADFs on modern graphics hardware (GPUs). We employ a 3D hashing scheme to store the underlying data structure and try to balance the tradeoff between memory requirements and reconstruction efficiency. To render ADFs on GPU, we use a general-purpose ray-casting technique based on sphere tracing, which guarantees the reconstruction of fine details. We also present a way to overcome the Cl discontinuities inherent to ADFs and efficiently reconstruct smooth surface normals across cell boundaries. The effectiveness of our proposal is demonstrated for isosurface rendering and morphing.
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