806 resultados para Computer Graphics
Resumo:
In several computer graphics areas, a refinement criterion is often needed to decide whether to goon or to stop sampling a signal. When the sampled values are homogeneous enough, we assume thatthey represent the signal fairly well and we do not need further refinement, otherwise more samples arerequired, possibly with adaptive subdivision of the domain. For this purpose, a criterion which is verysensitive to variability is necessary. In this paper, we present a family of discrimination measures, thef-divergences, meeting this requirement. These convex functions have been well studied and successfullyapplied to image processing and several areas of engineering. Two applications to global illuminationare shown: oracles for hierarchical radiosity and criteria for adaptive refinement in ray-tracing. Weobtain significantly better results than with classic criteria, showing that f-divergences are worth furtherinvestigation in computer graphics. Also a discrimination measure based on entropy of the samples forrefinement in ray-tracing is introduced. The recursive decomposition of entropy provides us with a naturalmethod to deal with the adaptive subdivision of the sampling region
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A long development time is needed from the design to the implementation of an AUV. During the first steps, simulation plays an important role, since it allows for the development of preliminary versions of the control system to be integrated. Once the robot is ready, the control systems are implemented, tuned and tested. The use of a real-time simulator can help closing the gap between off-line simulation and real testing using the already implemented robot. When properly interfaced with the robot hardware, a real-time graphical simulation with a "hardware in the loop" configuration, can allow for the testing of the implemented control system running in the actual robot hardware. Hence, the development time is drastically reduced. These paper overviews the field of graphical simulators used for AUV development proposing a classification. It also presents NEPTUNE, a multi-vehicle, real-time, graphical simulator based on OpenGL that allows hardware in the loop simulations
Resumo:
In computer graphics, global illumination algorithms take into account not only the light that comes directly from the sources, but also the light interreflections. This kind of algorithms produce very realistic images, but at a high computational cost, especially when dealing with complex environments. Parallel computation has been successfully applied to such algorithms in order to make it possible to compute highly-realistic images in a reasonable time. We introduce here a speculation-based parallel solution for a global illumination algorithm in the context of radiosity, in which we have taken advantage of the hierarchical nature of such an algorithm
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The author studies the error and complexity of the discrete random walk Monte Carlo technique for radiosity, using both the shooting and gathering methods. The author shows that the shooting method exhibits a lower complexity than the gathering one, and under some constraints, it has a linear complexity. This is an improvement over a previous result that pointed to an O(n log n) complexity. The author gives and compares three unbiased estimators for each method, and obtains closed forms and bounds for their variances. The author also bounds the expected value of the mean square error (MSE). Some of the results obtained are also shown
Resumo:
In this paper we extend the reuse of paths to the shot from a moving light source. In the classical algorithm new paths have to be cast from each new position of a light source. We show that we can reuse all paths for all positions, obtaining in this way a theoretical maximum speed-up equal to the average length of the shooting path
Resumo:
Creació d'un entorn de treball per tal de visualitzar models tridimensionals en temps real amb dos objectius: proporcionar una interfície gràfica per poder visualitzar interactivament una escena, modificant-ne els seus elements i aconseguir un disseny que faci el projecte altament revisable i reutilitzable en elfutur, i serveixi per tant de plataforma per provar altres projectes
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The international Functional Annotation Of the Mammalian Genomes 4 (FANTOM4) research collaboration set out to better understand the transcriptional network that regulates macrophage differentiation and to uncover novel components of the transcriptome employing a series of high-throughput experiments. The primary and unique technique is cap analysis of gene expression (CAGE), sequencing mRNA 5'-ends with a second-generation sequencer to quantify promoter activities even in the absence of gene annotation. Additional genome-wide experiments complement the setup including short RNA sequencing, microarray gene expression profiling on large-scale perturbation experiments and ChIP-chip for epigenetic marks and transcription factors. All the experiments are performed in a differentiation time course of the THP-1 human leukemic cell line. Furthermore, we performed a large-scale mammalian two-hybrid (M2H) assay between transcription factors and monitored their expression profile across human and mouse tissues with qRT-PCR to address combinatorial effects of regulation by transcription factors. These interdependent data have been analyzed individually and in combination with each other and are published in related but distinct papers. We provide all data together with systematic annotation in an integrated view as resource for the scientific community (http://fantom.gsc.riken.jp/4/). Additionally, we assembled a rich set of derived analysis results including published predicted and validated regulatory interactions. Here we introduce the resource and its update after the initial release.
Resumo:
OsteoLaus is a cohort of 1400 women 50 to 80 years living in Lausanne, Switzerland. Clinical risk factors for osteoporosis, bone ultrasound of the heel, lumbar spine and hip bone mineral density (BMD), assessment of vertebral fracture by DXA, and microarchitecture evaluation by TBS (Trabecular Bone Score) will be recorded. TBS is a new parameter obtained after a re-analysis of a DXA exam. TBS is correlated with parameters of microarchitecture. His reproducibility is good. TBS give an added diagnostic value to BMD, and predict osteoporotic fracture (partially) independently to BMD. The position of TBS in clinical routine in complement to BMD and clinical risk factors will be evaluated in the OsteoLaus cohort.
Resumo:
Exposure to solar ultraviolet (UV) radiation is the main causative factor for skin cancer. UV exposure depends on environmental and individual factors, but individual exposure data remain scarce. While ground UV irradiance is monitored via different techniques, it is difficult to translate such observations into human UV exposure or dose because of confounding factors. A multi-disciplinary collaboration developed a model predicting the dose and distribution of UV exposure on the basis of ground irradiation and morphological data. Standard 3D computer graphics techniques were adapted to develop a simulation tool that estimates solar exposure of a virtual manikin depicted as a triangle mesh surface. The amount of solar energy received by various body locations is computed for direct, diffuse and reflected radiation separately. Dosimetric measurements obtained in field conditions were used to assess the model performance. The model predicted exposure to solar UV adequately with a symmetric mean absolute percentage error of 13% and half of the predictions within 17% range of the measurements. Using this tool, solar UV exposure patterns were investigated with respect to the relative contribution of the direct, diffuse and reflected radiation. Exposure doses for various body parts and exposure scenarios of a standing individual were assessed using erythemally-weighted UV ground irradiance data measured in 2009 at Payerne, Switzerland as input. For most anatomical sites, mean daily doses were high (typically 6.2-14.6 Standard Erythemal Dose, SED) and exceeded recommended exposure values. Direct exposure was important during specific periods (e. g. midday during summer), but contributed moderately to the annual dose, ranging from 15 to 24% for vertical and horizontal body parts, respectively. Diffuse irradiation explained about 80% of the cumulative annual exposure dose.
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Hoy en día existen numerosas técnicas para aplicar texturas sobre objetos 3D genéricos, pero los mecanismos para su creación son, en general, o bien complejos y poco intuitivos para el artista, o bien poco eficientes en aspectos como obtener un texturado global sin costuras. Recientemente, la invención de los policubos ha abierto un nuevo espectro de posibilidades a la hora de realizar estas tareas, e incluso otras como animación y subdivisión, de crucial importancia para industrias como el cine o los videojuegos. Desafortunadamente, no existen herramientas automáticas y editables que permitan generar el modelo de policubos base. Un policubo es una agregación de cubos idénticos de forma que cada cubo tiene como mínimo en común una cara con otro cubo. Con la agrupación de estos cubos se pueden generar diferentes figuras espaciales. El objetivo es desarrollar una herramienta para la creación y edición interactiva de un modelo de policubos a partir de un objeto tridimensional, la cual proporcionara una libertad y control al usuario no existente en las herramientas actualmente disponibles
Resumo:
L’objectiu d’aquest PFC és desenvolupar una eina d’edició de façanes procedural apartir d’una imatge d’una façana real. L’aplicació generarà les regles procedurals de lafaçana a partir de dades adquirides del model que es vol representar, com unafotografia. L’usuari de l’aplicació generarà de forma semi-automàtica i interactiva lesregles de subdivisió i repetició, especificant també la inserció de elementsarquitectònics (portes, finestres), que podran ser instanciats a partir d’una llibreria. Uncop generades, les regles s’escriuran en el format del sistema BuildingEngine perintegrar-se completament dins el procés de modelatge urbà.Aquest projecte es desenvoluparà en Matlab
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Actualment ens trobem en un món on tot gira al voltant de les noves tecnologies, i un pilar fonamental és l'oci i l'entreteniment. Això engloba principalment les indústries del cinema, videojocs i realitat virtual. Un dels problemes que tenen aquestes indústries és com crear l'escenari on es produeix la història. L'objectiu d'aquest projecte de final de carrera és crear una eina integrada al skylineEngine, que serveixi per crear edificis de manera procedural, on l'usuari pugui definir l'estètica d'aquest edifici, introduint la seva planta i els perfils adequats. El que s'implementarà serà una eina de modelatge per a dissenyadors, que a partir d'una planta i perfils pugui crear l'edifici.Aquest projecte es desenvoluparà a sobre del mòdul de generació d'edificis del skylineEngine, una eina pel modelatge de ciutats que s'executa sobre el Houdini 3D, que és una plataforma genèrica pel modelatge procedural d'objectes.El desenvolupament d'aquest projecte implica:• Estudi de la plataforma de desenvolupament Houdini 3D i de les llibreries necessàries per la incorporació de scripts Python. Estudi de les EEDD internes de Houdini.• Aprendre i manejar el llenguatge de programació Python.• Estudi del codi de l'article Interactive Architectural Modeling with Procedural Extrusions, per en Tom Kelly i en Peter Wonka, publicat a la revista ACM Transactions on Graphics (2011).• Desenvolupament d'algorismes de conversió de geometria d'una estructura tipus face-vertex a una de tipus half-edge, i viceversa.• Modificació del codi Java per acceptar crides sense interfície d'usuari i amb estructures de dades generades des de Python.• Aprendre el funcionament de la llibreria JPype per permetre enllaçar el Java dins el Python.• Estudi del skylineEngine i de les llibreries per la creació d'edificis.• Integració del resultat dintre del skylineEngine.• Verificació i ajust de les regles i paràmetres de la simulació per a diferents edificis
Resumo:
En aquest projecte es vol implementar una llibreria en Java, que proporcioni leseines necessàries per a crear diagrames i esquemes. Es vol proporcionar a la llibreria unconjunt d’objectes bàsics, també mètodes i funcionalitats suficients per a gestionaraquests objectes. Per altra part, es vol implementar una aplicació per a dissenyar diagrames Entitat-Relació que utilitzi aquesta llibreria
Resumo:
The MyHits web site (http://myhits.isb-sib.ch) is an integrated service dedicated to the analysis of protein sequences. Since its first description in 2004, both the user interface and the back end of the server were improved. A number of tools (e.g. MAFFT, Jacop, Dotlet, Jalview, ESTScan) were added or updated to improve the usability of the service. The MySQL schema and its associated API were revamped and the database engine (HitKeeper) was separated from the web interface. This paper summarizes the current status of the server, with an emphasis on the new services.
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Functionally relevant large scale brain dynamics operates within the framework imposed by anatomical connectivity and time delays due to finite transmission speeds. To gain insight on the reliability and comparability of large scale brain network simulations, we investigate the effects of variations in the anatomical connectivity. Two different sets of detailed global connectivity structures are explored, the first extracted from the CoCoMac database and rescaled to the spatial extent of the human brain, the second derived from white-matter tractography applied to diffusion spectrum imaging (DSI) for a human subject. We use the combination of graph theoretical measures of the connection matrices and numerical simulations to explicate the importance of both connectivity strength and delays in shaping dynamic behaviour. Our results demonstrate that the brain dynamics derived from the CoCoMac database are more complex and biologically more realistic than the one based on the DSI database. We propose that the reason for this difference is the absence of directed weights in the DSI connectivity matrix.