187 resultados para POLYGONS
Resumo:
Severini and Mansour introduced in [4]square polygons, as graphical representations of square permutations, that is, permutations such that all entries are records (left or right, minimum or maximum), and they obtained a nice formula for their number. In this paper we give a recursive construction for this class of permutations, that allows to simplify the derivation of their formula and to enumerate the subclass of square permutations with a simple record polygon. We also show that the generating function of these permutations with respect to the number of records of each type is algebraic, answering a question of Wilf in a particular case.
Resumo:
Los mapas de vegetación son a menudo utilizados como proxis de una estratificación de hábitats para generar distribuciones geográficas contínuas de organismos a partir de datos discretos mediante modelos multi-variantes. Sin embargo, los mapas de vegetación suelen ser poco apropiados para ser directamente aplicados a este fin, pues sus categorías no se concibieron con la intención de corresponder a tipos de hábitat. En este artículo presentamos y aplicamos el método de Agrupamiento por Doble Criterio para generalizar un mapa de vegetación extraordinariamente detallado (350 clases) del Parque Natural del Montseny (Cataluña) en categorías que mantienen la coherencia tanto desde el punto de vista estructural (a través de una matriz de disimilaridad espectral calculada mediante una imágen del satélite SPOT-5) como en términos de vegetación (gracias a una matriz de disimilaridad calculada mediante propiedades de vegetación deducidas de la leyenda jerárquica del mapa). El método simplifica de 114 a 18 clases el 67% del área de estudio. Añadiendo otras agregaciones más triviales basadas exclusivamente en criterios de cubierta de suelo, el 73% del área de estudio pasa de 167 a 25 categorías. Como valor añadido, el método identifica el 10% de los polígonos originales como anómalos (a partir de comparar las propiedades espectrales de cada polígono con el resto de los de su clases), lo que implica cambios en la cubierta entre las fechas del soporte utilizado para generar el mapa original y la imagen de satélite, o errores en la producción de éste.
Resumo:
L’objectiu d’aquest projecte és crear un sistema de seguiment d’una flota de vehicles amb GPS en temps real. A partir d’un mòdul de captació, el servidor recull la informació geogràfica dels vehicles i l’emmagatzema. I amb un mòdul de processament, es mostra i controla els vehicles, els punts d’interès i els polígons del sistema de Geofencing. En primer lloc, faig una introducció a l’estat de l’art dels sistemes de seguiment de vehicles. A continuació, analitzo els requeriments, especifico el comportament desitjat del sistema, explico el disseny i la implementació. Per últim, faig un seguit de proves per extreure’n les conclusions.
Resumo:
Momentary configurations of long polymers at thermal equilibrium usually deviate from spherical symmetry and can be better described, on average, by a prolate ellipsoid. The asphericity and nature of asphericity (or prolateness) that describe these momentary ellipsoidal shapes of a polymer are determined by specific expressions involving the three principal moments of inertia calculated for configurations of the polymer. Earlier theoretical studies and numerical simulations have established that as the length of the polymer increases, the average shape for the statistical ensemble of random configurations asymptotically approaches a characteristic universal shape that depends on the solvent quality. It has been established, however, that these universal shapes differ for linear, circular, and branched chains. We investigate here the effect of knotting on the shape of cyclic polymers modeled as random isosegmental polygons. We observe that random polygons forming different knot types reach asymptotic shapes that are distinct from the ensemble average shape. For the same chain length, more complex knots are, on average, more spherical than less complex knots.
Resumo:
Caustics are curves with the property that a billiard trajectory, once tangent to it, stays tangent after every reflection at the boundary of the billiard table. When the billiard table is an ellipse, any nonsingular billiard trajectory has a caustic, which can be either a confocal ellipse or a confocal hyperbola. Resonant caustics —the ones whose tangent trajectories are closed polygons— are destroyed under generic perturbations of the billiard table. We prove that none of the resonant elliptical caustics persists under a large class of explicit perturbations of the original ellipse. This result follows from a standard Melnikov argument and the analysis of the complex singularities of certain elliptic functions.
Resumo:
Statistical computing when input/output is driven by a Graphical User Interface is considered. A proposal is made for automatic control ofcomputational flow to ensure that only strictly required computationsare actually carried on. The computational flow is modeled by a directed graph for implementation in any object-oriented programming language with symbolic manipulation capabilities. A complete implementation example is presented to compute and display frequency based piecewise linear density estimators such as histograms or frequency polygons.
Resumo:
Previous work on radius of gyration and average crossing number has demonstrated that polymers with fixed topology show a different scaling behavior with respect to these characteristics than polymers with unrestricted topology. Using numerical simulations, we show here that the difference in the scaling behavior between polymers with restricted and unrestricted topology also applies to the total curvature and total torsion. For each knot type, the equilibrium length with respect to a given spatial characteristic is the number of edges at which the value of the characteristic is the same as the average for all polygons. This number appears to be correlated to physical properties of macromolecules, for example gel mobility as measured by the separation between distinct knot types. We also find that, on average, closed polymers require slightly more total curvature and slightly less total torsion than open polymers with the corresponding number of monomers.
Resumo:
The region of greatest variability on soil maps is along the edge of their polygons, causing disagreement among pedologists about the appropriate description of soil classes at these locations. The objective of this work was to propose a strategy for data pre-processing applied to digital soil mapping (DSM). Soil polygons on a training map were shrunk by 100 and 160 m. This strategy prevented the use of covariates located near the edge of the soil classes for the Decision Tree (DT) models. Three DT models derived from eight predictive covariates, related to relief and organism factors sampled on the original polygons of a soil map and on polygons shrunk by 100 and 160 m were used to predict soil classes. The DT model derived from observations 160 m away from the edge of the polygons on the original map is less complex and has a better predictive performance.
Resumo:
We present here a nonbiased probabilistic method that allows us to consistently analyze knottedness of linear random walks with up to several hundred noncorrelated steps. The method consists of analyzing the spectrum of knots formed by multiple closures of the same open walk through random points on a sphere enclosing the walk. Knottedness of individual "frozen" configurations of linear chains is therefore defined by a characteristic spectrum of realizable knots. We show that in the great majority of cases this method clearly defines the dominant knot type of a walk, i.e., the strongest component of the spectrum. In such cases, direct end-to-end closure creates a knot that usually coincides with the knot type that dominates the random closure spectrum. Interestingly, in a very small proportion of linear random walks, the knot type is not clearly defined. Such walks can be considered as residing in a border zone of the configuration space of two or more knot types. We also characterize the scaling behavior of linear random knots.
Resumo:
We investigate the influence of knotting and chirality on the shape of knotted polygons forming trefoil knots compared to unknotted polygons by aligning independent configurations along their principal inertial axes. While for six edge polygons forming trefoil knots the chiral knotted structure is revealed in the isodensity profiles, the distinct chiral signature of the trefoil is significantly diminished with 24 edges. We observe that as the number of edges in the polygons increases, the cumulative shapes of trefoil knots progressively approach the cumulative shapes for unknotted polygons.
Resumo:
We simulate freely jointed chains to investigate how knotting affects the overall shapes of freely fluctuating circular polymeric chains. To characterize the shapes of knotted polygons, we construct enveloping ellipsoids that minimize volume while containing the entire polygon. The lengths of the three principal axes of the enveloping ellipsoids are used to define universal size and shape descriptors analogous to the squared radius of gyration and the inertial asphericity and prolateness. We observe that polymeric chains forming more complex knots are more spherical and also more prolate than chains forming less complex knots with the same number of edges. We compare the shape measures, determined by the enveloping ellipsoids, with those based on constructing inertial ellipsoids and explain the differences between these two measures of polymer shape.
Resumo:
A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.
Resumo:
Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved
Resumo:
We've developed a new ambient occlusion technique based on an information-theoretic framework. Essentially, our method computes a weighted visibility from each object polygon to all viewpoints; we then use these visibility values to obtain the information associated with each polygon. So, just as a viewpoint has information about the model's polygons, the polygons gather information on the viewpoints. We therefore have two measures associated with an information channel defined by the set of viewpoints as input and the object's polygons as output, or vice versa. From this polygonal information, we obtain an occlusion map that serves as a classic ambient occlusion technique. Our approach also offers additional applications, including an importance-based viewpoint-selection guide, and a means of enhancing object features and producing nonphotorealistic object visualizations
Resumo:
In this paper we address the problem of extracting representative point samples from polygonal models. The goal of such a sampling algorithm is to find points that are evenly distributed. We propose star-discrepancy as a measure for sampling quality and propose new sampling methods based on global line distributions. We investigate several line generation algorithms including an efficient hardware-based sampling method. Our method contributes to the area of point-based graphics by extracting points that are more evenly distributed than by sampling with current algorithms