920 resultados para Spherical Geometry


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Perfect drain for the Maxwell Fish Eye (MFE) is a nonmagnetic dissipative region placed in the focal point to absorb all the incident radiation without reflection or scattering. The perfect drain was recently designed as a material with complex permittivity ? that depends on frequency. However, this material is only a theoretical material, so it can not be used in practical devices. Recently, the perfect drain has been claimed as necessary to achieve super-resolution [Leonhard 2009, New J. Phys. 11 093040], which has increased the interest for practical perfect drains suitable for manufacturing. Here, we analyze the superresolution properties of a device equivalent to the MFE, known as Spherical Geodesic Waveguide (SGW), loaded with the perfect drain. In the SGW the source and drain are implemented with coaxial probes. The perfect drain is realized using a circuit (made of a resistance and a capacitor) connected to the drain coaxial probes. Superresolution analysis for this device is done in Comsol Multiphysics. The results of simulations predict the superresolution up to ? /3000 and optimum power transmission from the source to the drain.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Spherical symmetric refractive index distributions also known as Gradient Index lenses such as the Maxwell-Fish-Eye (MFE), the Luneburg or the Eaton lenses have always played an important role in Optics. The recent development of the technique called Transformation Optics has renewed the interest in these gradient index lenses. For instance, Perfect Imaging within the Wave Optics framework has recently been proved using the MFE distribution. We review here the design problem of these lenses, classify them in two groups (Luneburg moveable-limits and fixed-limits type), and establish a new design techniques for each type of problem.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Leonhardt demonstrated (2009) that the 2D Maxwell Fish Eye lens (MFE) can focus perfectly 2D Helmholtz waves of arbitrary frequency, i.e., it can transport perfectly an outward (monopole) 2D Helmholtz wave field, generated by a point source, towards a "perfect point drain" located at the corresponding image point. Moreover, a prototype with λ/5 superresolution (SR) property for one microwave frequency has been manufactured and tested (Ma et al, 2010). Although this prototype has been loaded with an impedance different from the "perfect point drain", it has shown super-resolution property. However, neither software simulations nor experimental measurements for a broad band of frequencies have yet been reported. Here we present steady state simulations for two cases, using perfect drain as suggested by Leonhardt and without perfect drain as in the prototype. All the simulations have been done using a device equivalent to the MFE, called the Spherical Geodesic Waveguide (SGW). The results show the super-resolution up to λ/3000, for the system loaded with the perfect drain, and up to λ/500 for a not perfect load. In both cases super-resolution only happens for discrete number of frequencies. Out of these frequencies, the SGW does not show super-resolution in the analysis carried out.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Classical spherical gradient index (GRIN) lenses (such as Maxwell Fish Eye lens, Eaton lens, Luneburg lens, etc.) design procedure using the Abel integral equation is reviewed and reorganized. Each lens is fully defined by a function called the angle of flight which describes the ray deflection through the lens. The radial refractive index distribution is obtained by applying a linear integral transformation to the angle of flight. The interest of this formulation is in the linearity of the integral transformation which allows us to derive new solutions from linear combinations of known lenses. Beside the review of the classical GRIN designs, we present a numerical method for GRIN lenses defined by the Abel integral equation with fixed limits, which is an ill-posed problem.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Inverse bremsstrahlung has been incorporated into an analytical model of the expanding corona of a laser-irradiated spherical target. Absorption decreases slowly with increasing intensity, in agreement with some numerical simulations, and contrary to estimates from simple models in use up to now, which are optimistic at low values of intensity and very pessimistic at high values. Present results agree well with experimental data from many laboratories; substantial absorption is found up to moderate intensities,say below IOl5 W cm-2 for 1.06 pm light. Anomalous absorption, wher, included in the analysis, leaves practically unaffected the ablation pressure and mass ablation rate, for given absorbed intensity. Universal results are given in dimensionless fom.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

A theoretical model for the steady-state response of anodic contactors that emit a plasma current Ii and collect electrons from a collisionless, unmagnetized plasma is presented. The use of a (kinetic) monoenergetic population for the attracted species, well known in passive probe theory, gives both accuracy and tractability to the theory. The monoenergetic population is proved to behave like an isentropic fluid with radial plus centripetal motion, allowing direct comparisons with ad hoc fluid models. Also, a modification of the original monoenergetic equations permits analysis of contactors operating in orbit-limited conditions. Besides that, the theory predicts that, only for plasma emissions above certain threshold current a presheath/double layer/core structure for the potential is formed (the core mode), while for emissions below that threshold, a plasma contactor behaves exactly as a positive-ion emitter with a presheath/sheath structure (the no-core mode). Ion emitters are studied as a particular case. Emphasis is placed on obtaining dimensionless charts and approximate asymptotic laws of the current-voltage characteristic.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Nonlinearly coupled, damped oscillators at 1:1 frequency ratio, one oscillator being driven coherently for efficient excitation, are exemplified by a spherical swing with some phase-mismatch between drive and response. For certain damping range, excitation is found to succeed if it lags behind, but to produce a chaotic attractor if it leads the response. Although a period-doubhng sequence, for damping increasing, leads to the attractor, this is actually born as a hard (as regards amplitude) bifurcation at a zero growth-rate parametric line; as damping decreases, an unstable fixed point crosses an invariant plane to enter as saddle-focus a phase-space domain of physical solutions. A second hard bifurcation occurs at the zero mismatch line, the saddle-focus leaving that domain. Times on the attractor diverge when approaching either fine, leading to exactly one-dimensional and noninvertible limit maps, which are analytically determined.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Deorbit, power generation, and thrusting performances of a bare thin-tape tether and an insulated tether with a spherical electron collector are compared for typical conditions in low-Earth orbit and common values of length L = 4−20 km and cross-sectional area of the tether A = 1−5 mm2. The relative performance of moderately large spheres, as compared with bare tapes, improves but still lags as one moves from deorbiting to power generation and to thrusting: Maximum drag in deorbiting requires maximum current and, thus, fully reflects on anodic collection capability, whereas extracting power at a load or using a supply to push current against the motional field requires reduced currents. The relative performance also improves as one moves to smaller A, which makes the sphere approach the limiting short-circuit current, and at greater L, with the higher bias only affecting moderately the already large bare-tape current. For a 4-m-diameter sphere, relative performances range from 0.09 sphere-to-bare tether drag ratio for L = 4 km and A = 5 mm2 to 0.82 thrust–efficiency ratio for L = 20 km and A = 1 mm2. Extremely large spheres collecting the short-circuit current at zero bias at daytime (diameters being about 14 m for A = 1 mm2 and 31 m for A = 5 mm2) barely outperform the bare tape for L = 4 km and are still outperformed by the bare tape for L = 20 km in both deorbiting and power generation; these large spheres perform like the bare tape in thrusting. In no case was sphere or sphere-related hardware taken into account in evaluating system mass, which would have reduced the sphere performances even further.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

La consola portátil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola están muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur están enfocados en este aspecto, el motor 3D de ésta (el que se encarga de representar en pantalla modelos tridimensionales) no lo está de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades gráficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseñado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vértice (color material reactivo a la iluminación, color por vértice directo y color de textura), tanto de forma independiente como simultáneamente, pudiéndose utilizar para aplicar diversos efectos al modelo, como iluminación pre-calculada o simulación de una textura mediante color por vértice, ahorrando en memoria de video. Por otro lado se ha implementado un sistema de renderizado multi-capa, que permite realizar varias pasadas de render, pudiendo, de esta forma, aplicar al modelo una segunda textura mezclada con la principal o realizar un efecto de reflexión esférica. Uno de los principales avances de esta herramienta con respecto a otras existentes se encuentra en el apartado de animación. El renderizador desarrollado permite por un lado animación por transformación, consistente en la animación de mallas o grupos de vértices del modelo mediante el movimiento de una articulación asociada que determina su posición y rotación en cada frame de animación. Por otro lado se ha implementado un sistema de animación por muestreo de vértices mediante el cual se determina la posición de éstos en cada instante de la animación, generando frame a frame las poses que componen el movimiento (siendo este último método necesario cuando no se puede animar una malla por transformación). Un mismo modelo puede contener diferentes esqueletos, animados independientemente entre sí, y cada uno de ellos tener definidas varias costumbres de animación que correspondan a movimientos contextuales diferentes (andar, correr, saltar, etc). Además, el sistema permite extraer cualquier articulación para asociar su transformación a un objeto estático externo y que éste siga el movimiento de la animación, pudiendo así, por ejemplo, equipar un objeto en la mano de un personaje. Finalmente se han implementado varios efectos útiles en la creación de escenas tridimensionales, como el billboarding (tanto esférico como cilíndrico), que restringe la rotación de un modelo para que éste siempre mire a cámara y así poder emular la apariencia de un objeto tridimensional mediante una imagen plana, ahorrando geometría, o emplearlo para realizar efectos de partículas. Por otra parte se ha implementado un sistema de animación de texturas por subimágenes que permite generar efectos de movimiento mediante imágenes, sin necesidad de transformar geometría. ABSTRACT. The Nintendo DS portable console has received great interest within the independent developers’ community, with a huge homebrew scene. The 2D capabilities of this console are well known and used since most efforts of the amateur creators has been focused on this point. However its 3D engine (which handles with the representation of three-dimensional models) is not equally used. Therefore, in this project the main objective is to assess the Nintendo DS graphic capabilities. For this purpose, a library of functions in C programming language has been coded. This library allows the programmer to take advantage of the possibilities that the 3D area brings. This way the library can be used by the homebrew community as a tool to create 3D applications in an easy way, since it has been designed as a modular and accessible system. Regarding the render process, some conclusions have been drawn. First, it is possible to assign several colour components to the same vertex (material colour, reactive to the illumination, colour per vertex and texture colour), independently and simultaneously. This feature can be useful to apply certain effects on the model, such as pre-calculated illumination or the simulation of a texture using colour per vertex, providing video memory saving. Moreover, a multi-layer render system has been implemented. This system allows the programmer to issue several render passes on the same model. This new feature brings the possibility to apply to the model a second texture blended with the main one or simulate a spherical reflection effect. One of the main advances of this tool over existing ones consists of its animation system. The developed renderer includes, on the one hand, transform animation, which consists on animating a mesh or groups of vertices of the model by the movement of an associated joint. This joint determines position and rotation of the mesh at each frame of the animation. On the other hand, this tool also implements an animation system by vertex sampling, where the position of vertices is determined at every instant of the animation, generating the poses that build up the movement (the latter method is mandatory when a mesh cannot be animated by transform). A model can contain multiple skeletons, animated independently, each of them being defined with several animation customs, corresponding to different contextual movements (walk, run, jump, etc). Besides, the system allows extraction of information from any joint in order to associate its transform to a static external object, which will follow the movement of the animation. This way, any object could be equipped, for example, on the hand of a character. Finally, some useful effects for the creation of three-dimensional scenes have been implemented. These effects include billboarding (both spherical and cylindrical), which constraints the rotation of a model so it always looks on the camera's direction. This feature can provide the ability to emulate the appearance of a three-dimensional model through a flat image (saving geometry). It can also be helpful in the implementation of particle effects. Moreover, a texture animation system using sub-images has also been implemented. This system allows the generation of movement by using images as textures, without having to transform geometry.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta tesis propone un sistema biométrico de geometría de mano orientado a entornos sin contacto junto con un sistema de detección de estrés capaz de decir qué grado de estrés tiene una determinada persona en base a señales fisiológicas Con respecto al sistema biométrico, esta tesis contribuye con el diseño y la implementación de un sistema biométrico de geometría de mano, donde la adquisición se realiza sin ningún tipo de contacto, y el patrón del usuario se crea considerando únicamente datos del propio individuo. Además, esta tesis propone un algoritmo de segmentación multiescala para solucionar los problemas que conlleva la adquisición de manos en entornos reales. Por otro lado, respecto a la extracción de características y su posterior comparación esta tesis tiene una contribución específica, proponiendo esquemas adecuados para llevar a cabo tales tareas con un coste computacional bajo pero con una alta precisión en el reconocimiento de personas. Por último, este sistema es evaluado acorde a la norma estándar ISO/IEC 19795 considerando seis bases de datos públicas. En relación al método de detección de estrés, esta tesis propone un sistema basado en dos señales fisiológicas, concretamente la tasa cardiaca y la conductancia de la piel, así como la creación de un innovador patrón de estrés que recoge el comportamiento de ambas señales bajo las situaciones de estrés y no-estrés. Además, este sistema está basado en lógica difusa para decidir el grado de estrés de un individuo. En general, este sistema es capaz de detectar estrés de forma precisa y en tiempo real, proporcionando una solución adecuada para sistemas biométricos actuales, donde la aplicación del sistema de detección de estrés es directa para evitar situaciónes donde los individuos sean forzados a proporcionar sus datos biométricos. Finalmente, esta tesis incluye un estudio de aceptabilidad del usuario, donde se evalúa cuál es la aceptación del usuario con respecto a la técnica biométrica propuesta por un total de 250 usuarios. Además se incluye un prototipo implementado en un dispositivo móvil y su evaluación. ABSTRACT: This thesis proposes a hand biometric system oriented to unconstrained and contactless scenarios together with a stress detection method able to elucidate to what extent an individual is under stress based on physiological signals. Concerning the biometric system, this thesis contributes with the design and implementation of a hand-based biometric system, where the acquisition is carried out without contact and the template is created only requiring information from a single individual. In addition, this thesis proposes an algorithm based on multiscale aggregation in order to tackle with the problem of segmentation in real unconstrained environments. Furthermore, feature extraction and matching are also a specific contributions of this thesis, providing adequate schemes to carry out both actions with low computational cost but with certain recognition accuracy. Finally, this system is evaluated according to international standard ISO/IEC 19795 considering six public databases. In relation to the stress detection method, this thesis proposes a system based on two physiological signals, namely heart rate and galvanic skin response, with the creation of an innovative stress detection template which gathers the behaviour of both physiological signals under both stressing and non-stressing situations. Besides, this system is based on fuzzy logic to elucidate the level of stress of an individual. As an overview, this system is able to detect stress accurately and in real-time, providing an adequate solution for current biometric systems, where the application of a stress detection system is direct to avoid situations where individuals are forced to provide the biometric data. Finally, this thesis includes a user acceptability evaluation, where the acceptance of the proposed biometric technique is assessed by a total of 250 individuals. In addition, this thesis includes a mobile implementation prototype and its evaluation.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The International Standard ISO 140-5 on field measurements of airborne sound insulation of façades establishes that the directivity of the measurement loudspeaker should be such that the variation in the local direct sound pressure level (ΔSPL) on the sample is ΔSPL < 5 dB (or ΔSPL < 10 dB for large façades). This condition is usually not very easy to accomplish nor is it easy to verify whether the loudspeaker produces such a uniform level. Direct sound pressure levels on the ISO standard façade essentially depend on the distance and directivity of the loudspeaker used. This paper presents a comprehensive analysis of the test geometry for measuring sound insulation and explains how the loudspeaker directivity, combined with distance, affects the acoustic level distribution on the façade. The first sections of the paper are focused on analysing the measurement geometry and its influence on the direct acoustic level variations on the façade. The most favourable and least favourable positions to minimise these direct acoustic level differences are found, and the angles covered by the façade in the reference system of the loudspeaker are also determined. Then, the maximum dimensions of the façade that meet the conditions of the ISO 140-5 standard are obtained for the ideal omnidirectional sound source and the piston radiating in an infinite baffle, which is chosen as the typical radiation pattern for loudspeakers. Finally, a complete study of the behaviour of different loudspeaker radiation models (such as those usually utilised in the ISO 140-5 measurements) is performed, comparing their radiation maps on the façade for searching their maximum dimensions and the most appropriate radiation configurations.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

En el presente trabajo se analiza el cajón Apolonio como diseño conceptual para controlar la reflexión en monolitos de gravedad sometidos a esfuerzos dinámicos de oleaje.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Performances of ED-tethers using either spherical collectors or bare tethers for drag, thrust, or power generation, are compared. The standard Parker-Murphy model of current to a full sphere, with neither space-charge nor plasmamotion effects considered, but modified to best fit TSS1R results, is used (the Lam, Al'pert/Gurevich space-charge limited model will be used elsewhere) In the analysis, the spherical collector is assumed to collect current well beyond its random-current value (thick-heath). Both average current in the bare-tether and current to the sphere are normalized with the short-circuit current in the absence of applied power, allowing a comparison of performances for all three applications in terms of characteristic dimensionless numbers. The sphere is always substantially outperformed by the bare-tether if ohmic effects are weak, though its performance improves as such effects increase.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The previous publications (Miñano et al, 2011 and Gonzalez et al, 2012) have shown that using a Spherical Geodesic Waveguide (SGW) it can be achieved the super-resolution up to λ/3000, which is far below the classic Abbe diffraction limit, close to a set of discrete microwave frequencies. The SGW was designed and simulated in COMSOL as a thin geodesic waveguide bounded by an ideal and lossless metal. Herein we present the experimental results for a manufactured SGW, slightly modified due to fabrication requirements, showing the super-resolution up to λ/105.