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.
34486970
Simulation of miscible binary mixtures based on lattice Boltzmann method
Miscible fluid mixtures, like pouring honey into water, Coca Cola into strong wine, are common phenomena in our daily life. While two miscible fluids are mixed together, their appearances in terms of colors and shapes will change due to their mixing interaction. The interaction between the mixture components could be regarded as a combination of the diffusing process and demixing process. If the former dominates the interaction, it is miscible; otherwise, it is immiscible. The complex microscopic interplay between the mixture components makes the simulation highly challenging. So far, there have been some dedicated research in computer graphics dealing with immiscible mixtures, but few works have been done focusing on miscible mixtures. In this paper, for the first time, we introduce a two-fluid lattice Boltzmann method (LBM), called TFLBM, applied to miscible binary mixtures. Different from other similar methods, the viscous and diffusing properties of the fluid in our work are considered separately, so that the physical insight is exposed more clearly and rationally. In addition, the operation of LBM is mostly a linear local computation, and graphics processing unit (GPU) has been utilized to achieve real-time simulation. Copyright © 2006 John Wiley & Sons, Ltd.
41671130
Accelerated backward warping
In this paper a plane-based backward warping algorithm is proposed to generate novel views from multiple reference images. first, depth information is employed to reconstruct space planes from individual reference images and calculate the potential occluding relationship between these planes. Then the planes which represent each identical space plane from different reference images are compared with each other to decide the one with the best sample rate to be preserved and used in the later warping period while the other samples are abandoned. While the image of a novel view is produced, traditional methods in computer graphics, such as visibility test and clipping, are used to process the planes reconstructed. Then the planes processed are projected onto the desired image from the knowledge on which plane the desired image pixels are warped from can be acquired. Finally, pixels' depth of the desired image is calculated and then a backward warping is performed from these pixels to the reference images to obtain their colors. The storage requirement in the algorithm is small and increases slowly with the number of reference images increases. By combining the strategy of only preserving the best sample parts and the backward warping algorithm, the sample problem could be well tackled.
17696206
P-quadtrees: a point and polygon hybrid multi-resolution rendering approach
Point and polygon representations have their respective merits in rendering objects. In this paper, we propose a novel hybrid multi-resolution approach, PQuadtrees, to efficiently render highly detailed objects. PQuadtrees are constructed from geometry images. Both point and polygon are tightly integrated into a uniform structure. While traversing the P-Quadtrees in rendering, the part of surface that face the viewer can be rendered by coarser quad mesh to reduce the numbers of rendering primitives. The shading details can be enhanced by hardware accelerated normal mapping. The view dependent LOD selects the finer hierarchy on silhouette, which is rendered by points. The rendering of large-scale model is greatly accelerated while the visual effect both at the surfaces and the silhouette is guaranteed.
39271056
A hybrid representation of environment models in image-based real time walkthrough
In this paper, a hybrid representation of environment models using a combination of points and polygons is proposed. Through the model, a real time walkthrough of a complex environment can be achieved. We start from multiple depth reference images and classify the pixels of images into two categories, corresponding respectively to planar and non-planar surfaces in 3D space, then all the redundant points are removed by a comparison algorithm of sampling rate. For pixels corresponding to nonplanar surfaces, the point representation is maintained, and a local reconstruction and resampling process is employed to re-sample a set of points that distribute more uniformly on the surfaces. The re-sampled points are organized by an OBB-tree according to their space coordinates and a multiresolution structure is built to improve the rendering efficiency. For pixels corresponding to planar surfaces, the plane coefficients are reconstructed and all their appearances in the reference images are merged to texture maps. Under this hybrid representation, texture mapping and point-based rendering are employed to render the novel views, to take full advantage of the acceleration utility of graphics hardware. The algorithm demonstrates the combined advantages of approaches in traditional computer graphics and PBR/IBR, texture mapping for plane surfaces and point-based rendering for high detail surfaces and shapes.
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.
16862069
Progressive geometry compression for meshes
A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) representation can be effectively encoded by permuting the vertex split operations in each group. Meanwhile, a geometry predictor using the Laplacian operator is designed to predict each new vertex position using its neighbours. The correction is quantized and encoded using a Huffman coding scheme. Experimental results show that our algorithm obtains higher compression ratios than previous work. It is very suitable for the progressive transmission of geometric models over the Internet.
5155570
Low-power repeater insertion with both delay and slew rate constraints
In this paper, a novel repeater insertion algorithm is presented to minimize the power dissipation of interconnect trees under given timing budgets and slew rate constraints. In contrast to traditional bottom-up dynamic programming approaches, the proposed algorithm combines a Lagrangian relaxation framework and a graph-based search method to derive possible solutions in a top-down fashion. As a result, it is capable of analyzing repeater slew rates efficiently. In addition, our scheme incorporates accurate circuit models and is therefore able to capture the precise delay and slew rate information, leading to high-quality interconnect designs. We have applied our scheme to interconnects of different topologies and various timing and slew rate constraints. Experimental results demonstrate the effectiveness of our approach in comparison with previous low-power repeater insertion schemes. Under tight timing constraints, our scheme can always derive repeater insertion solutions that meet both delay and slew rate requirements, whereas other schemes often fail. Under loose timing constraints, our algorithm achieves up to a 23% average power dissipation reduction for different interconnects specifications with shorter runtimes
11755901
Interactive mesh deformation with pseudo material effects
This paper presents a novel interactive mesh deformation method that can achieve various dynamic material effects, including elastic membrane and cloth effects. In our framework, a mesh is encoded by some differential quantities based on edge length and dihedral angle; and the deformation is formulated as a least square problem for preserving the edge length and dihedral angle via the differential quantities. In order to obtain anisotropic material effects, we further propose an edge-weighting scheme based on a user-specified vector field. To avoid specifying the local transformations, we set up an iterative scheme for solving the deformation. At last, several examples are presented to show that our approach can interactively generate visually pleasing deformations. Copyright © 2006 John Wiley & Sons, Ltd.
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.
353647
On Estimating Tight-Link Bandwidth Characteristics over Multi-Hop Paths
In this paper, we explore multi-hop bandwidth estimation assuming arbitrary cross-traffic at each node and develop a new probing method called Envelope that can asymptotically estimate not only the available bandwidth but also the raw capacity of the tight link. Envelope is based on a multi-link recursive extension of unbiased single-hop estimators proposed in the past (e.g., [14]) and a variation of the packet-cartouche technique [6]. Through extensive simulations, we evaluate Envelope in various network settings and cross-traffic conditions and find that it can measure tight-link bandwidth characteristics with accuracy that significantly surpasses that of the existing methods. We also find that Envelope can measure non-tight links in certain path and cross-traffic configurations.