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1

REBELO, M. N. "NONDECOUPLING OF HEAVY FERMIONS AND A SPECIAL YUKAWA TEXTURE." International Journal of Modern Physics A 22, no. 31 (December 20, 2007): 5853–59. http://dx.doi.org/10.1142/s0217751x07039079.

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Talk based on work entitled “Yukawa textures, new physics and nondecoupling,” done in collaboration with G. C. Branco and J. I. Silva-Marcos, arXiv:hep-ph/0612252, to appear in Phys. Rev. D. In this work we pointed out that New Physics can play an important rôle in rescuing some of the Yukawa texture zero ansätze which would otherwise be eliminated by the recent, more precise measurements of VCKM. We have shown that the presence of an isosinglet vector-like quark which mixes with standard quarks, can render viable a particularly interesting four texture zero Yukawa ansatz. The crucial point is the nondecoupling of the effects of the isosinglet quark, even for arbitrary large values of its mass.
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2

Frankiewicz, C., and D. Attinger. "Texture and wettability of metallic lotus leaves." Nanoscale 8, no. 7 (2016): 3982–90. http://dx.doi.org/10.1039/c5nr04098a.

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Hydrophilic materials can be made superrepellent to water by chemical texturing, a stochastic rather than deterministic process. Here, multiscale features render copper surfaces comparable to lotus leaves, in terms of wettability, texture and water repellency. The novel ability to make hydrophilic materials superrepellent without deterministic structuring opens the way to large-scale manufacturing of superrepellent surfaces.
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Aryanto, Aryanto, Tengku Hisyam Muhammad Umar, and Doni Winarso. "Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender." JURNAL FASILKOM 10, no. 1 (April 22, 2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.

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Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya sendiri tidak begitu membutuhkan waktu yang lama, karena prosesnya sendiri dilakukan secara realtime. Vertices dan Texture digunakan sebagai parameter pengukuran untuk pengujian kedua teknik rendering. Analisis perbandingan Cycles dan Eevee akan menghasilkan pengujian kecepatan render, ukuran file hasil render, dan kualitas gambar dari hasil render. Hasil dari penelitian ini mampu menyatakan bahwa Eevee mengungguli Cycles dalam dalam perbandingan kecepatan rendering, Cycles dan Eevee pada output hasil render tidak jauh berbeda ukuran file-nya, dan kualitas gambar dari render menyatakan Eevee lebih unggul dibandingkan Cycles.
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4

Yang, Chao, Shui Yan Dai, Ling Da Wu, and Rong Huan Yu. "Smoothly Rendering of Large-Scale Vector Data on Virtual Globe." Applied Mechanics and Materials 631-632 (September 2014): 516–20. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.516.

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The method of view-dependent smoothly rendering of large-scale vector data based on the vector texture on virtual globe is presented. The vector texture is rasterized from the vector data based on view-dependent quadtree LOD. And the vector texture is projected on the top of the terrain. The smooth transition of multi-level texture is realized by adjusting the transparency of texture dynamically based on view range in two processes to avoid texture “popping”. In “IN” process, the texture’s alpha value increases when the view range goes up while In “OUT” process, the texture’s alpha value decreases. the vector texture buffer updating method is used to accelerate the texture fetching based on the least-recently-used algorithm. In the end, the real-time large-scale vector data rendering is implemented on virtual globe. The result shows that this method can real-time render large-scale vector data smoothly.
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5

Evans, Jordan A., Blake T. Sturtevant, Bjørn Clausen, Sven C. Vogel, Fedor F. Balakirev, Jonathan B. Betts, Laurent Capolungo, Ricardo A. Lebensohn, and Boris Maiorov. "Determining elastic anisotropy of textured polycrystals using resonant ultrasound spectroscopy." Journal of Materials Science 56, no. 16 (February 24, 2021): 10053–73. http://dx.doi.org/10.1007/s10853-021-05827-z.

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AbstractPolycrystalline materials can have complex anisotropic properties depending on their crystallographic texture and crystal structure. In this study, we use resonant ultrasound spectroscopy (RUS) to nondestructively quantify the elastic anisotropy in extruded aluminum alloy 1100-O, an inherently low-anisotropy material. Further, we show that RUS can be used to indirectly provide a description of the material’s texture, which in the present case is found to be transversely isotropic. By determining the entire elastic tensor, we can identify the level and orientation of the anisotropy originated during extrusion. The relative anisotropy of the compressive (c11/c33) and shear (c44/c66) elastic constants is 1.5% ± 0.5% and 5.7% ± 0.5%, respectively, where the elastic constants (five independent elastic constants for transversely isotropic) are those associated with the extrusion axis that defines the symmetry of the texture. These results indicate that the texture is expected to have transversely isotropic symmetry. This finding is confirmed by two additional approaches. First, we confirm elastic constants and the degree of elastic anisotropy by direct sound velocity measurements using ultrasonic pulse echo. Second, neutron diffraction (ND) data confirm the symmetry of the bulk texture consistent with extrusion-induced anisotropy, and polycrystal elasticity simulations using the elastic self-consistent model with input from ND textures and aluminum single-crystal elastic constants render similar levels of polycrystal elastic anisotropy to those measured by RUS. We demonstrate the ability of RUS to detect texture-induced anisotropy in inherently low-anisotropy materials. Therefore, as many other common materials have intrinsically higher elastic anisotropy, this technique should be applicable for similar levels of texture, providing an efficient general diagnostic and characterization tool.
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6

Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (March 31, 2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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7

MITAL, DINESH P., and GOH WEE LENG. "AN AUTOREGRESSIVE APPROACH TO SURFACE TEXTURE ANALYSIS." International Journal of Pattern Recognition and Artificial Intelligence 08, no. 04 (August 1994): 845–57. http://dx.doi.org/10.1142/s0218001494000437.

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The use of autoregressive models in textual analysis holds great potential. Coupling the technique to a circular neighbourhood set imparts a rotational invariant property to it. This was demonstrated by Kashyap and Khotanzad in their model called the Circular Symmetric Autogressive (CSAR) Random Field model. The short-coming in this very ingenious proposal is that it is set in a background of square pixels and the rotational invariant property of the model fails in cases when the aspect ratio of the pixels are not at unity. This paper proposes a major modification to the CSAR to render the model rotational invariant under all configurations of pixel implementation. It is based on the area segments covered by a circle set in a 3×3 neighbourhood. We call it the Circular Area Autoregressive (CAAR) model. The results obtained from the CAAR showed much better consistency over that of the CSAR when a non-square pixel image was used.
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8

ZHENG, XIN, XIAODONG WANG, HAIFENG CUI, and TONG RUAN. "AN EFFICIENT MULTI-RESOLUTION TEXTURE SYNTHESIZING METHOD BASED ON WAVELET TRANSFORM." Journal of Circuits, Systems and Computers 18, no. 08 (December 2009): 1505–16. http://dx.doi.org/10.1142/s0218126609005824.

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The real-time rendering of high-quality, non-uniform scenes based on viewpoint has always been one of the most difficult problems in the CG area. In this paper, we propose one efficient algorithm to solve this problem with the help of merging texture synthesis and discrete wavelet transform (DWT) techniques. Using a single normal-sized image input, we can efficiently obtain texture sizes with different resolutions and update these in real-time rendering with the help of DWT. The results of our experiments prove that our algorithm can smoothly and efficiently render the non-uniform scenes based on viewpoint.
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9

Han, Yuan Li, and Yan Ping Chen. "Image Overlapping Technique without Model for Large LoD Terrain Based on GPU." Applied Mechanics and Materials 556-562 (May 2014): 4792–96. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.4792.

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There are many difficulties in image overlapping in 3D terrain of dynamic LoD quad tree model, it will cause gaps between terrain tiles and images if both of them are expressed independently. This paper breaks through the LoD mesh difficulties, and realizes image overlapping based on GPU programming without modeling. It establishes different texture coordinate transformational relationships in GPU to realize seamless expression between terrain texture and overlapping image based on setting terrain vertexes with global unified texture coordinate. The affine transformation is adopted to solve the difficulty of multiple spatial nonlinear transformations aiming to the interaction of image overlapping, and also to solve the non-synchronous problem of texture coordinate in interaction. At last, the conclusion may be achieved. Image overlapping technique in LoD terrain without modeling based on GPU is a typical case of render technology to solve application difficulties, the realization is simple, efficient and steady which only faces to single terrain tile. This research will greatly enhance the ability of Digital Earth, which completely clear an important technical barriers and promote the applications in GeoDesign.
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10

Wang, Lei. "Research of Air Pollution Dispersion Visualization Based on GPU and Volume Rendering." Advanced Materials Research 765-767 (September 2013): 3058–60. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.3058.

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To address the air pollution diffusing problem, a visualization algorithm based on fluid diffusion physical model and volume rendering is proposed to simulate the diffusion process epically for the urgent pollution accidents. The diffusion model is based on the simplified heat diffusion equation and the basic vortex constraint. The texture mapping based volume rendering method is adapted to handle the visualization algorithm. In addition, the render process adopts the GPU to implement the real-time visualization rendering.
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11

Dong, Yangzi, and Chao Peng. "Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU." International Journal of Computer Games Technology 2019 (March 26, 2019): 1–15. http://dx.doi.org/10.1155/2019/1792304.

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Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.
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12

Hocking, Ailsa, Mariam Begum, and Cindy Stewart. "Putting the pressure on spoilage fungi." Microbiology Australia 25, no. 3 (2004): 36. http://dx.doi.org/10.1071/ma04336.

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Heat processing has been a mainstay of the food industry for many years and is used to destroy microorganisms in foods to render the foods safe and extend the shelf life. However, heat processing is detrimental to the flavour and texture of many foods, and canned foods are regarded as ?old-fashioned? by some consumers. Consequently, some manufacturers of canned fruits have moved to flexible packaging to make their product more appealing to consumers, but this does not really change the organoleptic profiles of the heat processed product.
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13

CAPRIZ, G., and G. MAZZINI. "A σ-ALGEBRA AND A CONCEPT OF LIMIT FOR BODIES." Mathematical Models and Methods in Applied Sciences 10, no. 06 (August 2000): 801–13. http://dx.doi.org/10.1142/s0218202500000410.

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Recent developments in mechanics of continua (the search for optimal shapes of bodies, homogenization theory, the study of the trabecular structure of bones, the dynamics of immiscible mixtures, etc.) render some of the introductory axioms of continuum mechanics inadequate. Not only does one need to give meaning to the join and meet of two bodies, but also to extend the consequent algebra so as to encompass the result of a countable sequence of operations of join or meet; and one should also be able to define the limit of a sequence of bodies. To achieve this goal we propose here to define a body ab initio through the assignment of a probability measure dπ. We realize that π leaves, generally, too much of the texture of the body unspecified; to make up for this deficiency, we suggest the use of appropriate texture measures, reminescent of Tartar's H-measures.9
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14

Frommholz, D. "A SYNTHETIC 3D SCENE FOR THE VALIDATION OF PHOTOGRAMMETRIC ALGORITHMS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W13 (June 5, 2019): 1221–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w13-1221-2019.

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<p><strong>Abstract.</strong> This paper describes the construction and composition of a synthetic test world for the validation of photogrammetric algorithms. Since its 3D objects are entirely generated by software, the geometric accuracy of the scene does not suffer from measurement errors which existing real-world ground truth is inherently afflicted with. The resulting data set covers an area of 13188 by 6144 length units and exposes positional residuals as small as the machine epsilon of the double-precision floating point numbers used exclusively for the coordinates. It is colored with high-resolution textures to accommodate the simulation of virtual flight campaigns with large optical sensors and laser scanners in both aerial and close-range scenarios. To specifically support the derivation of image samples and point clouds, the synthetic scene gets stored in the human-readable Alias/Wavefront OBJ and POV-Ray data formats. While conventional rasterization remains possible, using the open-source ray tracer as a render tool facilitates the creation of ideal pinhole bitmaps, consistent digital surface models (DSMs), true ortho-mosaics (TOMs) and orientation metadata without programming knowledge. To demonstrate the application of the constructed 3D scene, example validation recipes are discussed in detail for a state-of-the-art implementation of semi-global matching and a perspective-correct multi-source texture mapper. For the latter, beyond the visual assessment, a statistical evaluation of the achieved texture quality is given.</p>
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15

Dhanda, A., M. Reina Ortiz, A. Weigert, A. Paladini, A. Min, M. Gyi, S. Su, S. Fai, and M. Santana Quintero. "RECREATING CULTURAL HERITAGE ENVIRONMENTS FOR VR USING PHOTOGRAMMETRY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 305–10. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-305-2019.

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<p><strong>Abstract.</strong> In this paper, we propose a workflow for recreating places of cultural heritage in Virtual Reality (VR) using structure from motion (SfM) photogrammetry. The unique texture of heritage places makes them ideal for full photogrammetric capture. An optimized model is created from the photogrammetric data so that it is small enough to render in a real-time environment. The optimized model, combined with mesh maps (texture maps, normal maps, etc.) looks like the original high detail model. The capture of a whole space makes it possible to create a VR experience with six degrees of freedom (6DoF) that allows the user to explore the historic place. Creating these experiences can bring people to cultural heritage that is either endangered or too remote for some people to access. The workflow described in this paper will be demonstrated with the case study of Myin-pya-gu, an 11th century temple in Bagan, Myanmar.</p>
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Yang, Meng Zhao, and Kuan Quan Wang. "Real-Time Rendering for Multi-Layered Translucent Materials such as Human Skin under Dynamic Environment Lighting." Applied Mechanics and Materials 274 (January 2013): 423–26. http://dx.doi.org/10.4028/www.scientific.net/amm.274.423.

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Human skin is a highly scattering translucent material and is difficult to be scaled. In this paper, we combine approximation of specular reflection with subsurface scattering in the texture space and introduce the dynamic environment lighting to render the human skin to obtain a much more realistic expression. Considering lower computation and requirement for real-time, we use few spherical harmonics coefficients to represent the environment lighting approximated by the environment map. Further, by rotating the environment map, we obtain dynamic rendering effect of human skin appearance, which has a great practical value for creation of virtual character in real scene.
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17

Hassan, Waseem, Hwangil Kim, Aishwari Talhan, and Seokhee Jeon. "A Pneumatically-Actuated Mouse for Delivering Multimodal Haptic Feedback." Applied Sciences 10, no. 16 (August 13, 2020): 5611. http://dx.doi.org/10.3390/app10165611.

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Most of the information a user obtains through a computer is visual and/or auditory. Providing synchronized haptic information in addition to visual and/or auditory information can significantly enhance user experience and perception of virtual objects. In this paper, we propose a pneumatically-controlled haptic mouse that can replace a conventional computer mouse and deliver multimodal haptic feedback using a single end-effector. The haptic mouse can deliver distinct haptic feedback, i.e., static pressure, high frequency vibrations, and impact response. It has a dual-layered silicone housing with two air chambers. The outer layer is stretchable, and when pumped with air, changes in size and delivers feedback directly to the hand. The inner layer is non-stretchable, and is used to hold the form of the haptic mouse. Various experiments were conducted to quantify the characteristics of haptic mouse. The haptic mouse can generate a static pressure of up to 0.6 Gs, vibrations up to 250 Hz, and provides a max actuation delay of 23 ms. Based on those characteristics, haptic geometry and texture rendering algorithms were developed. These algorithms were used to render virtual shapes and textures and were evaluated using a psychophysical experiment. The results show that participants were able to successfully identify the geometries and textures in most cases.
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Guan, Shanyan, Shuo Wen, Dexin Yang, Bingbing Ni, Wendong Zhang, Jun Tang, and Xiaokang Yang. "Human Action Transfer Based on 3D Model Reconstruction." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 8352–59. http://dx.doi.org/10.1609/aaai.v33i01.33018352.

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We present a practical and effective method for human action transfer. Given a sequence of source action and limited target information, we aim to transfer motion from source to target. Although recent works based on GAN or VAE achieved impressive results for action transfer in 2D, there still exists a lot of problems which cannot be avoided, such as distorted and discontinuous human body shape, blurry cloth texture and so on. In this paper, we try to solve these problems in a novel 3D viewpoint. On the one hand, we design a skeleton-to-3D-mesh generator to generate the 3D model, which achieves huge improvement on appearance reconstruction. Furthermore, we add a temporal connection to improve the smoothness of the model. On the other hand, instead of directly utilizing the image in RGB space, we transform the target appearance information into UV space for further pose transformation. Specially, unlike conventional graphics render method directly projects visible pixels to UV space, our transformation is according to pixel’s semantic information. We perform experiments on Human3.6M and HumanEva-I to evaluate the performance of pose generator. Both qualitative and quantitative results show that our method outperforms methods based on generation method in 2D. Additionally, we compare our render method with graphic methods on Human3.6M and People-snapshot. The comparison results show that our render method is more robust and effective.
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Deng, Bao Song, Tie Qing Deng, and Dong Xu. "GPU-Based Techniques for Vector Data Visualization on Global Scale Terrain." Applied Mechanics and Materials 380-384 (August 2013): 1689–92. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.1689.

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In this paper we present a key data structure and associated render-time algorithm for the combined display of multi-resolution 3D terrain and traditional GIS vector data, by combining a fast GPU-based terrain solver, which is designed to create fully 3D scenes that deliver the best possible quality and do not require dynamic texture generation and handling. Level of detail terrain models and vector maps are created, and the server-client architecture is presented. The application provides an effective way for powerful access and manipulation of large-scale real datasets, which represents a basic mechanism for 3D GIS interface and exploration tools.
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Xu, Zhen, Ai Zhu Ren, and Xin Zheng Lu. "Modeling of Bridge Collapse in Virtual Scene Based on Finite Element Simulation." Applied Mechanics and Materials 88-89 (August 2011): 718–22. http://dx.doi.org/10.4028/www.scientific.net/amm.88-89.718.

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To simulate bridge collapse realistically and assist the investigation of bridge collapse accidents, a modeling method of bridge collapse in Open Scene Graph (OSG) graph engine based on Finite element (FE) simulation is proposed. For FE simulation using 3D solid elements, the main questions of modeling, such as scene hierarchy, drawing method and texture mapping, are discussed. A study case shows the bridge model in this paper is with realistic graphics, render efficiency and simulation controllability. The 3D virtual scene simulation using the modeling method proposed in this paper has the same accuracy as FE simulation, but is more realistic and complete than FE simulation and provides a graphic support for the analysis of bridge collapse accidents.
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21

Sanchez Moral, S., Javier Martínez Martínez, David Benavente, S. Cuezva, and A. Fernandez Cortes. "Mechanical Characterisation of Ancient Egyptian Mortars." Key Engineering Materials 465 (January 2011): 487–90. http://dx.doi.org/10.4028/www.scientific.net/kem.465.487.

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Several samples of ancient mortars were studied in the context of the archaeological excavations at Djehuty (Luxor, Egypt). The studied mortars had two different applications: to render external walls and as structural elements (adobe walls, contact between stone blocks, etc). An understanding of the mechanical stability of these materials is necessary in order to guarantee correct preservation of the remains. However, their mechanical characterisation using standard tests would require large samples (over 50 mm in cubic/cylinder form), which archaeological excavations are unlikely to be able to provide. The aim of this research was to analyse the mechanical behaviour of different gypsum mortars by means of the uniaxial micro-compression test and relate this to their microstructure. The microstructure is described in terms of the mineralogical composition (XRD), texture (SEM) and pore structure (MIP). Results showed that the studied gypsum mortars presented a very low strength and elastic modulus (0.25-1.60 MPa and 97.56-260.97 MPa, respectively). These mechanical characteristics are closely related to the mortar microstructure, since they presented a highly porous texture (57.93-68.35%), a polymodal pore size distribution in the 0.1-10 m range, and low contact between crystals (very open texture). Micro-compression characterisation of ancient mortars and building rocks was compared to meso-compression results found in the literature and confirmed the effectiveness of the micro-compression test as a low-invasive technique for characterising materials from architectural heritage.
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Wang, Da, and Cheng Wang. "Real-Time GPU-Based Visualization of Dynamic Terrain in Excavator Simulator." Advanced Materials Research 382 (November 2011): 16–21. http://dx.doi.org/10.4028/www.scientific.net/amr.382.16.

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This paper presents a real-time GPU-based visualization of dynamic terrain in excavator simulator, which is an interactive system for the purpose of training human operators and corresponding researches. Firstly, we establish the kinematic model of excavator, so as to trans-fer the bucket tip's reference trajectories to corresponding, required reference angle sequence for each joint and to control motion sequences of articulated hierarchies. Then, our method use GPU to create the DDHM and digging offset map, with which we can perform the terrain de-formation entirely in the GPU. In order to improve the visual quality, we also present a method of procedural texture for deformation terrain. Finally, the Real-Time Optimally Adapting Meshes (ROAM) algorithm is used to render the dynamic terrain effectively.
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23

Schmidt, Filipp. "The Art of Shaping Materials." Art and Perception 8, no. 3-4 (October 28, 2019): 407–33. http://dx.doi.org/10.1163/22134913-20191116.

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Material perception — the visual perception of stuff — is an emerging field in vision research. We recognize materials from shape, color and texture features. This paper is a selective review and discussion of how artists have been using shape features to evoke vivid impressions of specific materials and material properties. A number of examples are presented in which visual artists render materials or their transformations, such as soft human skin, runny or viscous fluids, or wrinkled cloth. They achieve this by expressing the telltale shape features of these materials and transformations, often by carving them from a single block of marble or wood. Vision research has just begun to investigate these very shape features, making material perception a prime example of how art can inform science.
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Steele, Julian A., Handong Jin, Iurii Dovgaliuk, Robert F. Berger, Tom Braeckevelt, Haifeng Yuan, Cristina Martin, et al. "Thermal unequilibrium of strained black CsPbI3 thin films." Science 365, no. 6454 (July 25, 2019): 679–84. http://dx.doi.org/10.1126/science.aax3878.

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The high-temperature, all-inorganic CsPbI3 perovskite black phase is metastable relative to its yellow, nonperovskite phase at room temperature. Because only the black phase is optically active, this represents an impediment for the use of CsPbI3 in optoelectronic devices. We report the use of substrate clamping and biaxial strain to render black-phase CsPbI3 thin films stable at room temperature. We used synchrotron-based, grazing incidence, wide-angle x-ray scattering to track the introduction of crystal distortions and strain-driven texture formation within black CsPbI3 thin films when they were cooled after annealing at 330°C. The thermal stability of black CsPbI3 thin films is vastly improved by the strained interface, a response verified by ab initio thermodynamic modeling.
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25

Kingsley,, Angima Bichanga, and Usha R. "MODIFICATION OF URINARY CATHETERS USING ANTIMICROBIALS FROM STREPTOMYCES SP. ABK 07 FOR URINARY TRACT INFECTION RESISTANCE." Asian Journal of Pharmaceutical and Clinical Research 11, no. 7 (July 7, 2018): 158. http://dx.doi.org/10.22159/ajpcr.2018.v11i7.25502.

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Objective: The main aim of this study is to prevent biofilm formation by impregnating an antimicrobial on urinary catheter.Methods: Catheter segments were immersed in the antimicrobial compound for impregnation. After 2 h, the segments were removed, sterilized and dried after which mechanical and antimicrobial properties of the catheter segments were determined. The shelf life of the impregnated segments was also ascertained as well as anti-biofilm assay. Spectral analysis (UV & FTIR) was also performed.Results: Impregnation was achieved by immersing catheter segments in antimicrobial compound ensuring it does not affect the catheter texture. The impregnated antimicrobial catheters were able to prevent colonization by common uropathogens Escherichia coli, Proteus, Pseudomonas aeruginosa, Staphylococcus aureus, Klebsiella, and Candida albicans for up to 12 weeks. Antibiotic impregnation of the catheters did not affect the mechanical properties and did not render it as unfit for insertion. The antimicrobial-impregnated catheter offers a means of reducing biofilm formation and subsequently reducing the infection in long-term urinary catheter users. Spectral analysis was done by UV-Vis and FTIR.Conclusion: Antibiotic impregnation of the catheters did not affect the mechanical properties and did not render it as unfit for insertion. The antimicrobial impregnated catheter offers a means of reducing biofilm formation and subsequently reducing the infection in long-term urinary catheter users.
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Wu, Fan, Emmanuel Agu, Clifford Lindsay, and Chung-han Chen. "Imperceptible Simplification on Mobile Displays." International Journal of Handheld Computing Research 3, no. 1 (January 2012): 37–54. http://dx.doi.org/10.4018/jhcr.2012010103.

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Graphics on mobile devices is becoming popular because untethered computing is convenient and makes workers more productive. Mobile displays have a wide range of resolutions that affect the scene Level-of-Detail (LoD) that users can perceive: smaller displays show less detail, therefore lower resolution meshes and textures are acceptable. Mobile devices frequently have limited battery energy, low memory and disk space. To minimize wasting limited system resources, the authors render mobile graphics scenes at the lowest LoD at which users do not perceive distortion due to simplification. This is called LoD the Point of Imperceptibility (PoI). Increasing the mesh or texture resolution beyond the PoI wastes valuable system resources without increasing perceivable visual realism. The authors propose a perceptual metric that can easily be evaluated to identify the LoD corresponding to a target mobile display’s PoI and accounts for object geometry, lighting and shading. Previous work did not directly compute changes in the PoI due to target screen resolution. The perceptual metric generates a screen-dependent Pareto distribution with a knee point that corresponds to the PoI. We employ wavelets for simplification, which gives direct access to the mesh undulation frequency that we then use to parameterize the CSF curve.
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Deng, Bao Song, Tie Qing Deng, Rong Huan Yu, and Jia Wei Yu. "Seamless Rendering of Large Scale Terrain." Advanced Engineering Forum 6-7 (September 2012): 1026–30. http://dx.doi.org/10.4028/www.scientific.net/aef.6-7.1026.

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Terrain rendering has long been an active research topic in computer graphic and virtual reality. If large and detailed, digital terrains can be represented by a huge amount of data and therefore of graphical primitives to render in real-time. A dynamic, realistic and seamless rendering scheme for large scale terrain was proposed in this paper, based on successive LOD tiles and GPU acceleration. Multi-resolution girds and images were used for view-dependent data control and grid simplification, and multi-thread mechanism was employed for visibility clipping and data exchange between memory and disk, at the same time, a seamless combination algorithm between tiles of terrain and texture was proposed. Experimental results of real scenes with open data and comparisons with traditional method demonstrate the efficiency and practicality of our method.
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Agban, Yosra, Odunayo O. Mugisho, Sachin S. Thakur, and Ilva D. Rupenthal. "Characterization of Zinc Oxide Nanoparticle Cross-Linked Collagen Hydrogels." Gels 6, no. 4 (October 22, 2020): 37. http://dx.doi.org/10.3390/gels6040037.

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Collagen is the most abundant protein in mammals and possesses high biocompatibility and low antigenicity. These biological properties render it one of the most useful biomaterials for medical applications. This study investigated the mechanical and physical characteristics of collagen hydrogels cross-linked with different ratios of polyvinylpyrrolidone capped zinc oxide nanoparticles (ZPVP). Fourier transform infrared spectroscopy indicated molecular interactions between collagen fibers and ZPVP. Texture analysis revealed a significant increase in gel hardness, adhesiveness, and viscosity after cross-linking with ZPVP. Rheological measurements showed that as the ratio of ZPVP increased, stronger hydrogels were formed which in turn resulted in more sustained release of the model drug, dexamethasone sodium phosphate. We can therefore conclude that the mechanical properties of collagen hydrogels can be modified by controlling the ratio of ZPVP used for cross-linking, offering the potential to develop biocompatible sustained release drug delivery systems.
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Li, Zhong Hai, Liang Chen, and Qing Cheng Zhang. "Interactive Visual Modeling and Simulation for Virtual Maintenance of Aircraft Landing Gear." Applied Mechanics and Materials 385-386 (August 2013): 312–15. http://dx.doi.org/10.4028/www.scientific.net/amm.385-386.312.

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Interactive visual simulation is an important tool in virtual maintenance of aviation equipment. This paper uses the virtual maintenance training of aircraft landing gear as the study object, applying parametric feature modeling technique in UG and in accordance with design requirements the 3D model of aircraft landing gear was established, meanwhile, using the cubic spline interpolation to solve the difficult problem of UG modeling. This paper focuses on using interactive three-dimension visual simulation methods and based on the agent model and its auxiliary model to realize assembly/disassembly process of landing gear. We propose a real-time method is using texture mapping and light render techniques to producing realistic animation. Based on the evaluation were carried out, since the animation is intuitionist, lifelike and didactic in character, it can be used to support the training of maintenance man and reflect the process accurately.
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Frommholz, D., M. Linkiewicz, H. Meissner, and D. Dahlke. "RECONSTRUCTING BUILDINGS WITH DISCONTINUITIES AND ROOF OVERHANGS FROM OBLIQUE AERIAL IMAGERY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-1/W1 (May 31, 2017): 465–71. http://dx.doi.org/10.5194/isprs-archives-xlii-1-w1-465-2017.

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This paper proposes a two-stage method for the reconstruction of city buildings with discontinuities and roof overhangs from oriented nadir and oblique aerial images. To model the structures the input data is transformed into a dense point cloud, segmented and filtered with a modified marching cubes algorithm to reduce the positional noise. Assuming a monolithic building the remaining vertices are initially projected onto a 2D grid and passed to RANSAC-based regression and topology analysis to geometrically determine finite wall, ground and roof planes. If this should fail due to the presence of discontinuities the regression will be repeated on a 3D level by traversing voxels within the regularly subdivided bounding box of the building point set. For each cube a planar piece of the current surface is approximated and expanded. The resulting segments get mutually intersected yielding both topological and geometrical nodes and edges. These entities will be eliminated if their distance-based affiliation to the defining point sets is violated leaving a consistent building hull including its structural breaks. To add the roof overhangs the computed polygonal meshes are projected onto the digital surface model derived from the point cloud. Their shapes are offset equally along the edge normals with subpixel accuracy by detecting the zero-crossings of the second-order directional derivative in the gradient direction of the height bitmap and translated back into world space to become a component of the building. As soon as the reconstructed objects are finished the aerial images are further used to generate a compact texture atlas for visualization purposes. An optimized atlas bitmap is generated that allows perspectivecorrect multi-source texture mapping without prior rectification involving a partially parallel placement algorithm. Moreover, the texture atlases undergo object-based image analysis (OBIA) to detect window areas which get reintegrated into the building models. To evaluate the performance of the proposed method a proof-of-concept test on sample structures obtained from real-world data of Heligoland/Germany has been conducted. It revealed good reconstruction accuracy in comparison to the cadastral map, a speed-up in texture atlas optimization and visually attractive render results.
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Li, Tianping, Hongxin Xu, Hua Zhang, and Honglin Wan. "Detail 3D Face Reconstruction Based on 3DMM and Displacement Map." Journal of Sensors 2021 (June 25, 2021): 1–13. http://dx.doi.org/10.1155/2021/9921101.

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How to accurately reconstruct the 3D model human face is a challenge issue in the computer vision. Due to the complexity of face reconstruction and diversity of face features, most existing methods are aimed at reconstructing a smooth face model with ignoring face details. In this paper a novel deep learning-based face reconstruction method is proposed. It contains two modules: initial face reconstruction and face details synthesis. In the initial face reconstruction module, a neural network is used to detect the facial feature points and the angle of the pose face, and 3D Morphable Model (3DMM) is used to reconstruct the rough shape of the face model. In the face detail synthesis module, Conditional Generation Adversarial Network (CGAN) is used to synthesize the displacement map. The map provides texture features to render to the face surface reconstruction, so as to reflect the face details. Our proposal is evaluated by Facescape dataset in experiments and achieved better performance than other current methods.
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Mishra, Prithu, Shruti Sood, Mayank Pandit, and Pradeep Khanna. "Additive Manufacturing: Post Processing Methods and Challenges." Advanced Engineering Forum 39 (February 2021): 21–42. http://dx.doi.org/10.4028/www.scientific.net/aef.39.21.

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Additive Manufacturing (AM) has shown great potential for efficient realization of complicated microdevices fabricated with higher freedom of design and made from a wide variety of materials suiting to their specific target functionalities. Capability of generation of components with reduced weights, higher part consolidation, greater customization offered along with minimal waste generation are its advantages over conventional manufacturing processes. The AM built parts, however, need to undergo relevant post processing techniques to render them fit for their end product application. The paper attempts to classify the post processing techniques and emphasize their applicability to specific AM methods, generalized procedure as well as the recent improvements undergone. The post processing techniques have been categorised as methods for support material removal, surface texture improvements, thermal and non-thermal post processing and aesthetic improvements. The main challenges to the expansion of additive manufacturing have been discussed which highlight the future, scope of improvement and research required in the area of appropriate tool path development and product quality with regards to surface roughness, resolution and porosity levels in the built part.
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Ohms, Carsten, and Rene V. Martins. "Investigation of Residual Stress/Strain and Texture in a Large Dissimilar Metal Weld Using Synchrotron Radiation and Neutrons." Materials Science Forum 772 (November 2013): 193–99. http://dx.doi.org/10.4028/www.scientific.net/msf.772.193.

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Bi-metallic piping welds are frequently used in light water nuclear reactors to connect ferritic steel pressure vessel nozzles to austenitic stainless steel primary cooling piping systems. An important aspect for the integrity of such welds is the presence of residual stresses. Measurement of these residual stresses presents a considerable challenge because of the component size and because of the material heterogeneity in the weld regions. The specimen investigated here was a thin slice cut from a full-scale bi-metallic piping weld mock-up. A similar mock-up had previously been investigated by neutron diffraction within a European research project called ADIMEW. However, at that time, due to the wall thickness of the pipe, stress and spatial resolution of the measurements were severely restricted. One aim of the present investigations by high energy synchrotron radiation and neutrons used on this thin slice was to determine whether such measurements would render a valid representation of the axial strains and stresses in the uncut large-scale structure. The advantage of the small specimen was, apart from the easier manipulation, the fact that measurement times facilitated a high density of measurements across large parts of the test piece in a reasonable time. Furthermore, the recording of complete diffraction patterns within the accessible diffraction angle range by synchrotron X-ray diffraction permitted mapping the texture variations. The strain and stress results obtained are presented and compared for the neutron and synchrotron X-ray diffraction measurements. A strong variation of the texture pole orientations is observed in the weld regions which could be attributed to individual weld torch passes. The effect of specimen rocking on the scatter of the diffraction data in the butt weld region is assessed during the neutron diffraction measurements.
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Ryu, Semin, Dongbum Pyo, Soo-Chul Lim, and Dong-Soo Kwon. "Rendering Strategy to Counter Mutual Masking Effect in Multiple Tactile Feedback." Applied Sciences 10, no. 14 (July 20, 2020): 4990. http://dx.doi.org/10.3390/app10144990.

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Recently, methods and devices that simultaneously utilize two or more tactile feedback types have been proposed for more immersive interaction with virtual objects. However, the masking effect, which makes us less sensitive to various stimuli presented at the same time, has scarcely been explored. In this study, we propose a novel tactile rendering algorithm that can eliminate the mutual masking effect at the user’s sensation level, when mechanical vibration and electrovibration are applied simultaneously. First, the masking functions of the two stimuli were investigated for various stimulus combinations. Based on these, a generalized form of the masking function was derived. We then tested and confirmed that the proposed algorithm, which calculates the required stimulus intensity to compensate for the mutual masking effect, could render the arbitrary stimulus intensity desired to be perceived by the users. The results of the user test revealed that the proposed rendering algorithm significantly improved the virtual object recognition rate by approximately 23% when geometry and texture were presented jointly. This finding suggests principal guidelines for the combined use of mechanical vibration and electrovibration, as well as for other combinations of different tactile feedback types.
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35

He, Linyang, Gang Li, and Jinghong Liu. "Joint Motion Deblurring and Superresolution from Single Blurry Image." Mathematical Problems in Engineering 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/965690.

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Currently superresolution from a motion blurred image still remains a challenging task. The conventional approach, which preprocesses the blurry low resolution (LR) image with a deblurring algorithm and employs a superresolution algorithm, has the following limitation. The high frequency texture of the image is unavoidably lost in the deblurring process and this loss restricts the performance of the subsequent superresolution process. This paper presents a novel technique that performs motion deblurring and superresolution jointly from one single blurry image. The basic idea is to regularize the ill-posed reconstruction problem using an edge-preserving gradient prior and a sparse kernel prior. This method derives from an inverse problem approach under an efficient optimization scheme that alternates between blur kernel estimation and superresolving until convergence. Furthermore, this paper proposes a simple and efficient refinement formulation to remove artifacts and render better deblurred high resolution (HR) images. The improvements brought by the proposed combined framework are demonstrated by the processing results of both simulated and real-life images. Quantitative and qualitative results on challenging examples show that the proposed method outperforms the existing state-of-the-art methods and effectively eliminates motion blur and artifacts in the superresolved image.
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36

Pinto, Jorge, Artur Peixoto, José Vieira, Lisete Fernandes, José Morais, Vítor M. C. F. Cunha, and Humberto Varum. "Render reinforced with textile threads." Construction and Building Materials 40 (March 2013): 26–32. http://dx.doi.org/10.1016/j.conbuildmat.2012.09.099.

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37

Miner, Joshua D. "Biased Render." Screen Bodies 4, no. 1 (June 1, 2019): 48–71. http://dx.doi.org/10.3167/screen.2019.040105.

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This article explores the digitality of Indigenous bodies within contemporary 3D video games by mainstream and Indigenous developers. Its analysis relies on a critical examination of digital image synthesis via real-time graphics rendering, which algorithmically generates the visible world onscreen from 3D geometries by mapping textures, generating light and shadow, and simulating perceptual phenomena. At a time when physically based, unbiased rendering methods have made photorealistic styles and open-world structures common across AAA games in general, Indigenous game designers have instead employed simplified “low res” styles. Using bias as an interpretive model, this article unpacks how these designers critique mainstream rendering as a cultural-computational practice whose processes are encoded with cultural biases that frame the relation of player and screen body (avatar). The algorithmic production of digitally modeled bodies, as an essential but masked element of video games, offers a territory where Indigenous developers claim aesthetic presence in the medium.
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Lim, Yi-Je, Wei Jin, and Suvranu De. "On Some Recent Advances in Multimodal Surgery Simulation: A Hybrid Approach to Surgical Cutting and the Use of Video Images for Enhanced Realism." Presence: Teleoperators and Virtual Environments 16, no. 6 (December 1, 2007): 563–83. http://dx.doi.org/10.1162/pres.16.6.563.

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In this paper, we present some recent advances in realistic surgery simulation including novel algorithms for simulating surgical cutting and techniques of improving visual realism of the simulated scenarios using images. Simulation of surgical cutting is one of the most challenging tasks in the development of a surgery simulator. Changes in topology during simulation render precomputed data unusable. Moreover, the process is nonlinear and the underlying physics is complex. Therefore, fully realistic simulation of surgical cutting at real-time rates on single processor machines is possibly out of reach at the present time. In this paper, we present a hybrid approach to the simulation of surgical cutting procedures by combining a node-snapping technique with a physically based meshfree computational scheme, the point-associated finite field (PAFF) approach, and empirical data obtained from controlled cutting experiments. To enhance the realism of the rendered scenarios, we propose an innovative way of using images obtained from videos acquired during actual surgical processes. Using a combination of techniques such as image mosaicing and view-dependent texture-mapping, we have been able to achieve excellent realistic effects with desired tissue glistening as the camera position is changed. Realistic examples are presented to showcase the results.
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39

Hartz, T. K., C. Giannini, E. Miyao, J. Valencia, M. Cahn, R. Mullen, and K. Brittan. "Soil Cation Balance Affects Tomato Fruit Color Disorders." HortScience 33, no. 3 (June 1998): 445f—446. http://dx.doi.org/10.21273/hortsci.33.3.445f.

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A survey of 140 processing tomato fields throughout central California was conducted in 1996–97 to determine whether soil factors affect the occurrence of the tomato (Lycopersicon esculentum Mill.) fruit color disorders “yellow eye” (a halo of yellow tissue around the stem scar) and white core (an abnormal amount of internal white tissue); these disorders render fruit unsuitable for use as peeled or diced product. All fields were planted in `Halley' or `Heinz 8892'. Soil samples (0–30 cm) were analyzed for pH, texture, TKN, bicarbonate extractable P, and ammonium acetate-extractable K, Ca, and Mg. Ripe fruit were rated for the incidence (%) of fruit affected by one or both of the disorders, blended color, and % soluble solids (SS). Soil K (in meq., expressed as a % of base exchange) was negatively correlated with the incidence of the disorders, while soil Mg was positively correlated. Fields with extractable K <2% of base exchange averaged 21% of fruits affected by one or both disorders, compared to only 4% of fruits affected in fields with K >2.5% of base exchange and a Mg/K ratio (meq. basis) <12. Percent SS was weakly correlated with extractable K, but blended color was unrelated to any soil factor. In 1997 field trials, both gypsum application (to displace soil Mg) and K fertilization significantly suppressed the color disorders but did not affect yield, blended color, or % SS.
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Wu, Sheng, Boxiang Xiao, Teng Miao, Weiliang Wen, and Xinyu Guo. "An interactive design method for realistic fruit rot modeling and simulation." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 05 (October 2018): 1850038. http://dx.doi.org/10.1142/s1793962318500381.

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This paper presents a general 3D method to simulate a rotting process in fruits using a visual model for the digital design of the fruits. The global rot parameter and rot resistance parameter are used to control a dynamic simulation of a rotting process. The rot resistance parameters of every point of a 3D fruit model are generated by an interactive designing method that is similar to the traditional sketch drawing tools. We construct a texture of a rot region on a fruit surface by resistance parameters. The degree of rot that is used to control both shape and appearance of rotten fruit surface can be computed by tuning the resistance parameters and global rot parameters. We derive an exponential function to calculate the depression displacement of geometric shape caused by the rot. In order to render a wrinkle on the rot region, we use a normal noise map to modify a normal vector of fruit model and use an isotropic ward BRDF model to represent an appearance of fruit in which the time-varying diffuse reflectance is derived from the real photos. We utilize a linear function to control the dynamic simulation processes including shape deformation and aging appearance. We have evaluated our method by simulating the rotten apple and moldy orange. The results have shown that our method provides a dynamic, real-time and realistic simulation, and it is flexible, fast and of a general character for digital fruit design as a visualization model.
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Seetharaman, Kishore, and Mardelle Shepley. "USING PHOTOVOICE TO EXPLORE THE SALIENCY OF NEIGHBORHOOD LANDMARKS FOR PERSONS LIVING WITH DEMENTIA." Innovation in Aging 3, Supplement_1 (November 2019): S184. http://dx.doi.org/10.1093/geroni/igz038.656.

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Abstract This study demonstrates the potential of Photovoice, a participatory action research method involving participant-generated photo-elicitation, to explore how persons living with dementia (PLWDs) perceive neighborhood landmarks. Previous research has highlighted the role of well-designed, stable geographical landmarks in improving the navigability of neighborhoods for PLWDs. However, the specific attributes that render landmarks salient have not yet been sufficiently explored, resulting in inadequate evidence-based environmental design guidelines for dementia-friendly communities (DFCs). To address this gap, a Photovoice study was conducted with five community-dwelling PLWDs and their care partners, as part of a dementia-friendly neighborhood walking program in the city of Seattle, USA. Photovoice facilitated the exploration of saliency of neighborhood landmarks from an emic perspective by empowering PLWDs to identify and take photos of salient landmarks during the group walk and interpret and reflect on attributes that contributed to saliency using the photos as visual aids in a focus group discussion and survey questionnaire. PLWDs associated the saliency of landmarks not only with objective physical attributes, e.g., size, shape, color, texture, but also with subjective factors linked to their past, passions, hobbies, and emotions related to having dementia. Findings suggest that the design of outdoor landmarks should satisfy universal design principles, as well as aspects of familiarity, recognizability, and memorability, to ensure that the neighborhood physical environment provides navigational support to PLWDs. The study proposes using Photovoice to facilitate community engagement in the planning and design of DFCs and mobilize people’s lived experience to generate more robust dementia-friendly environmental design guidelines.
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Wang, Bryan, and Yi-Hsuan Yang. "PerformanceNet: Score-to-Audio Music Generation with Multi-Band Convolutional Residual Network." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 1174–81. http://dx.doi.org/10.1609/aaai.v33i01.33011174.

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Music creation is typically composed of two parts: composing the musical score, and then performing the score with instruments to make sounds. While recent work has made much progress in automatic music generation in the symbolic domain, few attempts have been made to build an AI model that can render realistic music audio from musical scores. Directly synthesizing audio with sound sample libraries often leads to mechanical and deadpan results, since musical scores do not contain performance-level information, such as subtle changes in timing and dynamics. Moreover, while the task may sound like a text-to-speech synthesis problem, there are fundamental differences since music audio has rich polyphonic sounds. To build such an AI performer, we propose in this paper a deep convolutional model that learns in an end-to-end manner the score-to-audio mapping between a symbolic representation of music called the pianorolls and an audio representation of music called the spectrograms. The model consists of two subnets: the ContourNet, which uses a U-Net structure to learn the correspondence between pianorolls and spectrograms and to give an initial result; and the TextureNet, which further uses a multi-band residual network to refine the result by adding the spectral texture of overtones and timbre. We train the model to generate music clips of the violin, cello, and flute, with a dataset of moderate size. We also present the result of a user study that shows our model achieves higher mean opinion score (MOS) in naturalness and emotional expressivity than a WaveNet-based model and two off-the-shelf synthesizers. We open our source code at https://github.com/bwang514/PerformanceNet
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43

Sung, Mankyu. "Graph-Based Construction of 3D Korean Giwa House Models." Buildings 9, no. 3 (March 18, 2019): 68. http://dx.doi.org/10.3390/buildings9030068.

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This paper proposes a graph-based algorithm for constructing 3D Korean traditional houses automatically using a computer graphics technique. In particular, we target designing the most popular traditional house type, a giwa house, whose roof is covered with a set of Korean traditional roof tiles called giwa. In our approach, we divided the whole design processes into two different parts. At a high level, we propose a special data structure called ‘modeling graphs’. A modeling graph consists of a set of nodes and edges. A node represents a particular component of the house and an edge represents the connection between two components with all associated parameters, including an offset vector between components. Users can easily add/ delete nodes and make them connect by an edge through a few mouse clicks. Once a modeling graph is built, then it is interpreted and rendered on a component-by-component basis by traversing nodes in a procedural way. At a low level, we came up with all the required parameters for constructing the components. Among all the components, the most beautiful but complicated part is the gently curved roof structures. In order to represent the sophisticated roof style, we introduce a spline curve-based modeling technique that is able to create curvy silhouettes of three different roof styles. In this process, rather than just applying a simple texture image onto the roof, which is widely used in commercial software, we actually laid out 3D giwa tiles on the roof seamlessly, which generated more realistic looks. Through many experiments, we verified that the proposed algorithm can model and render the giwa house at a real time rate.
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Singh, Robin, and Kishore K. Mohanty. "Foams Stabilized by In-Situ Surface-Activated Nanoparticles in Bulk and Porous Media." SPE Journal 21, no. 01 (February 18, 2016): 121–30. http://dx.doi.org/10.2118/170942-pa.

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Summary Foams for subsurface applications are traditionally stabilized by surfactants. The goal of this work is to study foam stabilization by nanoparticles—in particular, by in-situ surface-hydrophobization of hydrophilic nanoparticles. The interfacial properties of the nanoparticles were modulated by the attachment of short-chain surface modifiers (alkyl gallates) that render them partially hydrophobic, but still fully dispersible in water. First, static foams were generated with nanoparticles with varying concentrations of surface modifiers. The decay of foam height with time was measured, and half-lives were determined. Optical micrographs of foam stabilized by surface-modified nanoparticles (SMNPs) and surfactant were recorded. Second, aqueous foams were created in-situ by coinjecting the SMNP solutions with nitrogen gas through a Berea sandstone core at a fixed quality. Pressure drop across the core was measured to estimate the achieved resistance factor. These pressure-drop results were then compared with those of a typical surfactant (alpha olefin sulfonate, alkyl polyglucoside) under similar conditions. Finally, oil-displacement experiments were conducted in Berea cores with surfactant and SMNP solutions as foaming agents (coinjection with nitrogen gas). A Bartsch shake test revealed the strong foaming tendency of SMNPs even with a very low initial surface-modifier concentration (0.05 wt%), whereas hydrophilic nanoparticles alone could not stabilize foam. The bubble texture of foam stabilized by SMNPs was finer than that with surfactants, indicating a stronger foam. As the degree of surface coating increased, the resistance factor of SMNP foam in a Berea core increased significantly. The corefloods in the sandstone cores with a reservoir crude oil showed that immiscible foams with SMNP solution can recover a significant amount of oil (20.6% of original oil in place) over waterfloods.
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Huraibat, Khalil, Esther Perales, Alejandro Ferrero, Joaquín Campos, Ivo Van der Lans, and Eric Kirchner. "Physics-based modeling of a light booth to improve color accuracy of 3D rendering." London Imaging Meeting 2020, no. 1 (September 29, 2020): 54–59. http://dx.doi.org/10.2352/issn.2694-118x.2020.lim-10.

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Computer Aided Design (CAD) is increasingly used as a tool in industries varying from automotive to interior design. Digital visualization allows users to design their working and living spaces, and to select materials and colors for future products. The rendering software that is currently available often suggests photorealistic quality. However, visual comparisons of these images with the physical objects they represent reveal that the color accuracy of these methods is not good enough for critical applications such as automotive design. Therefore, we recently developed a spectral pipeline for rendering gonio-apparent materials such as effect coatings. In order to accurately render objects as they appear in a physical environment, this new approach requires a physics-based representation of the illumination surrounding the objects. In the present article we investigate how to physically represent one, well-defined lighting environment. Therefore, we investigated the lighting inside a recent, commercially available light booth that is widely used in the paint and graphical industry. We determined the spatial dimensions of the X-Rite SpectraLight QC light booth, and built a digital geometrical model of this light booth in the Open Source software Blender. We then measured the spectral radiance emitted by the various light sources that are integrated in the luminaire of this light booth, as well as the illuminance on a grid of measurement spots on the platform below the luminaire. Using these measurement data, we were able to develop an accurate physical simulation of the light field inside the light booth. We plan to use the physics-based model of the lighting inside the light booth to set up visual tests in which physical objects inside the physical light booth are visually compared to images showing virtual objects inside the virtual light booth. These visual tests will form the basis for developing improved models for displaying the color and texture of gonio-apparent materials.
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Müller-Schirmer, Andrea. "Grenzen im Licht. Über Licht und Schatten in den Zeichnungen von Rembrandt." Oud Holland - Quarterly for Dutch Art History 121, no. 1 (2008): 56–80. http://dx.doi.org/10.1163/187501708787335929.

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AbstractThis article presents a stylistic study on light and shadow as used in Rembrandt's drawings in which his various techniques are categorised and individually discussed. The analysis of almost 200 drawings helps to gain insight in the drawing method of Rembrandt and can therefore possibly be of assistance in questions regarding the attribution of his drawings.In Dutch art theory of the time one finds much practical advice on how a draughtsman could render light and shadow and how the desired tonal proportions could be achieved to attain a convincing pictorial illusion. A comparison with these sources demonstrates that though Rembrandt scarcely deviated from the customary studio practices, he often managed to achieve a large range of tones with only a single colour. He created the necessary degrees of tone by means of an utmost effective use of light and dark lines and areas. Notable is his consistency in rendering the direction of the fall of light within each composition and his precise observation of the various manifestations of light, such as incident and reflected light or the diversity of shadow tones. Both, the choice of medium and the use hereof is quite varied and Rembrandt often limited himself to a few precise accents with which he could suggest plasticity, texture and space.All of the characteristics of Rembrandt's techniques as mentioned in this study were employed to create spatial boundaries and thereby to aid in the legibility of the composition. By the Dutch sources of the time this means of construction was termed houding [in the sense of 'relative placement']. The goal was to achieve a convincing suggestion of spatial relationships through the use of various tones. The individual compositional elements in Rembrandt's drawings are always distinguishable, despite their execution being rather calligraphic at times. A quick comparison with the work of his students and followers demonstrates their less skilled use of houding and therefore that the refined creation of boundaries between forms is a characteristic stylistic element of Rembrandt's drawing method.
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47

Antinyan, Vard, and Miroslaw Staron. "Rendex: A method for automated reviews of textual requirements." Journal of Systems and Software 131 (September 2017): 63–77. http://dx.doi.org/10.1016/j.jss.2017.05.079.

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48

Yang, Xudong, and Huanyu Cheng. "Recent Developments of Flexible and Stretchable Electrochemical Biosensors." Micromachines 11, no. 3 (February 26, 2020): 243. http://dx.doi.org/10.3390/mi11030243.

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The skyrocketing popularity of health monitoring has spurred increasing interest in wearable electrochemical biosensors. Compared with the traditionally rigid and bulky electrochemical biosensors, flexible and stretchable devices render a unique capability to conform to the complex, hierarchically textured surfaces of the human body. With a recognition element (e.g., enzymes, antibodies, nucleic acids, ions) to selectively react with the target analyte, wearable electrochemical biosensors can convert the types and concentrations of chemical changes in the body into electrical signals for easy readout. Initial exploration of wearable electrochemical biosensors integrates electrodes on textile and flexible thin-film substrate materials. A stretchable property is needed for the thin-film device to form an intimate contact with the textured skin surface and to deform with various natural skin motions. Thus, stretchable materials and structures have been exploited to ensure the effective function of a wearable electrochemical biosensor. In this mini-review, we summarize the recent development of flexible and stretchable electrochemical biosensors, including their principles, representative application scenarios (e.g., saliva, tear, sweat, and interstitial fluid), and materials and structures. While great strides have been made in the wearable electrochemical biosensors, challenges still exist, which represents a small fraction of opportunities for the future development of this burgeoning field.
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Abubakar, Abubakar. "Mutu Keju Putih Rendah Lemak Diproduksi Dengan Bahan Baku Susu Modifikasi." Buletin Peternakan 40, no. 2 (June 30, 2016): 144. http://dx.doi.org/10.21059/buletinpeternak.v40i2.9085.

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This research was conducted to investigate the quality of low-fat white cheese produced using raw material of modified milk. Five treatments applied were (A1) Using reduced fat (60%) milk, (A2) Using emulsion of corn oil in skim milk (replacing milk fat with corn oil), (A3) Using emulsion of corn oil in skim milk and addition of whey protein concentrate (replacing milk fat with corn oil and the addition of whey protein concentrate=WPC), (A4) Using skim milk and water emulsion oil in water, and (A5) replacing milk fat with corn oil and the addition of probiotic (Lactobacillus casei). Each treatment was replicated three times. The selected that skim milk in corn oil emulsion with the addition of probiotics, the results showed had cheese quality characteristics as follow: yield 12.94±0.16%, hardnes 48.07±10.12 g, softness 8.51±0.54 kg/s, moisture content 50.37±1.60%, ash content 7.38±1.75% (dry matter), fat content 41.06±6.07% (dry matter), protein content 37.85±3.25% (dry matter), phosphorus content 346.62±25.61 mg/100g (dry matter), calcium content 860.78±87.91 mg/100g (dry matter), white color, regular texture, not flavorfull, salty taste, soft texture, elastic, ordinary preference acceptance.
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Teparić, Srđan. "Movement strategies ASJ the basis for creating transcendence in the composition of The Tree of Life by Ivana Stefanović." New Sound, no. 52-2 (2018): 71–86. http://dx.doi.org/10.5937/newso1852071t.

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The composition The Tree of Life by Ivana Stefanović, for string orchestra, was written in 1997. It is composed of several entities of similar meaning, which derive from one motif. This fact alone suggests that this composition is essentially a powerful allegory that achieves a complex picture of the birth of human life and its development. The compositional techniques of decorating, superimposing and improvisation are powerful metaphors that indicate the flowering of living wood. From the analytical point of view, the composition by Ivana Stefanović is interesting to observe for it avoids postmodernist procedures. On the contrary, it is like reinterpreting the modernist idea of construction, but tying itself to the transcendent metaphor of life. The aforementioned procedures, which render their perpetual branching to be perceived as a single entity, lead to a complete musical gesture that begins, matures, and ends in transcendence. The common mode of all the procedures used in this piece is the movement that arises from one constant, a pulsation. Musical gestures related to several strategies will be examined in an analytical way. The first is decorating, which is directly related to similar strategies: growing, blooming and improvisation. The binding together of such situations leads to the creation of a unique musical gesture that points to life itself. Such symbolic unity, from the beginning to the end, has been realized in a transcendent mode. In this capacity, the composition The Tree of Life by Ivana Stefanović stands aside from most of the usual stylistic procedures of the time in which it was created. The combination of the strategies used points to a ludic game of linking the pulsation, that is, movements, which stand in direct union with the inexpressible sphere of symbolic, that is, unstoppable eternal currents. The work deals with the analysis of strategies by which motor musical movements, as symbols, at the signifying level, are placed as gestures of expressing the transcendent. Moving lines and their collisions, places for creating prolongation, spreading and shrinking of the texture with the change of its layers, development of motifs with the pronounced application of the variation procedure, all these procedures will be treated as methods of building a unique tree of life. The composer began her narrative network with the basic motif cell, with the first statement, "in the beginning it was [...]". Based on the identification and method of combining the compositional strategies of the movement, it will be possible to prove the thesis of a transcendental musical gesture, formed as a result of the complex interrelations between the individual meaningful units.
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