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.
The current way of designing industrial plants relies on the communication among experts in the field, and on tools that allow the simulation of the site. Virtual reality (VR) tools are used to visualize and interact ...
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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 ...
详细信息
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.
In this paper we discuss the scenario of Petroleum Engineering projects of Petrobras, a large Brazilian governmental oil & gas company. Based on this scenario, we define a set of requirements and system architectu...
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ISBN:
(纸本)9728865007
In this paper we discuss the scenario of Petroleum Engineering projects of Petrobras, a large Brazilian governmental oil & gas company. Based on this scenario, we define a set of requirements and system architecture to guide the construction of a Collaborative Engineering Environment for assisting the control and execution of large and complex industrial projects in oil industry, specifically tailored for Petroleum Engineering. The environment is composed by the integration of three different technologies of group work: Workflow Management System, Multimedia Collaborative System and Collaborative Virtual Environments.
Historically, visual display has always played a very important role in GIS applications. However, visual exploration tools do not scale well when applied to huge spatial data sets. More recently, faster processing ha...
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ISBN:
(纸本)9788517000362
Historically, visual display has always played a very important role in GIS applications. However, visual exploration tools do not scale well when applied to huge spatial data sets. More recently, faster processing hardware and more sophisticated computergraphics has been used to improve user experience for geospatial data visualization. Some applications have recently introduced the concept that the user should be able to navigate through the data in a smooth and continuous way without being blocked waiting for data to be loaded, even if this means seeing incomplete data for some time. Google Earth and NASA World Wind are recent examples of this concept. This paper describes an architecture incorporated in the TDK (TerraLib Development Kit) open source API to provide support for applications that want this kind of user interaction with Terralib geographical data.
The paper introduces a new approach to simulate physical systems by asynchronous numerical integration: different bodies are moved with different stepsizes, but the whole system evolves within a single time frame. The...
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The paper introduces a new approach to simulate physical systems by asynchronous numerical integration: different bodies are moved with different stepsizes, but the whole system evolves within a single time frame. The approach ensures that interacting bodies are synchronized, but independent bodies are allowed to move independently. Particle system simulations show significant gain in performance when compared to the conventional, synchronous approach.
This work has the goal of presenting the author's experience through the last fifteen years developing military simulation games for the Brazilian Marine Corps. Starting from the birth of the idea of a didactic tr...
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ISBN:
(纸本)9789077381656
This work has the goal of presenting the author's experience through the last fifteen years developing military simulation games for the Brazilian Marine Corps. Starting from the birth of the idea of a didactic training game, we pass through the problems found and the solutions adopted to nowadays, where the system covers all kinds of attributions that a Brazilian Marine officer could receive.
Lua is a programming language that has been well accepted by the game development community as a script language. That is because Lua offers a series of methods to allow the use of C functions inside Lua code and vice...
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ISBN:
(纸本)9789077381427
Lua is a programming language that has been well accepted by the game development community as a script language. That is because Lua offers a series of methods to allow the use of C functions inside Lua code and vice-versa. When developers choose to code a game in Java, apparently Lua is not an option anymore. The objective of this work is to show that Lua can also be used as script language for games coded in Java. For that developers just need to know the LuaJava library and a few tips.
This work presents Modeling Agents for Real Environments, a framework to build predefined behavior agents and insert then into real environments to run in real time. Coded in Lua, MARE departs from a formal definition...
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ISBN:
(纸本)9789077381359
This work presents Modeling Agents for Real Environments, a framework to build predefined behavior agents and insert then into real environments to run in real time. Coded in Lua, MARE departs from a formal definition of agents and join games techniques such as A* algorithm, finite state machines, terrain tiles and others to build a fully customizable tool for games or simulation creation.
This work presents the authors' experience in the process of developing a massive real time multi-player for military tactical online training simulations, and how some web 2.0 applications provide helpful tools t...
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This work presents the authors' experience in the process of developing a massive real time multi-player for military tactical online training simulations, and how some web 2.0 applications provide helpful tools to overtake common problems found during this process.
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