27133779
Fast and Reliable Collision Culling Using Graphics Hardware
We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. In order to overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object-space culling algorithms. We integrate our culling algorithm with CULLIDE [1] and use it to perform reliable GPU-based collision queries at interactive rates on all types of models, including nonmanifold geometry, deformable models, and breaking objects.
7169150
A versatile interactive 3D brush model
We present a flexible modeling approach capable of realistically simulating many varieties of brushes commonly used in painting. Our geometric model of brush heads is a combination of subdivision surfaces and hundreds of individual bristles represented by thin polygonal strips. We exploit bristle-to-bristle coherence, simulating only a fraction of the bristles and using interpolation for the remainder. Our dynamic model incorporates realistic physically-based deformation, including anisotropic friction, brush plasticity, and tip spreading. We use an energy minimization framework with a novel geometric representation of the brush head to generate a wider variety of brushes. Finally, we have developed an improved haptic model that provides realistic force feedback, directly related to the results of the brush dynamic simulation. Using this model, we are able to simulate a wide range of brush styles and create an excellent variety of strokes such as the crisp, curvy strokes of Western decorative painting, or rough scratchy strokes like certain Oriental calligraphy. We have also developed an exporter for a popular free 3D modeling package that makes it easier for non-programmers to create any desired style of brush, real or fanciful.
7639620
Stable and responsive six-degree-of-freedom haptic manipulation using implicit integration
In this paper we present a novel approach for simulating the rigid body dynamics of a haptically manipulated object using implicit integration. Our formulation requires the linearization of contact and manipulation forces, and it provides higher stability and responsiveness than previous methods. The linearization of contact forces, coupled with fast, perceptually based collision detection algorithms, enables us to perform highly stable and responsive 6-degree-of-freedom haptic rendering of complex polygonal models.
9041268
Modeling ice dynamics as a thin-film Stefan problem
Large, 3D ice formations such as icicles exhibit a high degree of geometric and optical complexity. Modeling these features by hand can be a daunting task, so we present a novel physically-based algorithm for simulating this phenomenon. Solidification is usually posed as a so-called 'Stefan problem', but the problem in its classic form is inappropriate for simulating the ice typically found in a winter scene. We instead use the 'thin-film' variant of the Stefan problem to derive velocity equations for a level set simulation. However, due to the scales involved in the problem, even an adaptive grid level set solver is still insufficient to track the tip of an icicle. Therefore, we derive an analytical solution for the icicle tip and use it to correct the level set simulation. The results appear to be in agreement with experimental data. We also present a physically-based technique for modeling ripples along the ice surface that alleviates the need to explicitly track small-scale geometry. To our knowledge, our approach is the most complete model available, and produces complex visual phenomena that no previous method has been able to capture.
206451107
Sensation-Preserving Haptic Rendering
Most human-computer interactive systems focus primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Haptic interfaces have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance the level of understanding of complex data sets. A haptic rendering system generates contact or restoring forces to prevent penetration into the virtual objects and create a sense of touch. The system computes contact forces by first detecting if a collision or penetration has occurred. Then, the system determines the (projected) contact points on the model surface. Finally, it computes restoring forces based on the amount of penetration. Researchers have recently investigated the problem of rendering the contact forces and torques between 3D virtual objects. This problem is known as six-degrees-of-freedom (6-DOF) haptic rendering, as the computed output includes both 3-DOF forces and 3-DOF torques. This article presents an overview of our work in this area. We suggest different approximation methods based on the principle of preserving the dominant perceptual factors in haptic exploration.
6243696
Geometry-driven physical interaction between avatars and virtual environments
We present an interactive technique on virtual contact handling for avatars in virtual environments using geometry-driven physics. If a contact has occurred between an articulated avatar and a virtual environment, the global penetration depth and contact points are estimated based on a fast local penetration depth computation for decomposed convex pieces. The penetration depth and contact information are then used to resolve overlap between the avatar and the virtual environment. If applicable, joint angles for an articulated body are computed using an inverse kinematics approach based on cyclic coordinate descent. Resulting dynamic response with friction is modeled with impulse-based dynamics under the Coulomb friction law. We demonstrate the algorithm on a modestly complex virtual environment. The resulting system is able to maintain an interactive frame rate of 30–60 Hz. Copyright © 2004 John Wiley & Sons, Ltd.
205481590
Fast and simple algorithms to count the number of vertex covers in an interval graph
This study provides the following fast and simple algorithms for an interval graph: (1) an algorithm for counting the number of vertex covers, and (2) an algorithm for counting the number of minimal vertex covers.
16920752
Runlength Limited Codes for Single Error-Detection and Single Error-Correction with Mixed Type Errors
Runlength limited (RLL) codes are used in magnetic recording. The error patterns that occur with peak detection magnetic recording systems when using a runlength-limited code consist of both symmetric errors and shift errors. We refer to shift errors and symmetric errors collectively as mixed type errors. A method of providing error control for mixed type errors that occur in a runlength limited code comprised of (d, k) constrained sequences is examined. The coding scheme is to choose parity blocks to insert in the constrained information sequence. The parity blocks are chosen to satisfy the constraints and to provide some error control. The cases of single error-detection and single error-correction are investigated, where the single error is allowed to be a shift error or a symmetric error. Bounds are discussed on the possible lengths for the parity blocks. It is shown that the single error-detection codes are the best possible in terms of the length of the parity blocks.
28156768
A VLSI implementation of the blowfish encryption/decryption algorithm
We propose an efficient hardware architecture for the Blowfish algorithm [1]. The speed is up to 4 bit/clock, which is 9 times faster than a Pentium. By applying operator-rescheduling method, the critical path delay is improved by 21.7%. We have successfully implemented it using Compass cell library targeted at a 0.6 μm TSMC SPTM CMOS process. The die size is 5.7x6.1 mm and the maximum frequency is 50MHz.
35226732
Linear-time algorithms for computing the reliability of bipartite and (#<=2) star distributed computing systems
Abstract Let S =( V , F ) denote a distributed computing system with star topology, where V is the set of nodes of S and F is the set of files distributed in V . The problem of computing the reliability of S has been shown to be #P-complete. Therefore, all known exact algorithms for this problem have exponential time complexity. This study presents two linear-time algorithms to compute the reliability of two restricted subclasses of S . The first algorithm runs in O(| F |) when the file distribution is limited to being bipartite and non-separable. The second algorithm runs in O(| V |), when each file is allocated to at most two distinct nodes and each node contains at most two distinct records. If the failure and working probabilities of every node are identical, then the computation can be accelerated to O(log(| V |)) time by means of the Fibonacci number and the Lucas number. Scope and purpose The star topology has become increasingly popular in distributed computing systems as it offers higher reliability, lower installation cost, and more flexibility than other topologies. The computation of the reliability of star distributed computing systems is shown to be #P-complete. Therefore, computing the reliability of such a system is intractable. This article presents two fast linear-time algorithms to compute the reliability of two restricted subclasses of star distributed computing systems.
50312
The distributed program reliability analysis on ring-type topologies
Abstract Distributed computing system (DCS) has become very popular for its high fault-tolerance, potential for parallel processing, and better reliability performance. One of the important issues in the design of the DCS is the reliability performance. Distributed program reliability (DPR) is addressed to obtain this reliability measure. In this paper, we propose a polynomial-time algorithm for computing the DPR of ring topology and show that solving the DPR problem on a ring of trees topology is NP-hard. Scope and purpose The widespread use of distributed computing system is due to the price–performance revolution in microelectronics, the development of cost-effective and efficient communication subsets, the development of resource sharing software, and the increased user demands for communication, economical sharing of resources, and productivity. This article is concerned with the analysis of distributed program reliability on a ring-distributed computing system. The distributed program reliability is a useful measure for reliability evaluation of distributed computing system. The distributed program reliability analyses also give a good index for designing a high-reliability-performance-distributed computing system.