6288895
A Survey on Hair Modeling: Styling, Simulation, and Rendering
Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in alt these areas, a broad diversity of approaches is used, each with strengths that make it appropriate for particular applications. We discuss each of these major topics in turn, presenting the unique challenges facing each area and describing solutions that have been presented over the years to handle these complex issues. Finally, we outline some of the remaining computational challenges in hair modeling
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.
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.
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.
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.
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.
17862666
Virtual Interaction for Effective E-Learning
This research investigates whether information technologies, such as automated question answering (QA), can add interactivity into a multimedia-based e-learning system, as well as how this type of virtual interaction affects the effectiveness of e-learning. Based on a review of multiple learning theories and technologies, an exploratory model for studying the effectiveness of interactive e-learning, Learning with Virtual Mentors (LVM), is proposed and a prototype system is developed to implement the LVM model. A series of studies, including a controlled experiment and surveys, have been conducted to explore the relationships among the core constructs of the LVM model: learning phases, system interactivity, learning activity, and learning outcomes. Findings indicate that virtual interaction positively impacts student behaviors by encouraging students to interact more and increasing student satisfaction with the learning process; however, the correlation between virtual interaction and actual learning performance is limited. Consequently, the LVM model needs to be further explored and developed.
45057698
The distributed program reliability analysis on star topologies
Abstract A distributed computing system consists of processing elements, communication links, memory units, data files, and programs. These resources are interconnected via a communication network and controlled by a distributed operating system. The distributed program reliability in a distributed computing system is the probability that a program which runs on multiple processing elements and needs to retrieve data files from other processing elements will be executed successfully. This reliability varies according to (1) the topology of the distributed computing system, (2) the reliability of the communication edges, (3) the data files and programs distribution among processing elements, and (4) the data files required to execute a program. In this paper, we show that computing the distributed program reliability on the star distributed computing systems is NP-hard. We also develop an efficiently solvable case to compute distributed program reliability when some additional file distribution is restricted on the star topology. Scope and purpose Recent advances in VLSI circuitry have a tremendous impact on the price-performance revolution in microelectronics. This development has led to an increased use of workstations connected in the form of a powerful distributed computing system. Potential benefits offered by such distributed computing systems include better cost performance, enhanced fault tolerance, increased system throughput, and efficient sharing of resources. Distributed program reliability is an important measure that should be examined for designing a high fault-tolerance distributed computing system. This reliability varies according to (1) the topology of the distributed computing system, (2) the reliability of the communication edges, (3) the data files and programs distribution among processing elements, and (4) the data files required to execute a program. This article is concerned with the analysis of distributed program reliability on star distributed computing systems.
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.
5692452
k-server optimal task scheduling problem with convex cost function
We consider a class of k-server optimal task scheduling problems partitioning and scheduling N tasks with various real-time constrains and work loads on k servers with convex task processing cost function so as to minimize the total task processing cost while still guaranteeing satisfaction of all time constraints. This class has broad expressing power for practical scheduling problems in several areas such as real-time multimedia wireless transmission , CPU energy conservation, and warehouse order processing management, et. al. Our formulation is quite general such that most previous works can be readily reduced to a special case of the presented k-server optimal task scheduling problem. We show that, when k = 1, optimal solution can be obtained in computational complexity of O(N) and the corresponding optimal scheduling problem is equivalent to finding the shortest 2D Euclidean distance between two vertices inside a well-defined 2D polygon. However, when k 2, the optimal scheduling problem can be demonstrated to be NP-hard by reducing it to a well-known NP-complete bin-packing problem. Therefore, we conclude no polynomial time algorithm exists for a general k-server optimal task scheduling problem. We then construct approximation algorithms to solve the presented k-server problem in a practical way and illustrate its performance by simulation results and analysis.
33339608
Almost Optimal Solutions for Bin Coloring Problems
In this paper we study two interesting bin coloring problems: Minimum Bin Coloring Problem (MinBC) and Online Maximum Bin Coloring Problem (OMaxBC), motivated from several applications in networking. For the MinBC problem, we first show that it is NP-complete, and then present two near linear time approximation algorithms to achieve almost optimal solutions, i.e., no more than OPT+2 and OPT+1 respectively, where OPT is the optimal solution. For the OMaxBC problem, we first introduce a deterministic 2-competitive greedy algorithm, and then give lower bounds for any deterministic and randomized (against adaptive offline adversary) online algorithms. The lower bounds show that our deterministic algorithm achieves the best possible competitive ratio.