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1.
《Computational Geometry》2000,15(1-3):25-39
Triangle meshes are a standard representation for surface geometry in computer graphics and virtual reality applications. To achieve high realism of the modeled objects, the meshes typically consist of a very large number of faces. For broadcasting virtual environments over low-bandwidth data connections like the Internet it is highly important to develop efficient algorithms which enable the progressive transmission of such large meshes. In this paper we introduce a special representation for storing and transmitting meshes with subdivision connectivity which allows random access to the detail information. We present algorithms for the decomposition and the reconstruction of subdivision surfaces. With this technique, the receiver can reconstruct smooth approximations of the original surface from a rather small amount of data received.  相似文献   

2.
《Computational Geometry》2000,15(1-3):91-102
The ability to perform efficient collision detection is essential in virtual reality environments and their applications, such as walkthroughs. In this paper we re-explore a classical structure used for collision detection – the binary space partitioning tree. Unlike the common approach, which attributes equal likelihood to each possible query, we assume events that happened in the past are more likely to happen again in the future. This leads us to the definition of self-customized data structures. We report encouraging results obtained while experimenting with this concept in the context of self-customized BSP trees.  相似文献   

3.
通过对多媒体及多用户虚拟现实技术结构的分析和研究,就如何在FlashCommunication Application Server环境下开发虚拟社区交流引擎,通过组件方式在互联网上建立虚拟现实站点,并就如何实现虚拟环境下何实现虚拟现实的三维显示、场景更替、对象行走以及各对象之间如何实现消息传递,给出了相应的解决方案.  相似文献   

4.
Over the last seven years, we have been exploring the use of collaborative virtual environments called Virtual Worlds (VWs) as a new type of testbed for experimenting with ways of organizing and integrating diverse types of computational and human processes. In other papers, we have discussed a wide variety of applications to fields as diverse as education and software engineering. In this paper, we focus on some of the mathematical experiments we are currently building in these environments.  相似文献   

5.
《Computational Geometry》2000,15(1-3):3-23
Models of real-world objects and actions for use in graphics, virtual and augmented reality and related fields can only be obtained through the use of visual data and particularly video. This paper examines the question of recovering shape models from video information. Given video of an object or a scene captured by a moving camera, a prerequisite for model building is to recover the three-dimensional (3D) motion of the camera which consists of a rotation and a translation at each instant. It is shown here that a spherical eye (an eye or system of eyes providing panoramic vision) is superior to a camera-type eye (an eye with restricted field of view such as a common video camera) as regards the competence of 3D motion estimation. This result is derived from a geometric/statistical analysis of all the possible computational models that can be used for estimating 3D motion from an image sequence. Regardless of the estimation procedure for a camera-type eye, the parameters of the 3D rigid motion (translation and rotation) contain errors satisfying specific geometric constraints. Thus, translation is always confused with rotation, resulting in inaccurate results. This confusion does not happen for the case of panoramic vision. Insights obtained from this study point to new ways of constructing powerful imaging devices that suit particular tasks in visualization and virtual reality better than conventional cameras, thus leading to a new camera technology. Such new eyes are constructed by putting together multiple existing video cameras in specific ways, thus obtaining eyes from eyes. For a new eye of this kind we describe an implementation for deriving models of scenes from video data, while avoiding the correspondence problem in the video sequence.  相似文献   

6.
Serious games present a relatively new approach to training and education for international organizations such as NATO (North Atlantic Treaty Organization), non-governmental organizations (NGOs), the U.S. Department of Defense (DoD) and the U.S. Department of Homeland Security (DHS). Although serious games are often deployed as stand-alone solutions, they can also serve as entry points into a comprehensive training pipeline in which content is delivered via different media to rapidly scale immersive training and education for mass audiences. The present paper introduces a new paradigm for more effective and scalable training and education called transmedia learning. Transmedia learning leverages several new media trends including the peer communications of social media, the scalability of massively openonline course (MOOCs), and the design of transmedia storytelling used by entertainment, advertising, and commercial game industries to sustain audience engagement. Transmedia learning is defined as the scalable system of messages representing a narrative or core experience that unfolds from the use of multiple media, emotionally engaging learners by involving them personally in the story. In the present paper, we introduce the transmedia learning paradigm as offering more effective use of serious games for training and education. This approach is consistent with the goals of international organizations implementing approaches similar to those described by the Army Learning Model (ALM) to deliver training and education to Soldiers across multiple media. We discuss why the human brain is wired for transmedia learning and demonstrate how the Simulation Experience Design Method can be used to create transmedia learning story worlds for serious games. We describe how social media interactions and MOOCs may be used in transmedia learning, and how data mining social media and experience tracking can inform the development of computational learner models for transmedia learning campaigns. Examples of how the U.S. Army has utilized transmedia campaigns for strategic communication and game-based training are provided. Finally, we provide strategies the reader can use today to incorporate transmedia storytelling elements such as Internet, serious games, video, social media, graphic novels, machinima, blogs, and alternate reality gaming into a new paradigm for training and education: transmedia learning.  相似文献   

7.
Discrete-event simulation is one of the most popular modelling techniques. It has developed significantly since the inception of computer simulation in the 1950s, most of this in line with developments in computing. The progress of simulation from its early days is charted with a particular focus on recent history. Specific developments in the past 15 years include visual interactive modelling, simulation optimization, virtual reality, integration with other software, simulation in the service sector, distributed simulation and the use of the worldwide web. The future is then speculated upon. Potential changes in model development, model use, the domain of application for simulation and integration with other simulation approaches are all discussed. The desirability of continuing to follow developments in computing, without significant developments in the wider methodology of simulation, is questioned.  相似文献   

8.
To simulate arbitrary force/displacement relationships, a hybrid actuator consisting of a .uidic muscle and a linear pressure spring is presented. Fluidic Muscles are interesting in their use as actuators in robotics, since they have a high power/weight ratio, a slip-stick free motion and a long durability. The operating point is de.ned as the half contracted-stroke of the muscle. The present paper describes a procedure to simulate virtual stiffness of a linear actuator by choosing an operating point of the pre-stressed muscle and applying PID Control to produce desired forces as function of state. The results are presented for a testbed. It is shown how the aforementioned control scheme produces a rapid and .exible stiffnes simulation. The device can be employed for later use in general environments such as motion simulations. (© 2005 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim)  相似文献   

9.
Modern trends in designing mechatronic systems call for a synergic design of the separated subsystems (mechanic, electronic parts, control modules, etc.) concurring to the overall performance. Following this point of view, this paper presents a control oriented model and a nonlinear control design for a Common Rail injection system. First a model is developed, which is tuned in a virtual simulation environment, representing the injection system in details in a reliable replication of reality. Then a sliding mode control is developed. Both the model of the injection process and of the control law are validated by a virtual detailed simulation environment. The prediction capability of the model and the control efficiency are clearly shown.  相似文献   

10.
In this paper a Calculus course for students of Engineering in the virtual environment is discussed. This course used WebCT course management software only, without traditional lessons. A feedback survey obtained by questionnaires and data concerning the progress of students are presented and analysed. Conclusions point out the need for further research into the use of the virtual universe within the teaching/learning process and the necessity of re-examining the work normally done in the classroom.  相似文献   

11.
We present a generic approach for focused ultrasonic therapy planning on the basis of numerical simulation, multi-objective optimization, stochastic analysis and visualization in virtual environments. A realistic test case is used to demonstrate the approach. RBF metamodeling of simulation results is performed for continuous representation of two optimization objectives. The non-convex Pareto front of the objectives is determined by means of non-dominated set and local improvement algorithms. Uncertainties of metamodeling are estimated by means of a cross-validation procedure. The 3D visualization in virtual environment framework Avango allows detailed inspection of MRT images, the corresponding material model and spatial distribution of the resulting thermal dose.  相似文献   

12.
We consider a personalized advertisement assignment problem faced by the manager of a virtual reality environment. In this online environment, users log in/out, and they spend time in different virtual locations while they are online. Every time a user visits a new virtual location, the site manager can show the ad of an advertiser. At the end of a fixed time horizon, the manager collects revenues from all of the advertisers, and the total revenue depends on the number of ads of different advertisers she displays to different users. In this setup, the objective of the manager is to find an optimal dynamic ad display policy in order to maximize her expected revenue. In the current paper, we formulate this problem as a continuous time stochastic optimization problem in which the actions of users are represented with two-state Markov processes and the manager makes display decisions at the transition times of these processes. To our best knowledge, no formal stochastic model and rigorous analysis has been given for this practical problem. Such a model and its analysis are the major contributions of this paper along with an optimal solution.  相似文献   

13.
该文系统地介绍随机环境中的马尔可夫过程. 共4章, 第一章介绍依时的随机环境中的马尔可夫链(MCTRE), 包括MCTRE的存在性及等价描述; 状态分类; 遍历理论及不变测度; p-θ 链的中心极限定理和不变原理. 第二章介绍依时的随机环境中的马尔可夫过程(MPTRE), 包括MPTRE的基本概念; 随机环境中的q -过程存在唯一性; 时齐的q -过程;MPTRE的构造及等价性定理.第三章介绍依时的随机环境中的分枝链(MBCRE), 包括有限维的和无穷维的MBCRE的模型和基本概念; 它们的灭绝概念;两极分化; 增殖率等.第四章介绍依时依空的随机环境中的马尔可夫链(MCSTRE), 包括MCSTRE的基本概念、构造; 依时依空的随机环境中的随机徘徊(RWSTRE)的中心极限定理、不变原理.  相似文献   

14.
In recent years, the demand for indoor location-based services has gradually received greater attention. The presence of multipath interference has a tendency to interfere with traditional algorithms calculated based on received signal strength (RSS). The application of virtual tags can greatly reduce deployment costs and enable greater environmental adaptability. However, an excess of ineffectively filtered virtual tags will only lead to greater error in calculation. Therefore, virtual tags are combined with a two-step clustering method to replace the concept of signal hotpoint intersections due to the mutual interdependence of data in space and the influence of neighboring objects. This study improved a two-step location algorithm that combines the advantages of virtual tags and two-step clustering analysis, called clustering-based localization algorithm, offering significant improvement over most traditional localization algorithms. RSS are no longer used as a basis for clustering, and are replaced by the combination of signal and coordination pattern. Two steps of cluster analysis are performed during the filtering process. The first step utilizes the tags’ signals to perform clustering. The second step incorporates tags’ coordinate for filtering. As the clustering-based localization process considers the interactive relationship between coordinate data, it achieves superior results compared to those produced via methods that only use signal strength to select neighboring solutions. This study then constructs a wireless sensor network and assesses the effectiveness of the algorithm.  相似文献   

15.
Asynchronous transfer mode (ATM) networks play an important role in support of distributed applications and modern corporate systems. The applications that use these architectures transfer high volumes of data in high-speed bursts and have stringent delay requirements. To address these needs, network managers seek cost efficient network solutions that provide network capacity sufficient to support high-speed applications.In this paper we present a new formulation and solution procedure for designing ATM networks to support corporate applications. Given the locations of the application servers and multiple clients we would like to design a minimum cost ATM network by which the clients can access the servers. Most of the previous work done in this area separates the problem into a routing problem (virtual circuit routing) and an assignment (virtual path assignment) problem. Thus, the solutions tend to be sub-optimal in the combined problem. This research optimizes virtual path (VP) assignment and virtual circuit (VC) routing simultaneously. We formulate the combined problem explicitly and develop an effective solution method. The solution method provides the designer with virtual paths and virtual circuits over which the actual communication takes place. Computational results are provided.  相似文献   

16.
For many heterogeneous materials such as composites and polycrystals, the material modeling for the constituents on a representative mesoscale can be considered as known, including concrete values of their inherent material parameters. Typical examples are isotropic elastic–plastic models for the constituents of composites or anisotropic crystal–plasticity models for the grains of polycrystals. This knowledge can be exploited with regard to the modeling of the homogenized macroscopic response. In particular, parameters in macroscopic models may be identified by virtual experiments provided by a computational deformation–driving of representative mesostructures. This paper outlines the general concept for the parameter–identification of macroscopic materialmodels based on the virtual testing of given material mesostructures. The virtual test data are obtained in the form of multi–dimensional stress–strain paths by applying different deformation gradients to a given mesostructure. After specifying a corresponding macroscopic material model covering the observed effects on the macroscale, the material parameters are identified by a least–square–type optimization procedure that optimizes the macroscopic material parameters. (© 2004 WILEY‐VCH Verlag GmbH & Co. KGaA, Weinheim)  相似文献   

17.
B-spline curves and surfaces are generally used in computer aided design (CAD), data visualization, virtual reality, surface modeling and many other fields. Especially, data fitting with B-splines is a challenging problem in reverse engineering. In addition to this, B-splines are the most preferred approximating curve because they are very flexible and have powerful mathematical properties and, can represent a large variety of shapes efficiently [1]. The selection of the knots in B-spline approximation has an important and considerable effect on the behavior of the final approximation. Recently, in literature, there has been a considerable attention paid to employing algorithms inspired by natural processes or events to solve optimization problems such as genetic algorithms, simulated annealing, ant colony optimization and particle swarm optimization. Invasive weed optimization (IWO) is a novel optimization method inspired from ecological events and is a phenomenon used in agriculture. In this paper, optimal knots are selected for B-spline curve fitting through invasive weed optimization method. Test functions which are selected from the literature are used to measure performance. Results are compared with other approaches used in B-spline curve fitting such as Lasso, particle swarm optimization, the improved clustering algorithm, genetic algorithms and artificial immune system. The experimental results illustrate that results from IWO are generally better than results from other methods.  相似文献   

18.
《Computational Geometry》2000,15(1-3):103-127
This paper presents an efficient and robust technique for generating global motion paths for a human model in virtual environments. Initially, a scene is discretized using raster hardware to generate an environment map. An obstacle-free cell path sub-optimal according to Manhattan metric is generated between any two cells. Unlike 2D techniques present in literature, the proposed algorithm works for complex 3D environments suitable for video games and architectural walk-throughs. For obstacle avoidance, the algorithm considers both physical dimensions of the human and actions such as jumping, bending, etc. Path smoothening is carried out to keep the cell path as closely as possible to Euclidean straight-line paths.  相似文献   

19.
传统的准备金方法都是基于聚合数据的,聚合数据是个体数据的汇总,它们丢失了许多有用信息,影响了准备金预测的准确性.本文提出了一个基于个体数据的线性预测模型,该模型不需要对数据的矩的具体形式进行假设,更不需要对数据的分布进行假设,而只需假设个体索赔数据的前两阶矩存在,具有适用范围广,简单易操作等特点.在文章的最后,通过随机模拟把提出的方法与著名的链梯法进行了对比,模拟结果显示,本文提出的方法是行之有效的.  相似文献   

20.
Bourgoin defined the notion of a twisted link which corresponds to a stable equivalence class of links in oriented thickenings. It is a generalization of a virtual link. Some invariants of virtual links are extended for twisted links including the knot group and the Jones polynomial. In this paper, we generalize a multivariable polynomial invariant of a virtual link to a twisted link. We also introduce a quandle of a twisted link.  相似文献   

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