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.
5676224
All-Frequency Precomputed Radiance Transfer for Glossy Objects
We introduce a method based on precomputed radiance transfer (PRT) that allows interactive rendering of glossy surfaces and includes shadowing effects from dynamic, "all-frequency" lighting. Specifically, source lighting is represented by a cube map at resolution nL = 6 × 32 × 32. We present a novel PRT formulation which factors glossy BRDFs into purely view-dependent and light-dependent parts, achieving reasonable accuracy with only m=10 dimensional factors. We then tabulate an m × nL transfer matrix at each surface vertex as a preprocess, representing the object's response to this lighting. Because this surface signal is so high-dimensional, reducing m is crucial for making practical both the preprocessing and run-time. To compress the transfer matrices, we divide the cube map into 24 lighting segments and apply the Haar wavelet basis in each segment to provide sensible quantization. We also apply clustered principal component analysis (CPCA) to each PRT segment to approximate it as a linear combination of a few (n=16) representative transfer matrices within a small set of clusters over the surface. This exploits spatial coherence to compress very effectively. Most important, it maintains fast rendering rates with 2-3 orders of magnitude more lighting coefficients than previous methods, which increases accuracy and avoids temporal artifacts in high-frequency lighting environments. We demonstrate interactive performance (1-5Hz) on models having up to 50,000 vertices.
8994921
Large mesh deformation using the volumetric graph Laplacian
We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our system's potential with several examples.
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.
6032766
A Novel Volume Constrained Smoothing Method for Meshes
In general, mesh smoothing is performed by minimizing the discrete energy function for the surface. One of the major problems in mesh smoothing is to prevent the mesh from shrinking. In this paper, we propose a novel volume constraint to address the shrinking problem in mesh smoothing. Our key observation is that the mesh can be efficiently smoothed patch by patch in a signal processing manner, and then a local volume preserving constraint can be easily imposed to the energy minimization problem associated with the small patch, called the smoothing stencil, so as to effectively avoid the mesh shrinkage. In our implementation, the smoothing stencil is the 1-ring neighboring region of an edge or a triangle. And the constrained minimization problem is solved by a 2-step approximation method for efficiency. A series of examples demonstrate that the proposed smoothing method can be applied to remove noise from a mesh or remove rough detail from an original mesh to generate a smooth model in object reconstruction and geometry modeling.
2304584
Directional histogram model for three-dimensional shape similarity
In this paper, we propose a novel shape representation we call directional histogram model (DHM). It captures the shape variation of an object and is invariant to scaling and rigid transforms. The DHM is computed by first extracting a directional distribution of thickness histogram signatures, which are translation invariant. We show how the extraction of the thickness histogram distribution can be accelerated using conventional graphics hardware. Orientation invariance is achieved by computing the spherical harmonic transform of this distribution. Extensive experiments show that the DHM is capable of high discrimination power and is robust to noise.
2696332
A boosting approach for motif modeling using ChIP-chip data
MOTIVATION
Building an accurate binding model for a transcription factor (TF) is essential to differentiate its true binding targets from those spurious ones. This is an important step toward understanding gene regulation.


RESULTS
This paper describes a boosting approach to modeling TF-DNA binding. Different from the widely used weight matrix model, which predicts TF-DNA binding based on a linear combination of position-specific contributions, our approach builds a TF binding classifier by combining a set of weight matrix based classifiers, thus yielding a non-linear binding decision rule. The proposed approach was applied to the ChIP-chip data of Saccharomyces cerevisiae. When compared with the weight matrix method, our new approach showed significant improvements on the specificity in a majority of cases.
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.
1752593
RITC: repeater insertion with timing target compensation
This paper investigates the problem of repeater insertion for global interconnects under given timing constraints. A novel technique is proposed to aggressively reduce the positive timing slack for maximal repeater reduction while maintaining timing closure. Our scheme is both fast and effective due to the judicious combination of accurate SPICE simulations and the simple Elmore delay model. In comparison with other repeater insertion solvers, our scheme achieves up to 41% reduction in total repeater width in comparable runtimes.
17082553
HyPE: hybrid power estimation for IP-based systems-on-chip
In this paper, we present a novel power estimation scheme for programmable systems consisting of predesigned datapath and memory components. The proposed hybrid methodology yields highly accurate estimates within short runtimes by combining high-level simulation with analytical macromodeling of circuit characteristics. The kernel of our methodology is a simulation-free power estimation scheme for memoryless datapaths comprising several IP blocks connected in fixed topologies. The outer shell of our hybrid scheme is a functional simulation, which is performed only on the interfaces between memoryless components and memory blocks. This simulation accurately captures the control signals that affect the flow of data and, consequently, the utilization and power dissipation of hardware. Experimental results validate the accuracy and efficiency of our methodology. We applied our static power estimation kernel to signal processing and data encryption datapaths. For designs of up to 576 IP blocks, the average error of our power estimates is 7.3% in comparison with switch-level simulation results. We implemented our hybrid scheme into a power estimation tool, called HYPE, and used it to explore various architectural alternatives in the design of a 256-state Viterbi decoder and a Rijndael encryptor. For designs with about 1 million transistors, our estimator terminates within seconds. Compared with commercial state-of-the-art gate-level power estimators, our proposed methodology is up to 1000 times faster with 5.4% deviation on average.
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.