Real-time Rendering of Enhanced Shallow Water Fluid Simulations

Size: px
Start display at page:

Download "Real-time Rendering of Enhanced Shallow Water Fluid Simulations"

Transcription

1 Real-tme Renderng of Enhanced Shallow Water Flud Smulatons Jesús Ojeda a, Antono Susín b a Dept. LSI, Unverstat Poltècnca de Catalunya b Dept. MA1, Unverstat Poltècnca de Catalunya Abstract The vsualzaton of smulated fluds s crtcal to understand ther moton, wth certan lght effects restrcted or wth added computatonal complexty n the mplementaton f real-tme smulaton s requred. We propose some technques that mprove the renderng qualty of an enhanced shallow waters smulaton. To mprove the overall appeal of the flud representaton, lower scale detals are added to the flud, couplng external non-physcal smulatons, and advectng generated surface foam. We smulate caustcs by raytracng photons n lght and screen-space, and apply refracton and reflectons also n screen-space, through a number of render passes. Fnally, t s shown how a reasonably szed flud smulaton s executed and rendered at nteractve framerates wth consumer-level hardware. Keywords: real-tme reflectons and refractons, real-tme caustcs, flud renderng Introducton Photorealstc renderng s stll qute demandng for nteractve applcatons due to ts computatonal complexty. Otherwse, gven enough tme, offlne renderers can easly generate ths knd of magery, usually usng some algorthm of the raytracng famly. In the real-tme feld, however, GPUs are used whch mplement rasterzaton algorthms. These algorthms rely on hgh coherency for the operatons executed, whch mpose some constrants to smulate lght as a raytracer could do, by smulatng each separate lght beam. For ths reason, photorealstc renderng s acheved at nteractve framerates by smplfyng the algorthms used or even usng trcks that are perceptually feasble. Ths smulaton of lght behavour s requred f a realstc flud vsualzaton s pursued. Lquds, n ther vast majorty, exhbt reflecton and refracton effects, whch n turn may also result n caustcs. Assumng a vsualzaton over the flud, for great volumes of water, as open sea scenes, the major vsual effects one could expect may be the refracton of the underlyng terran wth projected caustcs, as well as reflected scenery from above the flud. Wth present flud smulatons beng performed n GPUs at nteractve framerates, we also need realstc vsualzatons whch reproduce these effects of the lght. In our case, we start from a heghtfeld flud smulaton enhanced wth partcles for the smulaton of splashes n breakng wave condtons, lke the ones proposed n [1] or [2], whch are also fully coupled wth dynamc objects. From there, we am to provde these expected, lght-based effects, namely refractons, reflectons and caustcs. Emal addresses: jojeda@ls.upc.edu (Jesús Ojeda), ton.susn@upc.edu (Antono Susín) As the flud smulaton mesh may have lower resoluton than that expected for hgh qualty results, t s also mproved wth other technques as lower scale detals and surface foam advecton whch effectvely ncrease the general appeal of the rendered scenes. The key contrbutons we propose are An extenson of the technque from [3] to screen-space, followng an ntal photon search n lght-space, as well as some other modfcatons for the smulaton of caustcs. A screen-space technque to smulate refractons and reflectons, based n raycastng through depth-maps. Texture-based technques for addtonal surface effects usng FFT ocean smulaton or Perln nose, as well as the advecton of surface foam generated at the splash partcles rentroducton. The result of these contrbutons s exemplfed n Fgure 1, and how they are nterlaced as an overall algorthm can be seen n Fgure Related Work There are two common approaches to smulate fluds: euleran and laplacan. The frst smulate the flud nsde a grd. In the second, the flud s mplctly represented by a partcle system. For a full 3D flud smulaton we can fnd many references of both approaches but for brevty reasons we refer the reader to [4], [5] and references theren for greater flud overvews. In the specfc case of euleran flud smulaton, the flud s usually represented as a scalar feld and ts vsualzaton s done by raycastng the volume or by usng mesh-extractng technques lke marchng cubes for further use. Nevertheless, 3D full smulaton can be stll qute costly, so other solutons as Preprnt submtted to Computers & Graphcs June 13, 2013

2 Fgure 1: Caustcs on the underlyng terran can be seen through the refractve surface of the flud. Flud Render Scene SS photonbased Caustcs Dynamc object couplng Lower scale detal effects Composton Heghtfeld Flud Partcles SS Raycasted Refracton & Reflecton Foam advecton Framebuffer Partcle Refracton Fgure 2: Ppelne of the dfferent parts nvolved n the renderng of enhanced shallow water smulaton wth partcles, provdng our screen space photon-based caustcs, screen-space raycasted refracton and reflecton, as well as other surface effects as lower scale detals and foam advecton heghtfeld representatons are more commonly used n the ndustry of real-tme applcatons. Such smulatons can come from procedural methods lke the FFT ocean smulaton [6], wave trans [7] or even physcal frameworks as the Shallow Water equatons [8, 2, 1]. Ther result, can be easly represented as a trangle mesh, where vertex heghts are provded by the own smulaton. As these grd-based approaches have a fxed resoluton, n order to ncrease the perceved level of detal, other technques have been appled as the advecton of addtonal textures to smulate flow [9], coupled wth normal mappng as n [2]. To fnally vsualze the flud, several lght-nduced effects have to be consdered. One of these effects are caustcs, whch are a very dstngushable effect from any refractve or reflectve surface. Startng from Kajya s work [10], caustcs have been tradtonally mplemented wth global llumnaton technques lke pathtracng, the metropols lght transport method [11] or photon mappng [12]. These technques requre a hgh count of rays or photons to acheve soft caustcs, whch relegate them to off-lne renderng, although there are already GPU mplementatons of some of them lke, e.g., [13, 14]. In the real-tme doman, [15] was the frst to explore caustcs usng synthetc texture maps; although naccurate, they were vsually compellng. Nevertheless, to acheve physcally realstc results, the more recent technques are nspred n pathtracng methods and can be generally classfed n two groups. In the frst group, technques lke, e.g, [16, 17, 3, 18], render from lght and create caustc maps, smlar to photon maps, but used lke shadow maps; reprojected n camera space n order to lt the vsble pxels that receve caustcs. In the second group, the caustcs are traced back from the recever object to the lght through lmted areas on the refractve surface as n [19, 20], whch usually requre the recever to be planar as a smplfcaton. Smlarly, for the smulaton of refractve or reflectve materals, the ground truth may be reached wth the usual pathtracng technques but n the real-tme doman trck technques, lke [21] whch apply a random offset to the refracted vector, are commonly used. [16] on the other hand reles on envronment maps as dstance mpostors to acheve approxmate refracton. However, for a more physcally accurate approach, the more complete technques nvolve tracng rays through depth maps. In ths sense, [22] smulated refracton usng front and back depth maps, whle later [23] mproved on the prevous technque by repeatng the search n between depth maps to smulate total nternal refracton. [24] also worked upon [22], mprovng t wth depth correctons, mpostors and caustcs. In contrast, we provde a full system for caustcs, reflectons and refractons as well as other effects to complete the flud renderng. For the caustcs, we mprove upon [3], addng a second raycast phase n screen space (from the camera) to the frst one used n lght space. Furthermore, we smplfy ther approach by not generatng a caustcs map, but splattng the photons on the recevng geometry. In the reflecton and refracton case, we specalze the refracton approach of [22, 23] to our flud scenes: we render the geometry over and below the flud separately and apply the same raycast algorthm to both buffers,

3 118 combnng the results usng Fresnel terms Flud smulaton In our case, we use the flud solver from [1], the smulaton algorthm s based on the the Lattce Boltzmann Method (LBM) for Shallow Waters. The flud s smulated n a grd and the nteractons between the flud molecules (descrbed as dstrbuton functons f ) are modeled as collsons. Usng the D2Q9 model, the LBM wth the popular BGK collson operator [25] can be defned wth the followng equaton: f (x + e t, t + t) = f (x, t) ω( f f eq ) + F, (1) where ω s the relaxaton parameter related to the vscosty of the flud, F are external forces and f eq s the equlbrum dstrbuton functon defned as f eq h ( (h, u) = gh 2 3 u2), = 0, λ h ( ) gh (2), 0, 6 + e u 3 + (e u) 2 2 u2 6 where λ = 1 for = 1..4 and λ = 1/4 for = g s the gravty and h and u are the flud propertes: heght level from the underlyng terran and velocty, respectvely. They are calculated as h(x, t) = f, (3) u(x, t) = 1 e f. (4) h Ths basc model s enhanced by applyng breakng wave condtons, an addtonal partcle system and two-way object couplng smlarly to [2]. Except the couplng wth external objects, smulated wth the Bullet Physcs lbrary, the whole smulaton s executed n CUDA and acheves nteractve tmerates. We refer the reader to [1] for a full revew on the smulated flud system, the breakng wave example shown n Fgure 3. As the flud s provded as a heghtfeld, ts basc vsualzaton can be a trangle mesh representng the whole doman, beng the vertces equally dsplaced n the xz plane and ther y coordnate the value of the heghtfeld at that pont. We use ths representaton, and apply some technques that enable more complex vsual effects as caustcs and refracton, whch aren t restrcted to ths Shallow Waters smulaton and may be appled to other refractve/reflectve surfaces. These technques are explaned n the next sectons. For the partcles, we render them as ponts, expanded to quadrlaterals and use depth and normal replacement, smlarly to [26]. For refracton, methods lke [21, 27] can be used. In our case we use the frst one, where an arbtrary offset s appled to the refracted vector from the partcle surface normal and used to look up at the framebuffer; although the results of ths arbtrary offset on the refracted vectors are not physcally correct, they are perceptually feasble and smpler to mplement than the latter one, for example (a) FFT ocean smulaton. (b) Nose, 4 octaves of a fractal sum. Fgure 4: Addng lower scale detals to the flud surface by normal mappng. Refracton and reflecton are deactvated. 3. Addtonal surface detal The heghtfeld smulaton has a fxed sze resoluton whch mposes a lmt on the detal scale that can be acheved. We can add other smulatons that mprove the detals by changng the surface normals locally. Furthermore, other advected propertes as, e.g., surface foam, can also be smulated and appled to the fnal vsualzaton. Ths secton wll ntroduce how these effects are accomplshed Lower scale detal From the heghtfeld of the flud surface we can extract approprate normals although they are restrcted to the smulaton resoluton. We can ncrease the detal of the flud just usng normal mappng. For example, [2] appled a normal map texture generated from the FFT ocean smulaton by [6] and advected t as n [9]. The FFT ocean smulaton from [6] s based on the computaton of the Fourer ampltudes of a wave feld. The fnal heghtfeld s obtaned from the nverse FFT to those ampltudes. In our case, we compute the FFT each frame and obtan a normal map from ts heghtfeld whch s then appled to the flud surface, as can be seen n Fgure 4a. An alternatve to the FFT approach s the use of nose textures wth the same goal at mnd. We can use gradent nose, beng Perln nose [28] the more popular, to obtan heghtfelds and compute normal maps from them to apply to the flud surface. Wth 3D nose, we can create the lluson of anmaton movng through one of the dmensons. However, nose textures have some nherent problems: t s not clear how to create a good water-lke functon and f tlng s requred, the pattern repettons are qute obvous, as shown n Fgure 4b Surface Foam In the real lfe stuaton where splashes are generated, lke n breakng waves, t s most probable that foam s generated when these splashes ht the flud bulk agan. In contrast to [2], where dffuse dsks are generated and advected wth the flud when partcles fall nto the surface flud agan, we smplfy the dea. Usng a floatng-pont sngle component texture mapped to the surface flud, we detect where a

4 Fgure 3: Breakng wave example from [1] Fgure 5: Foam s generated at partcle-surface ht ponts and advected n successve frames usng the flud s velocty. partcle has fallen and ntalze that texel to a certan maxmum tme-to-lve (TTL) for the foam. Ths texture s then advected usng the flud s velocty feld, tracng back as n [29]. Each frame, the values of the texture are decreased t untl they become 0. These values are then multpled wth the desred foam color and mapped to the flud mesh, resultng n the blended foam. Usng a texture for the foam ntroduces a constrant, however: ts resoluton should be dctated by the sze of the partcles as, t could happen that more than one texel should be ntalzed, dependng on the partcle to texel sze rato or, conversely, that the texels are too bg for the partcle sze. Overall, as seen n Fgure 5, the results are convncng and the computatons are faster due to the lmted requrements, whch make t deal n real-tme applcatons. 4. Photon-based Caustcs In order to add caustcs to our real-tme flud smulaton, we follow the same path of [3] and extend ther work. They raycast a grd of photons, as ponts, through the scene n an orthographc space defned at the lght source, whch also allows them to easly add shadow mappng. One restrcton they have s that the depth map used n the raycast phase should be contnuous or, at least, wth no great jumps. Other lmtatons ths technque has are the same as mage-based renderng: the results depend on the resoluton of the textures used, whch n ths case restrcts where the photons can end wthn the scene. Our contrbutons to ther algorthm mply extendng the raycast of photons out of the lght space to screen space, splat tng them orented wth the surface of the recevng mesh. In contrast to [3], we do not generate a caustcs map; the splats are blended wth the scene, varyng ther ntensty dependng on the orentatons of the caustc generatng flud poston, as well as the dstance the photon has travelled nsde the flud. As our flud smulaton s represented just by ts surface, we restrct our approach to refracted photons whch wll fall n the underlyng terran and gnore reflected ones. The multpass algorthm can be summarzed n the followng steps: 1. Render the objects of the scene (excludng the flud) from the camera and store depth and normal maps. 2. Render the objects of the scene (excludng the flud) from lght wth an orthographc projecton and store the depth map. 3. Render the flud from lght wth the same orthographc projecton as before and store the world postons and refracted drectons at each pxel. 4. Render the grd of photons. The prmtves used are ponts whch wll be expanded to quadrlaterals when a fnal poston s found. Ths grd of ponts has the same resoluton as the orthographc projecton used prevously n Step 2. In a vertex shader, the vertces wll be raycast frst n lght space usng the depth map from Step 2. If there s no ntersecton found,.e., the photon exted through a wall of the frustum, the raycastng wll be repeated n camera space. If there s not an ntersecton yet, the pont s dscarded (rendered out of frustum). Otherwse, f an ntersecton s found at lght space, t s transformed to camera space and checked for correctness: If the pont s occluded n camera space, t s dscarded. Else, f the pont s not occluded and the depth does not match between lght and camera spaces, the raycastng contnues from the actual pont poston n camera space. Else, the pont s correct, that s, the depths match between lght and camera spaces, thus the pont s fnal. When a fnal pont s found, from the prevous condton or from the camera raycastng, the normal s looked up n the normal map from Step 1. In a geometry shader, the ponts are expanded to quads orented wth ther assocated normal. Fnally, n the fragment shader, the photons are textured wth a

5 Gaussan splat, and ther ntensty s regulated dependng on how they are facng the lght and the dstance they have trav258 elled through the flud untl fnally ht the recevng surface. At 259 last, they are blended to the contents of the framebuffer. 260 We have not mplemented shadows to keep the algorthm 261 smple but, as suggested n [3], shadow mappng s easly added 262 as the depth map from lght s already stored for the raycastng. 263 As can be seen n Fgure 6, the vsual results are good enough 264 for real-tme renderng and the photons are not restrcted to the 265 lght space. For a full physcally-based render, the precse rad266 ance of the photons should be computed. In order to make the 267 algorthm more approachable, we just regulate the photons con268 trbutons wth ther orentaton and user parameters as they are 269 just blended wth the framebuffer, whch allow the technque to 270 be faster n comparson, because we don t need the expensve 271 operatons for gatherng the photons Screen-space Refracton and reflecton Smlarly to the caustcs approach, we mplement refracton and reflecton raycastng through depth maps, n the same way 275 of [23]. 276 For smplcty, we want to be able to use the same raycastng 277 algorthm for both refractons and reflectons, so we mprove 278 upon prevous works by renderng n separate buffers what s 279 above and below the flud. Ths allows to, usng the same code, 280 just look for ray-depth ntersecton n the approprate buffer to 281 obtan the result and do a fnal composton wth both refrac282 tons and reflecton as needed. 283 In ths case, rays are cast from camera and reflected or re284 fracted (or both) when they ht the flud, as shown n Fgure Here, we also use a multpass algorthm that can be ex286 planed n the followng steps, always renderng from camera: Render the flud mesh and store the depth buffer. 2. Usng two render targets (RT) named over and below, whch wll store color and depth, we render the objects of the scene (dynamc objects and ground n ths case) and compare the depth wth the prevously stored. If the depth s greater, the fragment s stored n the below RT, otherwse n the over one. Ths pass can be thought as a stencl test, whch separates what s above o below the flud surface. 3. Render the flud agan, usng the RTs. For each fragment of the flud two rays are cast: one for refracton (usng RT below ), one for reflecton (usng RT over ). As the rays start from the camera, f the reflected/refracted rays should come back, they are dscarded. The results of both raycasts are combned usng Schlck s approxmaton [30] to Fresnel terms for smplcty. 4. Fnally, to avod the repeated render of the other objects of the scene, we just use a screen-szed quadrlateral textured wth the color buffer from the over RT. Fgure 6: Caustcs n the ground below the flud surface wth planar (boat) and nosy (buoy) terran. To reduce somewhat the need of the double raycastng, we can compute the Fresnel term from [30] pror to the raycastngs at Step 3 as F = F0 + (1 F0 )(1 θ)5, (5) 5

6 Reflectons Refractons Fresnel composton + Fgure 7: Reflectons and refractons are found from the raycastng two dfferent depth maps and fnally composed usng Fresnel for the fnal renderng. beng θ half the angle between the ngong and outgong lght drectons and F0 the known value of F when θ = 0, the re308 flectance at normal ncdence. As we use the value F for a 309 lnear nterpolaton between the refracted and reflected colors, 310 we can mpose a threshold such as: If F <, only the refracton raycastng s executed. 312 If 1 F <, only the reflecton raycastng s done. 313 Otherwse, both raycastngs are done. Addtonally, for zones where the flud heght s qute low, controlled by an user parameter, we get the color from the d316 rect vew ray and nterpolate from t to the combned color ob317 taned from the prevous algorthm, usng the depth dfference 318 between the flud and the ground below t. Ths allevates some 319 vsble artfacts caused by the trangular mesh used for the flud 320 renderng, as shown n Fgure Everythng s done n screen-space, so there may be zones 322 where there s not enough nformaton,.e., a ray should ht a 323 pont n space not vsble; n those cases we detect the jump n 324 the depth map and make use of the last pxel wth nformaton 325 n the texture. Although ths s really a problem due to lack 326 of nformaton, t may reman greatly unnotced wth the an327 mated lower scale detal technques of Secton 3.1 and the own 328 movement of the flud surface Results and Dscusson We have tested the prevous algorthms on an Intel Core2Duo E8400 wth 4GB of RAM and a Nvda GTX280 runnng Ubuntu The resultng averaged tmngs of the caustcs and re333 fracton/reflecton algorthms are shown n Table 1, as these are 334 the ones that tax more on the GPU by the use of raycastng. 335 An mprovement to the normal mappng for lower scale de336 tal technque could be provded by also applyng the technque 337 from [9], n whch multple sets of texture coordnates are used 338 and advected, already exploted n [2] Fgure 8: Artfacts from the flud s trangular mesh on the left, allevated on the rght by nterpolatng the color value between the flud s color and the ground color dependng on the vew dstance from surface to ground. 6

7 Vewport Caustcs Refracton & Caustcs Sze Resoluton Reflecton Table 1: Averaged tmngs n mllseconds for frame for the caustcs and refracton/reflecton algorthms. The Vewport column ndcates the vewport resoluton. Smlarly, the Caustcs Resoluton column ndcates the sze of the vewport used for the orthographc camera, and thus, the number of photons traced. The foam smulaton from [2] could solve the fxed-sze texture restrctons of our current soluton, as they smulate foam drectly wth advected dffuse dsks on the flud surface, although ths comes at the addtonal cost of generatng and mantanng these dsks on the fly. An alternatve we beleve would help our foam smulaton s the use of a pyramdal texture approach; when partcles fall to the flud they ntalze the correct level of the pyramd, beng the other levels ntalzed extrapolatng from that one. Nevertheless, the tmng results for both these technques combned, the lower scale detal and the foam advecton, never exceed the 2ms mark. For the caustcs, as shown n Table 1 and concluded n [3], the performance of the caustcs algorthm depends prmarly on the sze of the grd of photons, but n our case also on the drecton of the lght, whch can cause more photons to mss the lght space raycast and use the second camera space one, thus ncreasng the number of computatons and texture fetches needed to try to fnd a fnal poston for them. Also, as the raycastng s done n the vertex shader t s further slowed down because of the ncreased penalty of texture fetches n that shader stage. Although a drect comparson wth [3] s dffcult because of the dfferent hardware used, they reported to acheve about 200fps wth a photon grd, whch s the same that sayng that each frame costs 5ms to compute. Wth newer hardware but the dual lght and camera space raycasts we propose, the cost of computng caustcs s, n our case, below 2ms for the same confguraton. As the number of photons s lmted, there may be zones over or undersampled; a herarchcal soluton could help to solve ths problem as shown n [18, 31], but we would requre that t remans hghly dynamc, as we are adressng the vsualzaton of a movng flud. Another thng worth researchng would be to extend these caustcs, f possble, to volumetrc ones as those n [32]. The performance of the refracton/reflecton algorthm s qute varable, t depends on the sze of the vewport as well as the coverage of the flud n screen: the more vsble pxels, the more rays are cast. For far comparson, the results n Table were captured wth the flud coverng the whole vewport, and even n ths case, the whole algorthm does not cost more than 10ms for a reasonably szed vewport. In perspectve, [23] made total nternal refracton avalable although wthout surface reflecton whch, n the best case, reported 138fps,.e., 7.24ms per frame on a Nvda 8800 GTX, usng only one bounce for nternal refracton on a vewport of Although our GPU s newer than thers, n a smlar scenaro, we acheve less than half ther tme wth both refracton and reflecton. Evdently, the restrcton of the refracton/reflecton algorthm beng a screen-space technque lmts how much nformaton s avalable for such refractons and reflectons. The smplest soluton to ths would be the use of envronment maps, but, as the heght of the flud can be qute dfferent across the doman, the poston where the envronment maps were generated would constrant, and even clp, possble geometry for correct refractons or reflectons. Other alternatves should be consdered to solve ths lmtaton. Both algorthms, caustcs and refracton, may also suffer other performance penaltes dependng on the tessellaton of the objects of the scene n queston. Ths s due to the multpass character of the algorthms and the requrement of the renderng of the scene to obtan the depth maps for later raycastng. Although we have not encountered ths problem n our tests due to low polygonal complexty, t should be worth havng n mnd. As a note, the boat model has 300 trangles, the buoy has 11k, the dolphn has 4k and the flud and the ground have 32k trangles each. Fnally, the partcles have just been rendered as bllboards usng depth and normal replacement wth a sphere model. As they represent splashes, we want to mantan ther crsp representaton so, to mprove ther appeal, some addtonal tweakng could be done as applyng some nose to ther normals or deformng them n the drecton they are movng to smulate some moton blur. Fnally, we have only taken nto account the vsualzaton of the surface of the flud, as shown n Fgure 9, n the future t should be also a key pont to research water renderng as n, e.g., [33], n order to provde a full featured vsualzaton. 7. Conclusons In ths paper we have presented a full ppelne of dfferent algorthms for the renderng of heghtfeld-based flud smulatons coupled wth partcles, although the dfferent parts can be appled to other stuatons as well. The complex lght-related effects lke caustcs, refractons and reflectons have been adressed usng raycastng technques whch ensure a more realstc smulaton and the constrant of the algorthms to be n screen-space keeps the quantty of memory used low enough. Addtonally we have appled foam and lower-scale detal by applyng textures to the flud mesh; technques whch are very low demandng n comparson to the prevous ones and really help to enhance the fnal result. 7

8 431 Acknowledgements Fgure 9: A dolphn underwater. Caustcs are generated and projected on the dolphn and the terran, vsble from the surface We would lke to thank Pere-Pau Vàzquez for hs knd comments on the preparaton of ths work. Wth the support of the Research Project TIN C02-01 of the Spansh Government. [1] Ojeda J, Susín A. Hybrd Partcle Lattce Boltzmann Shallow Water for nteractve flud smulatons. In: 8th Internatonal Conference on Computer Graphcs Theory and Applcatons. GRAPP 13; 2013, p [2] Chentanez N, Müller M. Real-tme smulaton of large bodes of water wth small scale detals. In: Proc. ACM SIGGRAPH/Eurographcs Symposum on Computer Anmaton (SCA). 2010, p [3] Shah MA, Konttnen J, Pattanak S. Caustcs mappng: An mage-space technque for real-tme caustcs. IEEE Transactons on Vsualzaton and Computer Graphcs 2007;13(2): [4] Brdson R. Flud Smulaton for Computer Graphcs. AK Peters; [5] Solenthaler B, Pajarola R. Predctve-correctve ncompressble sph. ACM Trans Graph 2009;28(3). [6] Tessendorf J. Smulatng ocean water. In: SIGGRAPH 2001 Course Notes. 2001,. [7] Yuksel C, House DH, Keyser J. Wave partcles. ACM Trans Graph 2007;26(3). [8] Layton AT, van de Panne M. A numercally effcent and stable algorthm for anmatng water waves. The Vsual Computer 2002;18(1): [9] Max N, Becker B. Flow Vsualzaton Usng Movng Textures. In: Proceedngs of the ICAS/LaRC Symposum on Vsualzng Tme-Varyng Data. 1996, p [10] Kajya JT. The renderng equaton. In: Proceedngs of the 13th annual conference on Computer graphcs and nteractve technques. SIG- GRAPH 86; 1986, p [11] Veach E, Gubas LJ. Metropols lght transport. In: Proceedngs of the 24th annual conference on Computer graphcs and nteractve technques. SIGGRAPH 97; 1997, p [12] Jensen HW, Chrstensen PH, Kato T, Suykens F. A practcal gude to global llumnaton usng photon mappng. In: SIGGRAPH 2002 Course Notes. 2002,. [13] Purcell TJ, Buck I, Mark WR, Hanrahan P. Ray tracng on programmable graphcs hardware. In: Proceedngs of the 29th annual conference on Computer graphcs and nteractve technques. SIGGRAPH 02; 2002, p [14] Nvda. NVIDIA OptX Applcaton Acceleraton Engne [Onlne as of June-2013]. [15] Stam J. Random caustcs: natural textures and wave theory revsted. In: ACM SIGGRAPH 96 Vsual Proceedngs: The art and nterdscplnary programs of SIGGRAPH 96. SIGGRAPH 96; 1996,. [16] Szrmay-Kalos L, Aszód B, Lazány I, Premecz M. Approxmate raytracng on the gpu wth dstance mpostors. Computer Graphcs Forum 2005;24(3): [17] Wyman C, Davs S. Interactve mage-space technques for approxmatng caustcs. In: Proceedngs of the 2006 symposum on Interactve 3D graphcs and games. I3D 06; 2006, p [18] Wyman C. Herarchcal caustc maps. In: Proceedngs of the 2008 symposum on Interactve 3D graphcs and games. I3D 08; 2008, p [19] Guardado J, Sánchez-Crespo D. Renderng water caustcs. In: GPU Gems. Addson-Wesley; 2004, p [20] Yuksel C, Keyser J. Fast Real-tme Caustcs from Heght Felds. The Vsual Computer (Proceedngs of CGI 2009) 2009;25(5-7): [21] Sousa T. Generc refracton smulaton. In: GPU Gems 2. Addson- Wesley; 2005, p [22] Wyman C. An approxmate mage-space approach for nteractve refracton. In: ACM SIGGRAPH 2005 Papers. SIGGRAPH 05; 2005, p [23] Davs ST, Wyman C. Interactve refractons wth total nternal reflecton. In: Proceedngs of Graphcs Interface GI 07; 2007, p [24] Hu W, Qn K. Interactve approxmate renderng of reflectons, refractons, and caustcs. IEEE Transactons on Vsualzaton and Computer Graphcs 2007;13(1): [25] Salmon R. The lattce boltzmann method as a bass for ocean crculaton modelng. Journal of Marne Research 1999;57(3):

9 500 [26] Schaufler G. Nalboards: A renderng prmtve for mage cachng n 501 dynamc scenes. In: Proceedngs of the Eurographcs Workshop on Ren- 502 derng Technques , p [27] van der Laan WJ, Green S, Sanz M. Screen space flud renderng wth 504 curvature flow. In: Proceedngs of the 2009 symposum on Interactve 3D 505 graphcs and games. I3D 09; 2009, p [28] Perln K. Improvng nose. In: Proceedngs of the 29th annual conference 507 on Computer graphcs and nteractve technques. SIGGRAPH 02; 2002, 508 p [29] Stam J. Stable fluds. In: Proceedngs of the 26th annual conference on 510 Computer graphcs and nteractve technques. SIGGRAPH 99; 1999, p [30] Schlck C. An Inexpensve BRDF Model for Physcally-based Renderng. 513 Computer Graphcs Forum 1994;13(3): [31] Wyman C, Nchols G. Adaptve caustc maps usng deferred shadng. 515 Computer Graphcs Forum 2009;28(2): [32] Lktor G, Dachsbacher C. Real-tme volume caustcs wth adaptve beam 517 tracng. In: Symposum on Interactve 3D Graphcs and Games. I3D 11; , p [33] Guterrez D, Seron FJ, Munoz A, Anson O. Vsualzng underwater ocean 520 optcs. Computer Graphcs Forum 2008;27(2):

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Caching. Irradiance Calculation. Advanced Computer Graphics (Fall 2009)

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Caching. Irradiance Calculation. Advanced Computer Graphics (Fall 2009) Advanced Computer Graphcs (Fall 2009 CS 29, Renderng Lecture 6: Recent Advances n Monte Carlo Offlne Renderng Rav Ramamoorth http://nst.eecs.berkeley.edu/~cs29-13/fa09 Dscusson Problems dfferent over years.

More information

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Fall 2009)

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Fall 2009) Advanced Computer Graphcs (Fall 2009 CS 283, Lecture 13: Recent Advances n Monte Carlo Offlne Renderng Rav Ramamoorth http://nst.eecs.berkeley.edu/~cs283/fa10 Dscusson Problems dfferent over years. Intally,

More information

Monte Carlo Rendering

Monte Carlo Rendering Monte Carlo Renderng Last Tme? Modern Graphcs Hardware Cg Programmng Language Gouraud Shadng vs. Phong Normal Interpolaton Bump, Dsplacement, & Envronment Mappng Cg Examples G P R T F P D Today Does Ray

More information

Some Tutorial about the Project. Computer Graphics

Some Tutorial about the Project. Computer Graphics Some Tutoral about the Project Lecture 6 Rastersaton, Antalasng, Texture Mappng, I have already covered all the topcs needed to fnsh the 1 st practcal Today, I wll brefly explan how to start workng on

More information

Scan Conversion & Shading

Scan Conversion & Shading Scan Converson & Shadng Thomas Funkhouser Prnceton Unversty C0S 426, Fall 1999 3D Renderng Ppelne (for drect llumnaton) 3D Prmtves 3D Modelng Coordnates Modelng Transformaton 3D World Coordnates Lghtng

More information

Scan Conversion & Shading

Scan Conversion & Shading 1 3D Renderng Ppelne (for drect llumnaton) 2 Scan Converson & Shadng Adam Fnkelsten Prnceton Unversty C0S 426, Fall 2001 3DPrmtves 3D Modelng Coordnates Modelng Transformaton 3D World Coordnates Lghtng

More information

Surface Mapping One. CS7GV3 Real-time Rendering

Surface Mapping One. CS7GV3 Real-time Rendering Surface Mappng One CS7GV3 Real-tme Renderng Textures Add complexty to scenes wthout addtonal geometry Textures store ths nformaton, can be any dmenson Many dfferent types: Dffuse most common Ambent, specular,

More information

A Binarization Algorithm specialized on Document Images and Photos

A Binarization Algorithm specialized on Document Images and Photos A Bnarzaton Algorthm specalzed on Document mages and Photos Ergna Kavalleratou Dept. of nformaton and Communcaton Systems Engneerng Unversty of the Aegean kavalleratou@aegean.gr Abstract n ths paper, a

More information

Real-time. Shading of Folded Surfaces

Real-time. Shading of Folded Surfaces Rhensche Fredrch-Wlhelms-Unverstät Bonn Insttute of Computer Scence II Computer Graphcs Real-tme Shadng of Folded Surfaces B. Ganster, R. Klen, M. Sattler, R. Sarlette Motvaton http://www www.vrtualtryon.de

More information

Diffuse and specular interreflections with classical, deterministic ray tracing

Diffuse and specular interreflections with classical, deterministic ray tracing Dffuse and specular nterreflectons wth classcal, determnstc ray tracng Gergely Vass gergely_vass@sggraph.org Dept. of Control Engneerng and Informaton Technology Techncal Unversty of Budapest Budapest,

More information

A Fast Visual Tracking Algorithm Based on Circle Pixels Matching

A Fast Visual Tracking Algorithm Based on Circle Pixels Matching A Fast Vsual Trackng Algorthm Based on Crcle Pxels Matchng Zhqang Hou hou_zhq@sohu.com Chongzhao Han czhan@mal.xjtu.edu.cn Ln Zheng Abstract: A fast vsual trackng algorthm based on crcle pxels matchng

More information

Improvement of Spatial Resolution Using BlockMatching Based Motion Estimation and Frame. Integration

Improvement of Spatial Resolution Using BlockMatching Based Motion Estimation and Frame. Integration Improvement of Spatal Resoluton Usng BlockMatchng Based Moton Estmaton and Frame Integraton Danya Suga and Takayuk Hamamoto Graduate School of Engneerng, Tokyo Unversty of Scence, 6-3-1, Nuku, Katsuska-ku,

More information

3D vector computer graphics

3D vector computer graphics 3D vector computer graphcs Paolo Varagnolo: freelance engneer Padova Aprl 2016 Prvate Practce ----------------------------------- 1. Introducton Vector 3D model representaton n computer graphcs requres

More information

Modeling, Manipulating, and Visualizing Continuous Volumetric Data: A Novel Spline-based Approach

Modeling, Manipulating, and Visualizing Continuous Volumetric Data: A Novel Spline-based Approach Modelng, Manpulatng, and Vsualzng Contnuous Volumetrc Data: A Novel Splne-based Approach Jng Hua Center for Vsual Computng, Department of Computer Scence SUNY at Stony Brook Talk Outlne Introducton and

More information

Real-Time Two-way Coupling of Ship Simulator with Virtual Reality Application

Real-Time Two-way Coupling of Ship Simulator with Virtual Reality Application Real-Tme Two-way Couplng of Shp Smulator wth Vrtual Realty Applcaton Chen Hsen Chen Natonal Tawan Unversty Electrcal Engneerng Department Tape R.O.C. b91901045@ntu.edu.tw L-Chen Fu Natonal Tawan Unversty

More information

Simulation and Animation of Fire

Simulation and Animation of Fire Smulaton and Anmaton of Fre Overvew Presentaton n Semnar on Motvaton Methods for smulaton of fre Physcally-based Methods for 3D-Games and Medcal Applcatons Dens Stenemann partcle-based flud-based flame-based

More information

Computer Graphics. Jeng-Sheng Yeh 葉正聖 Ming Chuan University (modified from Bing-Yu Chen s slides)

Computer Graphics. Jeng-Sheng Yeh 葉正聖 Ming Chuan University (modified from Bing-Yu Chen s slides) Computer Graphcs Jeng-Sheng Yeh 葉正聖 Mng Chuan Unversty (modfed from Bng-Yu Chen s sldes) llumnaton and Shadng llumnaton Models Shadng Models for Polygons Surface Detal Shadows Transparency Global llumnaton

More information

Parallelism for Nested Loops with Non-uniform and Flow Dependences

Parallelism for Nested Loops with Non-uniform and Flow Dependences Parallelsm for Nested Loops wth Non-unform and Flow Dependences Sam-Jn Jeong Dept. of Informaton & Communcaton Engneerng, Cheonan Unversty, 5, Anseo-dong, Cheonan, Chungnam, 330-80, Korea. seong@cheonan.ac.kr

More information

S.P.H. : A SOLUTION TO AVOID USING EROSION CRITERION?

S.P.H. : A SOLUTION TO AVOID USING EROSION CRITERION? S.P.H. : A SOLUTION TO AVOID USING EROSION CRITERION? Célne GALLET ENSICA 1 place Emle Bloun 31056 TOULOUSE CEDEX e-mal :cgallet@ensca.fr Jean Luc LACOME DYNALIS Immeuble AEROPOLE - Bat 1 5, Avenue Albert

More information

Cluster Analysis of Electrical Behavior

Cluster Analysis of Electrical Behavior Journal of Computer and Communcatons, 205, 3, 88-93 Publshed Onlne May 205 n ScRes. http://www.scrp.org/ournal/cc http://dx.do.org/0.4236/cc.205.350 Cluster Analyss of Electrcal Behavor Ln Lu Ln Lu, School

More information

R s s f. m y s. SPH3UW Unit 7.3 Spherical Concave Mirrors Page 1 of 12. Notes

R s s f. m y s. SPH3UW Unit 7.3 Spherical Concave Mirrors Page 1 of 12. Notes SPH3UW Unt 7.3 Sphercal Concave Mrrors Page 1 of 1 Notes Physcs Tool box Concave Mrror If the reflectng surface takes place on the nner surface of the sphercal shape so that the centre of the mrror bulges

More information

Computer Animation and Visualisation. Lecture 4. Rigging / Skinning

Computer Animation and Visualisation. Lecture 4. Rigging / Skinning Computer Anmaton and Vsualsaton Lecture 4. Rggng / Sknnng Taku Komura Overvew Sknnng / Rggng Background knowledge Lnear Blendng How to decde weghts? Example-based Method Anatomcal models Sknnng Assume

More information

Assignment # 2. Farrukh Jabeen Algorithms 510 Assignment #2 Due Date: June 15, 2009.

Assignment # 2. Farrukh Jabeen Algorithms 510 Assignment #2 Due Date: June 15, 2009. Farrukh Jabeen Algorthms 51 Assgnment #2 Due Date: June 15, 29. Assgnment # 2 Chapter 3 Dscrete Fourer Transforms Implement the FFT for the DFT. Descrbed n sectons 3.1 and 3.2. Delverables: 1. Concse descrpton

More information

Chapter 6 Programmng the fnte element method Inow turn to the man subject of ths book: The mplementaton of the fnte element algorthm n computer programs. In order to make my dscusson as straghtforward

More information

SLAM Summer School 2006 Practical 2: SLAM using Monocular Vision

SLAM Summer School 2006 Practical 2: SLAM using Monocular Vision SLAM Summer School 2006 Practcal 2: SLAM usng Monocular Vson Javer Cvera, Unversty of Zaragoza Andrew J. Davson, Imperal College London J.M.M Montel, Unversty of Zaragoza. josemar@unzar.es, jcvera@unzar.es,

More information

Lecture 5: Multilayer Perceptrons

Lecture 5: Multilayer Perceptrons Lecture 5: Multlayer Perceptrons Roger Grosse 1 Introducton So far, we ve only talked about lnear models: lnear regresson and lnear bnary classfers. We noted that there are functons that can t be represented

More information

REFRACTION. a. To study the refraction of light from plane surfaces. b. To determine the index of refraction for Acrylic and Water.

REFRACTION. a. To study the refraction of light from plane surfaces. b. To determine the index of refraction for Acrylic and Water. Purpose Theory REFRACTION a. To study the refracton of lght from plane surfaces. b. To determne the ndex of refracton for Acrylc and Water. When a ray of lght passes from one medum nto another one of dfferent

More information

Interactive Rendering of Translucent Objects

Interactive Rendering of Translucent Objects Interactve Renderng of Translucent Objects Hendrk Lensch Mchael Goesele Phlppe Bekaert Jan Kautz Marcus Magnor Jochen Lang Hans-Peter Sedel 2003 Presented By: Mark Rubelmann Outlne Motvaton Background

More information

Color in OpenGL Polygonal Shading Light Source in OpenGL Material Properties Normal Vectors Phong model

Color in OpenGL Polygonal Shading Light Source in OpenGL Material Properties Normal Vectors Phong model Color n OpenGL Polygonal Shadng Lght Source n OpenGL Materal Propertes Normal Vectors Phong model 2 We know how to rasterze - Gven a 3D trangle and a 3D vewpont, we know whch pxels represent the trangle

More information

Dynamic wetting property investigation of AFM tips in micro/nanoscale

Dynamic wetting property investigation of AFM tips in micro/nanoscale Dynamc wettng property nvestgaton of AFM tps n mcro/nanoscale The wettng propertes of AFM probe tps are of concern n AFM tp related force measurement, fabrcaton, and manpulaton technques, such as dp-pen

More information

Mathematics 256 a course in differential equations for engineering students

Mathematics 256 a course in differential equations for engineering students Mathematcs 56 a course n dfferental equatons for engneerng students Chapter 5. More effcent methods of numercal soluton Euler s method s qute neffcent. Because the error s essentally proportonal to the

More information

Accounting for the Use of Different Length Scale Factors in x, y and z Directions

Accounting for the Use of Different Length Scale Factors in x, y and z Directions 1 Accountng for the Use of Dfferent Length Scale Factors n x, y and z Drectons Taha Soch (taha.soch@kcl.ac.uk) Imagng Scences & Bomedcal Engneerng, Kng s College London, The Rayne Insttute, St Thomas Hosptal,

More information

High-Boost Mesh Filtering for 3-D Shape Enhancement

High-Boost Mesh Filtering for 3-D Shape Enhancement Hgh-Boost Mesh Flterng for 3-D Shape Enhancement Hrokazu Yagou Λ Alexander Belyaev y Damng We z Λ y z ; ; Shape Modelng Laboratory, Unversty of Azu, Azu-Wakamatsu 965-8580 Japan y Computer Graphcs Group,

More information

An Optimal Algorithm for Prufer Codes *

An Optimal Algorithm for Prufer Codes * J. Software Engneerng & Applcatons, 2009, 2: 111-115 do:10.4236/jsea.2009.22016 Publshed Onlne July 2009 (www.scrp.org/journal/jsea) An Optmal Algorthm for Prufer Codes * Xaodong Wang 1, 2, Le Wang 3,

More information

Simplification of 3D Meshes

Simplification of 3D Meshes Smplfcaton of 3D Meshes Addy Ngan /4/00 Outlne Motvaton Taxonomy of smplfcaton methods Hoppe et al, Mesh optmzaton Hoppe, Progressve meshes Smplfcaton of 3D Meshes 1 Motvaton Hgh detaled meshes becomng

More information

MULTISPECTRAL IMAGES CLASSIFICATION BASED ON KLT AND ATR AUTOMATIC TARGET RECOGNITION

MULTISPECTRAL IMAGES CLASSIFICATION BASED ON KLT AND ATR AUTOMATIC TARGET RECOGNITION MULTISPECTRAL IMAGES CLASSIFICATION BASED ON KLT AND ATR AUTOMATIC TARGET RECOGNITION Paulo Quntlano 1 & Antono Santa-Rosa 1 Federal Polce Department, Brasla, Brazl. E-mals: quntlano.pqs@dpf.gov.br and

More information

Robust Soft Shadow Mapping with Depth Peeling

Robust Soft Shadow Mapping with Depth Peeling 1 Robust Soft Shadow Mappng wth Depth Peelng Lous Bavol, Steven P. Callahan, Cláudo T. Slva UUSCI-2006-028 Scentfc Computng and Imagng Insttute Unversty of Utah Salt Lake Cty, UT 84112 USA August 11, 2006

More information

2x x l. Module 3: Element Properties Lecture 4: Lagrange and Serendipity Elements

2x x l. Module 3: Element Properties Lecture 4: Lagrange and Serendipity Elements Module 3: Element Propertes Lecture : Lagrange and Serendpty Elements 5 In last lecture note, the nterpolaton functons are derved on the bass of assumed polynomal from Pascal s trangle for the fled varable.

More information

Physics 132 4/24/17. April 24, 2017 Physics 132 Prof. E. F. Redish. Outline

Physics 132 4/24/17. April 24, 2017 Physics 132 Prof. E. F. Redish. Outline Aprl 24, 2017 Physcs 132 Prof. E. F. Redsh Theme Musc: Justn Tmberlake Mrrors Cartoon: Gary Larson The Far Sde 1 Outlne Images produced by a curved mrror Image equatons for a curved mrror Lght n dense

More information

Overview. Basic Setup [9] Motivation and Tasks. Modularization 2008/2/20 IMPROVED COVERAGE CONTROL USING ONLY LOCAL INFORMATION

Overview. Basic Setup [9] Motivation and Tasks. Modularization 2008/2/20 IMPROVED COVERAGE CONTROL USING ONLY LOCAL INFORMATION Overvew 2 IMPROVED COVERAGE CONTROL USING ONLY LOCAL INFORMATION Introducton Mult- Smulator MASIM Theoretcal Work and Smulaton Results Concluson Jay Wagenpfel, Adran Trachte Motvaton and Tasks Basc Setup

More information

Global Illumination: Radiosity

Global Illumination: Radiosity Last Tme? Global Illumnaton: Radosty Planar Shadows Shadow Maps An early applcaton of radatve heat transfer n stables. Projectve Texture Shadows (Texture Mappng) Shadow Volumes (Stencl Buffer) Schedule

More information

Wishing you all a Total Quality New Year!

Wishing you all a Total Quality New Year! Total Qualty Management and Sx Sgma Post Graduate Program 214-15 Sesson 4 Vnay Kumar Kalakband Assstant Professor Operatons & Systems Area 1 Wshng you all a Total Qualty New Year! Hope you acheve Sx sgma

More information

Type-2 Fuzzy Non-uniform Rational B-spline Model with Type-2 Fuzzy Data

Type-2 Fuzzy Non-uniform Rational B-spline Model with Type-2 Fuzzy Data Malaysan Journal of Mathematcal Scences 11(S) Aprl : 35 46 (2017) Specal Issue: The 2nd Internatonal Conference and Workshop on Mathematcal Analyss (ICWOMA 2016) MALAYSIAN JOURNAL OF MATHEMATICAL SCIENCES

More information

An Iterative Solution Approach to Process Plant Layout using Mixed Integer Optimisation

An Iterative Solution Approach to Process Plant Layout using Mixed Integer Optimisation 17 th European Symposum on Computer Aded Process Engneerng ESCAPE17 V. Plesu and P.S. Agach (Edtors) 2007 Elsever B.V. All rghts reserved. 1 An Iteratve Soluton Approach to Process Plant Layout usng Mxed

More information

What are the camera parameters? Where are the light sources? What is the mapping from radiance to pixel color? Want to solve for 3D geometry

What are the camera parameters? Where are the light sources? What is the mapping from radiance to pixel color? Want to solve for 3D geometry Today: Calbraton What are the camera parameters? Where are the lght sources? What s the mappng from radance to pel color? Why Calbrate? Want to solve for D geometry Alternatve approach Solve for D shape

More information

Interactive Virtual Relighting of Real Scenes

Interactive Virtual Relighting of Real Scenes Frst submtted: October 1998 (#846). Edtor/revewers please consult accompanyng document wth detaled responses to revewer comments. Interactve Vrtual Relghtng of Real Scenes Célne Loscos, George Drettaks,

More information

Complex Filtering and Integration via Sampling

Complex Filtering and Integration via Sampling Overvew Complex Flterng and Integraton va Samplng Sgnal processng Sample then flter (remove alases) then resample onunform samplng: jtterng and Posson dsk Statstcs Monte Carlo ntegraton and probablty theory

More information

Steps for Computing the Dissimilarity, Entropy, Herfindahl-Hirschman and. Accessibility (Gravity with Competition) Indices

Steps for Computing the Dissimilarity, Entropy, Herfindahl-Hirschman and. Accessibility (Gravity with Competition) Indices Steps for Computng the Dssmlarty, Entropy, Herfndahl-Hrschman and Accessblty (Gravty wth Competton) Indces I. Dssmlarty Index Measurement: The followng formula can be used to measure the evenness between

More information

Hybrid particle grid fluid animation with enhanced details

Hybrid particle grid fluid animation with enhanced details Vs Comput (2013) 29:937 947 DOI 10.1007/s00371-013-0849-6 ORIGINAL ARTICLE Hybrd partcle grd flud anmaton wth enhanced detals Chang-bo Wang Qang Zhang Fan-long Kong Hong Qn Publshed onlne: 1 June 2013

More information

TEST-05 TOPIC: OPTICS COMPLETE

TEST-05 TOPIC: OPTICS COMPLETE Q. A boy s walkng under an nclned mrror at a constant velocty V m/s along the x-axs as shown n fgure. If the mrror s nclned at an angle wth the horzontal then what s the velocty of the mage? Y V sn + V

More information

Plane Sampling for Light Paths from the Environment Map

Plane Sampling for Light Paths from the Environment Map jgt 2009/5/27 16:42 page 1 #1 Vol. [VOL], No. [ISS]: 1 6 Plane Samplng for Lght Paths from the Envronment Map Holger Dammertz and Johannes Hanka Ulm Unversty Abstract. We present a method to start lght

More information

A MOVING MESH APPROACH FOR SIMULATION BUDGET ALLOCATION ON CONTINUOUS DOMAINS

A MOVING MESH APPROACH FOR SIMULATION BUDGET ALLOCATION ON CONTINUOUS DOMAINS Proceedngs of the Wnter Smulaton Conference M E Kuhl, N M Steger, F B Armstrong, and J A Jones, eds A MOVING MESH APPROACH FOR SIMULATION BUDGET ALLOCATION ON CONTINUOUS DOMAINS Mark W Brantley Chun-Hung

More information

Solving two-person zero-sum game by Matlab

Solving two-person zero-sum game by Matlab Appled Mechancs and Materals Onlne: 2011-02-02 ISSN: 1662-7482, Vols. 50-51, pp 262-265 do:10.4028/www.scentfc.net/amm.50-51.262 2011 Trans Tech Publcatons, Swtzerland Solvng two-person zero-sum game by

More information

University of Groningen. Point-Based Visualization of Metaballs on a GPU Kooten, Kees van; Bergen, Gino van den; Telea, Alexandru

University of Groningen. Point-Based Visualization of Metaballs on a GPU Kooten, Kees van; Bergen, Gino van den; Telea, Alexandru Unversty of Gronngen Pont-Based Vsualzaton of Metaballs on a GPU Kooten, Kees van; Bergen, Gno van den; Telea, Alexandru Publshed n: EPRINTS-BOOK-TITLE IMPORTANT NOTE: You are advsed to consult the publsher's

More information

Electrical analysis of light-weight, triangular weave reflector antennas

Electrical analysis of light-weight, triangular weave reflector antennas Electrcal analyss of lght-weght, trangular weave reflector antennas Knud Pontoppdan TICRA Laederstraede 34 DK-121 Copenhagen K Denmark Emal: kp@tcra.com INTRODUCTION The new lght-weght reflector antenna

More information

6.854 Advanced Algorithms Petar Maymounkov Problem Set 11 (November 23, 2005) With: Benjamin Rossman, Oren Weimann, and Pouya Kheradpour

6.854 Advanced Algorithms Petar Maymounkov Problem Set 11 (November 23, 2005) With: Benjamin Rossman, Oren Weimann, and Pouya Kheradpour 6.854 Advanced Algorthms Petar Maymounkov Problem Set 11 (November 23, 2005) Wth: Benjamn Rossman, Oren Wemann, and Pouya Kheradpour Problem 1. We reduce vertex cover to MAX-SAT wth weghts, such that the

More information

Simulation of a Ship with Partially Filled Tanks Rolling in Waves by Applying Moving Particle Semi-Implicit Method

Simulation of a Ship with Partially Filled Tanks Rolling in Waves by Applying Moving Particle Semi-Implicit Method Smulaton of a Shp wth Partally Flled Tanks Rollng n Waves by Applyng Movng Partcle Sem-Implct Method Jen-Shang Kouh Department of Engneerng Scence and Ocean Engneerng, Natonal Tawan Unversty, Tape, Tawan,

More information

Helsinki University Of Technology, Systems Analysis Laboratory Mat Independent research projects in applied mathematics (3 cr)

Helsinki University Of Technology, Systems Analysis Laboratory Mat Independent research projects in applied mathematics (3 cr) Helsnk Unversty Of Technology, Systems Analyss Laboratory Mat-2.08 Independent research projects n appled mathematcs (3 cr) "! #$&% Antt Laukkanen 506 R ajlaukka@cc.hut.f 2 Introducton...3 2 Multattrbute

More information

3D Virtual Eyeglass Frames Modeling from Multiple Camera Image Data Based on the GFFD Deformation Method

3D Virtual Eyeglass Frames Modeling from Multiple Camera Image Data Based on the GFFD Deformation Method NICOGRAPH Internatonal 2012, pp. 114-119 3D Vrtual Eyeglass Frames Modelng from Multple Camera Image Data Based on the GFFD Deformaton Method Norak Tamura, Somsangouane Sngthemphone and Katsuhro Ktama

More information

Related-Mode Attacks on CTR Encryption Mode

Related-Mode Attacks on CTR Encryption Mode Internatonal Journal of Network Securty, Vol.4, No.3, PP.282 287, May 2007 282 Related-Mode Attacks on CTR Encrypton Mode Dayn Wang, Dongda Ln, and Wenlng Wu (Correspondng author: Dayn Wang) Key Laboratory

More information

Wavefront Reconstructor

Wavefront Reconstructor A Dstrbuted Smplex B-Splne Based Wavefront Reconstructor Coen de Vsser and Mchel Verhaegen 14-12-201212 2012 Delft Unversty of Technology Contents Introducton Wavefront reconstructon usng Smplex B-Splnes

More information

Content Based Image Retrieval Using 2-D Discrete Wavelet with Texture Feature with Different Classifiers

Content Based Image Retrieval Using 2-D Discrete Wavelet with Texture Feature with Different Classifiers IOSR Journal of Electroncs and Communcaton Engneerng (IOSR-JECE) e-issn: 78-834,p- ISSN: 78-8735.Volume 9, Issue, Ver. IV (Mar - Apr. 04), PP 0-07 Content Based Image Retreval Usng -D Dscrete Wavelet wth

More information

Reproducing Works of Calder

Reproducing Works of Calder Reproducng Works of Calder Dongkyoo Lee*, Hee-Jung Bae*, Chang Tae Km*, Dong-Chun Lee*, Dae-Hyun Jung*, Nam-Kyung Lee*, Kyoo-Ho Lee*, Nakhoon Baek**, J. Won Lee***, Kwan Woo Ryu* and James K. Hahn*** *

More information

THE PULL-PUSH ALGORITHM REVISITED

THE PULL-PUSH ALGORITHM REVISITED THE PULL-PUSH ALGORITHM REVISITED Improvements, Computaton of Pont Denstes, and GPU Implementaton Martn Kraus Computer Graphcs & Vsualzaton Group, Technsche Unverstät München, Boltzmannstraße 3, 85748

More information

Active Contours/Snakes

Active Contours/Snakes Actve Contours/Snakes Erkut Erdem Acknowledgement: The sldes are adapted from the sldes prepared by K. Grauman of Unversty of Texas at Austn Fttng: Edges vs. boundares Edges useful sgnal to ndcate occludng

More information

Fluid Animation with Dynamic Meshes

Fluid Animation with Dynamic Meshes Computer Graphcs Proceedngs, Annual Conference Seres, 2006 Flud Anmaton wth Dynamc Meshes Bryan M. Klngner Bryan E. Feldman Nuttapong Chentanez James F. O Bren Unversty of Calforna, Berkeley Fgure 1: Top:

More information

Robust Soft Shadow Mapping with Backprojection and Depth Peeling

Robust Soft Shadow Mapping with Backprojection and Depth Peeling paper 2008/3/20 15:47 page 19 #1 Vol. 13, No. 1: 19 29 Robust Soft Shadow Mappng wth Backprojecton and Depth Peelng Lous Bavol, Steven P. Callahan, and Claudo T. Slva Scentfc Computng and Imagng Insttute,

More information

A Fast Content-Based Multimedia Retrieval Technique Using Compressed Data

A Fast Content-Based Multimedia Retrieval Technique Using Compressed Data A Fast Content-Based Multmeda Retreval Technque Usng Compressed Data Borko Furht and Pornvt Saksobhavvat NSF Multmeda Laboratory Florda Atlantc Unversty, Boca Raton, Florda 3343 ABSTRACT In ths paper,

More information

Real-Time Volumetric Shadows using 1D Min-Max Mipmaps

Real-Time Volumetric Shadows using 1D Min-Max Mipmaps Real-Tme Volumetrc Shadows usng 1D Mn-Max Mpmaps Jawen Chen 1 Ilya Baran 2 Frédo Durand 1 Wojcech Jarosz 2 1 MIT CSAIL 2 Dsney Research Zürch eye vew rays lght rectfed vew drecton lght rays rectfed lght

More information

NUMERICAL SOLVING OPTIMAL CONTROL PROBLEMS BY THE METHOD OF VARIATIONS

NUMERICAL SOLVING OPTIMAL CONTROL PROBLEMS BY THE METHOD OF VARIATIONS ARPN Journal of Engneerng and Appled Scences 006-017 Asan Research Publshng Network (ARPN). All rghts reserved. NUMERICAL SOLVING OPTIMAL CONTROL PROBLEMS BY THE METHOD OF VARIATIONS Igor Grgoryev, Svetlana

More information

Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics

Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics Thrteenth Eurographcs Workshop on Renderng (2002) P. Debevec and S. Gbson (Edtors) Fast, Arbtrary BRDF Shadng for Low-Frequency Lghtng Usng Sphercal Harmoncs Jan Kautz 1, Peter-Pke Sloan 2 and John Snyder

More information

Conditional Speculative Decimal Addition*

Conditional Speculative Decimal Addition* Condtonal Speculatve Decmal Addton Alvaro Vazquez and Elsardo Antelo Dep. of Electronc and Computer Engneerng Unv. of Santago de Compostela, Span Ths work was supported n part by Xunta de Galca under grant

More information

Compiler Design. Spring Register Allocation. Sample Exercises and Solutions. Prof. Pedro C. Diniz

Compiler Design. Spring Register Allocation. Sample Exercises and Solutions. Prof. Pedro C. Diniz Compler Desgn Sprng 2014 Regster Allocaton Sample Exercses and Solutons Prof. Pedro C. Dnz USC / Informaton Scences Insttute 4676 Admralty Way, Sute 1001 Marna del Rey, Calforna 90292 pedro@s.edu Regster

More information

Hermite Splines in Lie Groups as Products of Geodesics

Hermite Splines in Lie Groups as Products of Geodesics Hermte Splnes n Le Groups as Products of Geodescs Ethan Eade Updated May 28, 2017 1 Introducton 1.1 Goal Ths document defnes a curve n the Le group G parametrzed by tme and by structural parameters n the

More information

Realistic and Detail Rendering of Village Virtual Scene Based on Pixel Offset

Realistic and Detail Rendering of Village Virtual Scene Based on Pixel Offset Appl. Math. Inf. Sc. 6-3S, 769-775 (2012) 769 Realstc and Detal Renderng of llage rtual Scene Based on Pxel Offset Chunjang Zhao, Huaru Wu and Ronghua Gao Natonal Engneerng Research Center for Informaton

More information

VISUAL SELECTION OF SURFACE FEATURES DURING THEIR GEOMETRIC SIMULATION WITH THE HELP OF COMPUTER TECHNOLOGIES

VISUAL SELECTION OF SURFACE FEATURES DURING THEIR GEOMETRIC SIMULATION WITH THE HELP OF COMPUTER TECHNOLOGIES UbCC 2011, Volume 6, 5002981-x manuscrpts OPEN ACCES UbCC Journal ISSN 1992-8424 www.ubcc.org VISUAL SELECTION OF SURFACE FEATURES DURING THEIR GEOMETRIC SIMULATION WITH THE HELP OF COMPUTER TECHNOLOGIES

More information

Lecture #15 Lecture Notes

Lecture #15 Lecture Notes Lecture #15 Lecture Notes The ocean water column s very much a 3-D spatal entt and we need to represent that structure n an economcal way to deal wth t n calculatons. We wll dscuss one way to do so, emprcal

More information

A mathematical programming approach to the analysis, design and scheduling of offshore oilfields

A mathematical programming approach to the analysis, design and scheduling of offshore oilfields 17 th European Symposum on Computer Aded Process Engneerng ESCAPE17 V. Plesu and P.S. Agach (Edtors) 2007 Elsever B.V. All rghts reserved. 1 A mathematcal programmng approach to the analyss, desgn and

More information

Towards Large Fluid Animation using Shallow Water and Navier-Stokes Simulation with SPH

Towards Large Fluid Animation using Shallow Water and Navier-Stokes Simulation with SPH Unverzta Komenského v Bratslave Fakulta matematky, fyzky a nformatky Mgr. Mchal Chládek Autoreferát dzertačnej práce Towards Large Flud Anmaton usng Shallow Water and Naver-Stokes Smulaton wth SPH na získane

More information

High resolution 3D Tau-p transform by matching pursuit Weiping Cao* and Warren S. Ross, Shearwater GeoServices

High resolution 3D Tau-p transform by matching pursuit Weiping Cao* and Warren S. Ross, Shearwater GeoServices Hgh resoluton 3D Tau-p transform by matchng pursut Wepng Cao* and Warren S. Ross, Shearwater GeoServces Summary The 3D Tau-p transform s of vtal sgnfcance for processng sesmc data acqured wth modern wde

More information

Circuit Analysis I (ENGR 2405) Chapter 3 Method of Analysis Nodal(KCL) and Mesh(KVL)

Circuit Analysis I (ENGR 2405) Chapter 3 Method of Analysis Nodal(KCL) and Mesh(KVL) Crcut Analyss I (ENG 405) Chapter Method of Analyss Nodal(KCL) and Mesh(KVL) Nodal Analyss If nstead of focusng on the oltages of the crcut elements, one looks at the oltages at the nodes of the crcut,

More information

Brave New World Pseudocode Reference

Brave New World Pseudocode Reference Brave New World Pseudocode Reference Pseudocode s a way to descrbe how to accomplsh tasks usng basc steps lke those a computer mght perform. In ths week s lab, you'll see how a form of pseudocode can be

More information

Adaptive Selection of Rendering Primitives for Point Clouds of Large Scale Environments

Adaptive Selection of Rendering Primitives for Point Clouds of Large Scale Environments Adaptve Selecton of Renderng Prmtves for Pont Clouds of Large Scale Envronments Taash Maeno, Hroa Date and Satosh Kana 3 Graduate School of Informaton Scence and Technology, Hoado Unversty, Japan t_maeno@sdm.ss.st.houda.ac.jp,

More information

Consistent Illumination within Optical See-Through Augmented Environments

Consistent Illumination within Optical See-Through Augmented Environments Consstent Illumnaton wthn Optcal See-Through Augmented Envronments Olver Bmber, Anselm Grundhöfer, Gordon Wetzsten and Sebastan Knödel Bauhaus Unversty Bauhausstraße 11, 99423 Wemar, Germany, {olver.bmber,

More information

Model Clipping Triangle Strips and Quad Meshes.

Model Clipping Triangle Strips and Quad Meshes. Model Clppng Trangle Strps and Quad Meshes. Patrc-Glles Mallot Sun Mcrosystems, Inc. 2550 Garca Avenue, Mountan Vew, CA 94043 Abstract Ths paper descrbes an orgnal software mplementaton of 3D homogeneous

More information

Complex Deformable Objects in Virtual Reality

Complex Deformable Objects in Virtual Reality Complex Deformable Obects n Vrtual Realty Young-Mn Kang Department of Computer Scence Pusan Natonal Unversty ymkang@pearl.cs.pusan.ac.kr Hwan-Gue Cho Department of Computer Scence Pusan Natonal Unversty

More information

Integration of Voxel Colouring Technique in the Volumetric Textures Representation Based on Image Layers

Integration of Voxel Colouring Technique in the Volumetric Textures Representation Based on Image Layers Journal of Computer Scence 2 (7) : 6-66, 26 ISSN 1549-3636 26 Scence Publcatons Integraton of Voxel Colourng Technque n the Volumetrc Textures Representaton Based on Image Layers 1 Babahenn Mohamed Chaouk,

More information

Quality Improvement Algorithm for Tetrahedral Mesh Based on Optimal Delaunay Triangulation

Quality Improvement Algorithm for Tetrahedral Mesh Based on Optimal Delaunay Triangulation Intellgent Informaton Management, 013, 5, 191-195 Publshed Onlne November 013 (http://www.scrp.org/journal/m) http://dx.do.org/10.36/m.013.5601 Qualty Improvement Algorthm for Tetrahedral Mesh Based on

More information

Problem Definitions and Evaluation Criteria for Computational Expensive Optimization

Problem Definitions and Evaluation Criteria for Computational Expensive Optimization Problem efntons and Evaluaton Crtera for Computatonal Expensve Optmzaton B. Lu 1, Q. Chen and Q. Zhang 3, J. J. Lang 4, P. N. Suganthan, B. Y. Qu 6 1 epartment of Computng, Glyndwr Unversty, UK Faclty

More information

Applications of DEC:

Applications of DEC: Applcatons of DEC: Flud Mechancs and Meshng Dscrete Dfferental Geometry Overvew Puttng DEC to good use Fluds, fluds, fluds geometrc nterpretaton of classcal models dscrete geometrc nterpretaton new geometry-based

More information

S1 Note. Basis functions.

S1 Note. Basis functions. S1 Note. Bass functons. Contents Types of bass functons...1 The Fourer bass...2 B-splne bass...3 Power and type I error rates wth dfferent numbers of bass functons...4 Table S1. Smulaton results of type

More information

The Codesign Challenge

The Codesign Challenge ECE 4530 Codesgn Challenge Fall 2007 Hardware/Software Codesgn The Codesgn Challenge Objectves In the codesgn challenge, your task s to accelerate a gven software reference mplementaton as fast as possble.

More information

User Authentication Based On Behavioral Mouse Dynamics Biometrics

User Authentication Based On Behavioral Mouse Dynamics Biometrics User Authentcaton Based On Behavoral Mouse Dynamcs Bometrcs Chee-Hyung Yoon Danel Donghyun Km Department of Computer Scence Department of Computer Scence Stanford Unversty Stanford Unversty Stanford, CA

More information

Image Representation & Visualization Basic Imaging Algorithms Shape Representation and Analysis. outline

Image Representation & Visualization Basic Imaging Algorithms Shape Representation and Analysis. outline mage Vsualzaton mage Vsualzaton mage Representaton & Vsualzaton Basc magng Algorthms Shape Representaton and Analyss outlne mage Representaton & Vsualzaton Basc magng Algorthms Shape Representaton and

More information

Reading. 14. Subdivision curves. Recommended:

Reading. 14. Subdivision curves. Recommended: eadng ecommended: Stollntz, Deose, and Salesn. Wavelets for Computer Graphcs: heory and Applcatons, 996, secton 6.-6., A.5. 4. Subdvson curves Note: there s an error n Stollntz, et al., secton A.5. Equaton

More information

Virtual Noctiluca: Interaction between Light and Water using Real-time Fluid Simulation and 3D Motion Measurement

Virtual Noctiluca: Interaction between Light and Water using Real-time Fluid Simulation and 3D Motion Measurement Vrtual Noctluca: Interacton between Lght and Water usng Real-tme Flud Smulaton and 3D Moton Measurement Kyouhe Ada and Norko Nagata Kwanse Gakun Unversty, School of Scence and Technology 2-1 Gakuen, Sanda,

More information

Feature Reduction and Selection

Feature Reduction and Selection Feature Reducton and Selecton Dr. Shuang LIANG School of Software Engneerng TongJ Unversty Fall, 2012 Today s Topcs Introducton Problems of Dmensonalty Feature Reducton Statstc methods Prncpal Components

More information

VFH*: Local Obstacle Avoidance with Look-Ahead Verification

VFH*: Local Obstacle Avoidance with Look-Ahead Verification 2000 IEEE Internatonal Conference on Robotcs and Automaton, San Francsco, CA, Aprl 24-28, 2000, pp. 2505-25 VFH*: Local Obstacle Avodance wth Look-Ahead Verfcaton Iwan Ulrch and Johann Borensten The Unversty

More information

CS 534: Computer Vision Model Fitting

CS 534: Computer Vision Model Fitting CS 534: Computer Vson Model Fttng Sprng 004 Ahmed Elgammal Dept of Computer Scence CS 534 Model Fttng - 1 Outlnes Model fttng s mportant Least-squares fttng Maxmum lkelhood estmaton MAP estmaton Robust

More information

Motivation. Motivation. Monte Carlo. Example: Soft Shadows. Outline. Monte Carlo Algorithms. Advanced Computer Graphics (Fall 2009)

Motivation. Motivation. Monte Carlo. Example: Soft Shadows. Outline. Monte Carlo Algorithms. Advanced Computer Graphics (Fall 2009) Advanced Comuter Grahcs Fall 29 CS 294, Renderng Lecture 4: Monte Carlo Integraton Rav Ramamoorth htt://nst.eecs.berkeley.edu/~cs294-3/a9 Motvaton Renderng = ntegraton Relectance equaton: Integrate over

More information