15728506
Interactive collision detection for complex and deformable models using programmable graphics hardware
In this paper we present an interactive collision detection algorithm for complex and deformable objects. For two target models, our approach rapidly calculates their region of interests (ROI), which is the overlapping of their axis aligned bounding boxes (AABBs), in CPU. The surfaces of both models inside the ROI are then voxelized using a novel GPU-based real-time voxelization method. The resultant volumes are represented by two 2D textures in video memory. The collision query is efficiently accomplished by comparing these 2D textures in GPU. The algorithm is robust to handle arbitrary shapes, no matter geometric models are convex or concave, closed or open, rigid or deformable. Our preliminary implementation achieves interactive frame rate for complex models with up to one million triangles on commodity desktop PCs.
8798967
Prototype Modeling from Sketched Silhouettes based on Convolution Surfaces
This paper presents a hybrid method for creating three-dimensional shapes by sketching silhouette curves. Given a silhouette curve, we approximate its medial axis as a set of line segments, and convolve a linearly weighted kernel along each segment. By summing the fields of all segments, an analytical convolution surface is obtained. The resulting generic shape has circular cross-section, but can be conveniently modified via sketched profile or shape parameters of a spatial transform. New components can be similarly designed by sketching on different projection planes. The convolution surface model lends itself to smooth merging between the overlapping components. Our method overcomes several limitations of previous sketched-based systems, including designing objects of arbitrary genus, objects with semi-sharp features, and the ability to easily generate variants of shapes.
7117991
Topology-free cut-and-paste editing over meshes
Existing cut-and-paste editing methods over meshes are inapplicable to regions with non-zero genus. To overcome this drawback, we propose a novel method in this paper. Firstly, a base surface passing through the boundary vertices of the selected region is constructed using the boundary triangulation technique. Considering the connectivity between the neighboring vertices, a new detail encoding technique is then presented based on surface parameterization. Finally, the detail representation is transferred onto the target surface via the base surface. This strategy of creating a base surface as a detail carrier allows us to paste features of non-zero genus onto the target surface. By taking the physical relationship of adjacent vertices into account, our detail encoding method produces more natural and less distorted results. Therefore, our elegant method not only can eliminate the dependence on the topology of the selected feature, but also reduces the distortion effectively during pasting.
18572663
Bernoulli Embedding Model and Its Application in Texture Mapping
A novel texture mapping technique is proposed based on nonlinear dimension reduction, called Bernoulli logistic embedding (BLE). Our probabilistic embedding model builds texture mapping with minimal shearing effects. A log-likelihood function, related to the Bregman distance, is used to measure the similarity between two related matrices defined over the spaces before and after embedding. Low-dimensional embeddings can then be obtained through minimizing this function by a fast block relaxation algorithm. To achieve better quality of texture mapping, the embedded results are adopted as initial values for mapping enhancement by stretch-minimizing. Our method can be applied to both complex mesh surfaces and dense point clouds.
14971297
Non-uniform Differential Mesh Deformation
In this paper, we propose a novel mesh deformation approach via manipulating differential properties non-uniformly. Guided by user-specified material properties, our method can deform the surface mesh in a non-uniform way while previous deformation techniques are mainly designed for uniform materials. The non-uniform deformation is achieved by material-dependent gradient field manipulation and Poisson-based reconstruction. Comparing with previous material-oblivious deformation techniques, our method supplies finer control of the deformation process and can generate more realistic results. We propose a novel detail representation that transforms geometric details between successive surface levels as a combination of dihedral angles and barycentric coordinates. This detail representation is similarity-invariant and fully compatible with material properties. Based on these two methods, we implement a multiresolution deformation tool, which allows the user to edit a mesh inside a hierarchy in a material-aware manner. We demonstrate the effectiveness and robustness of our methods by several examples with real-world data.
14763506
Real-time voxelization for complex polygonal models
In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally synthesized into one worksheet, which records the volumetric representation of the target. The whole algorithm traverses the geometric model only once and is accomplished entirely in GPU (graphics processing unit), achieving real-time frame rate for models with up to 2 million triangles.
19398479
An application of the AHP in 3PL vendor selection of a 4PL system
As a fourth party logistics provider integrates the capacities of third party logistics providers, 3PL vendor selection is an important problem. Furthermore, 3PL vendor selection is a complex multi-criteria decision problem. The decision made by the decision maker or an evaluation team can be improved by a systematic and logistical approach to access priorities based on the inputs of the decision maker or the team made by several people. The analytic hierarchy process (AHP) can be very useful in reaching a likely result which can satisfy the decision maker or the team. In this paper, an AHP-based model is formulated and applied to a case study to examining the function in 3PL vendor selection. The use of the proposed model indicates that the computed quantitative evaluations can be applied to improve the precision of the selection.
13998980
Image annotation refinement using random walk with restarts
Image annotation plays an important role in image retrieval and management. However, the results of the state-of-the-art image annotation methods are often unsatisfactory. Therefore, it is necessary to refine the imprecise annotations obtained by existing annotation methods. In this paper, a novel approach to automatically refine the original annotations of images is proposed. On the one hand, for Web images, textual information, e.g. file name and surrounding text, is used to retrieve a set of candidate annotations. On the other hand, for non-Web images that are lack of textual information, a relevance model-based algorithm using visual information is used to decide the candidate annotations. Then, candidate annotations are re-ranked and only the top ones are reserved as the final annotations. To re-rank the annotations, an algorithm using Random Walk with Restarts (RWR) is proposed to leverage both the corpus information and the original confidence information of the annotations. Experimental results on both non-Web images of Corel dataset and Web images of photo forum sites demonstrate the effectiveness of the proposed method.
34749580
Plane elementary bipartite graphs
A connected graph is called elementary if the union of all perfect matchings forms a connected subgraph. In this paper we mainly study various properties of plane elementary bipartite graphs so that many important results previously obtained for hexagonal systems are treated in a unified way. Firstly, we show that a plane bipartite graph G is elementary if and only if the boundary of each face (including the infinite face) is an alternating cycle with respect to some perfect matching of G. For a plane bipartite graph G all interior vertices of which are of the same degree, a stronger result is obtained; namely, G is elementary if and only if the boundary of the infinite face of G is an alternating cycle with respect to some perfect matching of G. Second, the concept of the Z-transformation graph Z(G) of a hexagonal system G (whose vertices represent the perfect matchings of G) is extended to a plane bipartite graph G and some results analogous to those for hexagonal systems are obtained. A peripheral face f of G is called reducible if the removal of the internal vertices and edges of the path that is the intersection of f and the exterior face of G results in a plane elementary bipartite graph. Thirdly, we obtain the reducible face decomposition for plane elementary bipartite graphs. Furthermore, sharp upper and lower bounds for the number of reducible faces are derived. Conversely, we can construct any plane elementary bipartite graphs by adding new peripheral faces one by one. As applications of this approach, we give simple construction methods for several types of plane elementary bipartite graphs G that contain a forcing edge (which belongs to exactly one perfect matching of G) and whose Z-transformation graphs Z(G) contain vertices of degree one.
147783
Availability in BitTorrent Systems
In this paper, we investigate the problem of highly available, massive-scale file distribution in the Internet. To this end, we conduct a large-scale measurement study of BitTorrent, a popular class of systems that use swarms of actively downloading peers to assist each other in file distribution. The first generation of BitTorrent systems used a central tracker to enable coordination among peers, resulting in low availability due to the tracker's single point of failure. Our study analyzes the prevalence and impact of two recent trends to improve BitTorrent availability: (i) use of multiple trackers, and (ii) use of Distributed Hash Tables (DHTs), both of which also help to balance load better. The study considered more than 1,400 trackers and 24,000 DHT nodes (extracted from about 20,000 torrents) over a period of two months. We find that both trends improve availability, but for different and somewhat unexpected reasons. Our findings include: (i) multiple trackers improve availability, but the improvement largely comes from the choice of a single highly available tracker, (ii) such improvement is reduced by the presence of correlated failures, (iii) multiple trackers can significantly reduce the connectivity of the overlay formed by peers, (iv) the DHT improves information availability, but induces a higher response latency to peer queries.
686393
Accelerated walkthrough of large spline models
CAD and rmimation applications. In this pa-per, we present algorithms for interactive walkthrough ofcomplex NURBS models composed of tens of thousands ofpatches on current graphics systems. Given a spline model,the algorithm precomputes simplification of a collection ofpatches and represents them hierarchically. Given a chang-ing viewpoint, the algorithm combines these simplificationswith dynamic tessellations to generate appropriate levels ofdetail. We also propose a system pipeline for parallel im-plementation on multi-processor configurations. Diiferentcomponents,