16235665
Real-time 3D fluid simulation on GPU with complex obstacles
In this paper, we solve the 3D fluid dynamics problem in a complex environment by taking advantage of the parallelism and programmability of GPU. In difference from other methods, innovation is made in two aspects. Firstly, more general boundary conditions could be processed on GPU in our method. By the method, we generate the boundary from a 3D scene with solid clipping, making the computation run on GPU despite of the complexity of the whole geometry scene. Then by grouping the voxels into different types according to their positions relative to the obstacles and locating the voxel that determines the value of the current voxel, we modify the values on the boundaries according to the boundary conditions. Secondly, more compact structure in data packing with flat 3D textures is designed at the fragment processing level to enhance parallelism and reduce execution passes. The scalar variables including density and temperature are packed into four channels of texels to accelerate the computation of 3D Navier-Stokes equations (NSEs). The test results prove the efficiency of our method, and as a result, it is feasible to run middle-scale problems of 3D fluid dynamics in an interactive speed for more general environment with complex geometry on PC platform.
769251
An improved study of real-time fluid simulation on GPU
Taking advantage of the parallelism and programmability of GPU, we solve the fluid dynamics problem completely on GPU. Different from previous methods, the whole computation is accelerated in our method by packing the scalar and vector variables into four channels of texels. In order to be adaptive to the arbitrary boundary conditions, we group the grid nodes into different types according to their positions relative to obstacles and search the node that determines the value of the current node. Then we compute the texture coordinates offsets according to the type of the boundary condition of each node to determine the corresponding variables and achieve the interaction of flows with obstacles set freely by users. The test results prove the efficiency of our method and exhibit the potential of GPU for general-purpose computations. Copyright © 2004 John Wiley & Sons, Ltd.
15500512
Real-time simulation of physically based on-surface flow
Although many papers have been published in the field of fluid simulation, little attention has been paid to on-surface flow involving wetting and stain transportation as well as erosion and deposition phenomena. In this paper, we introduce nonzero divergence in the mass equation of Navier–Stokes equations to simulate water penetration from on-surface flow into substrate material. Also, the volume of fluid method is adopted to track the free surface. With a computation of the actual amount of absorbed water we render the wetting effects with fully dry and fully wet texture images simultaneously. Using our model, the on-surface flow that accompanies water absorption can be simulated realistically in real time with OpenGL preview rendering. Experimental results illustrate that our model can be widely applied to solve various problems related to on-surface flow.
17132126
Recovery of material under complex illumination conditions
To calculate the inter-reflection between real objects and virtual ones in augmented reality, recovery of material for the real objects is necessary. In this paper, an approach is proposed to recover the material properties from a single high dynamic range image for a homogeneous object under complex illumination conditions. By the method, we first acquire a high dynamic range image for the object, and one or a few environment maps in high dynamic range as illumination of the object. Then a simulated annealing algorithm is employed to solve the inverse rendering problem. Finally, we obtain optimal parameter values for the reflection model in approximating the material of the object. In the course of optimization, image-based lighting and ray tracing techniques are used, and as a result the inter-reflection can be calculated in convenience. In addition, the transparent and translucent properties can be also recovered.
206530429
Point representation augmented to surface reconstruction in image-based VR
In this paper we propose a hybrid representation of environment models by a point representation augmented to geometric representation of surface polygons reconstructed from multiple reference images, through which a real time walkthrough of a complex environment can be achieved. By the method, we start from classification of pixels of the source images into two categories, corresponding respectively to the planar and non-planar surfaces in 3D space. For the pixels corresponding to the planar surfaces, the plane coefficients are reconstructed and all their appearances in the reference images are merged to form uniformly sampled texture images by a comparison of sampling rate and resampling. For the pixels corresponding to the non-planar surfaces, a point representation is applied and the redundant pixels are removed again through sampling rate comparison. The remained pixels are organized by OBB-tree according to their space coordinates. At the same time, the holes that are unable to be captured by all the reference images are pre-filled in the preprocessing phase so that the probability of hole appearance in walkthrough is greatly reduced. Under this hybrid representation, texture mapping and point warping are employed to render the novel views, to take full advantages of the acceleration utility of graphics hardware.
3266821
A Least Biased Fuzzy Clustering Method
A new operational definition of cluster is proposed, and a fuzzy clustering algorithm with minimal biases is formulated by making use of the maximum entropy principle to maximize the entropy of the centroids with respect to the data points (clustering entropy). The authors make no assumptions on the number of clusters or their initial positions. For each value of an adimensional scale parameter /spl beta/', the clustering algorithm makes each data point iterate towards one of the cluster's centroids, so that both hard and fuzzy partitions are obtained. Since the clustering algorithm can make a multiscale analysis of the given data set one can obtain both hierarchy and partitioning type clustering. The relative stability with respect to /spl beta/' of each cluster structure is defined as the measurement of cluster validity. The authors determine the specific value of /spl beta/' which corresponds to the optimal positions of cluster centroids by minimizing the entropy of the data points with respect to the centroids (clustered entropy). Examples are given to show how this least biased method succeeds in getting perceptually correct clustering results. >
36065326
Learning short multivariate time series models through evolutionary and sparse matrix computation
Multivariate time series (MTS) data are widely available in different fields including medicine, finance, bioinformatics, science and engineering. Modelling MTS data accurately is important for many decision making activities. One area that has been largely overlooked so far is the particular type of time series where the data set consists of a large number of variables but with a small number of observations. In this paper we describe the development of a novel computational method based on Natural Computation and sparse matrices that bypasses the size restrictions of traditional statistical MTS methods, makes no distribution assumptions, and also locates the associated parameters. Extensive results are presented, where the proposed method is compared with both traditional statistical and heuristic search techniques and evaluated on a number of criteria. The results have implications for a wide range of applications involving the learning of short MTS models.
1984219
Incorporation of input glitches into power macromodeling
Previous research on power macromodeling has always assumed glitch-free input signals. However, in an actual operating environment, the input signals of a circuit can contain glitches, which are generated by the previous stage of circuitry. In this paper, we investigate the impact of input glitches on the power dissipation of a circuit. Specifically, we show that the frequency and average duration of input glitches are two important factors affecting the overall power consumption. Input glitches can also increase output glitching by a surprisingly large amount. We present a simple yet effective analytical power macromodeling approach incorporating the effects of input glitching. In experiments with ISCAS-85 benchmark circuits, the average error of the proposed technique is 4.44%.
6185811
An efficient large deformation method using domain decomposition
Efficiently simulating large deformations of flexible objects is a challenging problem in computer graphics. In this paper, we present a physically based approach to this problem, using the linear elasticity model and a finite elements method. To handle large deformations in the linear elasticity model, we exploit the domain decomposition method, based on the observation that each sub-domain undergoes a relatively small local deformation, involving a global rigid transformation. In order to efficiently solve the deformation at each simulation time step, we pre-compute the object responses in terms of displacement accelerations to the forces acting on each node, yielding a force-displacement matrix. However, the force-displacement matrix could be too large to handle for densely tessellated objects. To address this problem, we present two methods. The first method exploits spatial coherence to compress the force-displacement matrix using the clustered principal component analysis method; and the second method pre-computes only the force-displacement vectors for the boundary vertices of the sub-domains and resorts to the Cholesky factorization to solve the acceleration for the internal vertices of the sub-domains. Finally, we present some experimental results to show the large deformation effects and fast performance on complex large scale objects under interactive user manipulations.
18361624
A new approach to retrieve video by example video clip
The similarity measure between video clips is a key issue in video retrieval. In the developing of our video retrieval system, we propose a new video similarity model. In contrast to existing algorithms, it proposes many influencing factors, such as order factor, speed factor, disturbance factor, etc, based on the subjective visual judgement of human. So this algorithm embodies the degree of similarity completely and systematically. On the other hand, it has resolution adaptation because it can be applied to every level of video structure. In the retrieval system, it can be used to process video query by example clip. This paper introduces it in detail and presents experiment results at the end of the paper.