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.
16043357
Six-degree-of-freedom haptic display using localized contact computations
We present a six-degree-of-freedom haptic rendering algorithm using localized contact computations. It takes advantage of high motion coherence due to fast force update and spatial locality near the contact regions. We first decompose the surface of each polyhedron into convex pieces and construct bounding volume hierarchies for fast proximity queries. Once the objects are intersecting, the penetration depth (PD) is estimated in the contact neighborhood between each pair of decomposed convex pieces, using a new incremental method based on local optimization. Given the computed PD values, multiple contacts near a local region are clustered together to further speed up contact force determination. We have implemented these algorithms and applied them to complex contact scenarios consisting of multiple contacts.
14643295
Adaptive grouping and subdivision for simulating hair dynamics
We present a novel approach for adaptively grouping and subdividing hair using discrete level-of-detail (LOD) representations. The set of discrete LODs include hair strands, clusters and strips. Their dynamic behavior is controlled by a base skeleton. The base skeletons are subdivided and grouped to form clustering hierarchies using a quad-tree data structure during the precomputation. At run time, our algorithm traverses the hierarchy to create continuous LODs on the fly and chooses both the appropriate discrete and continuous hair LOD representations based on the motion, the visibility, and the viewing distance of the hair from the viewer. Our collision detection for hair represented by the proposed LODs relies on a family of "swept sphere volumes" for fast and accurate intersection computations. We also use an implicit integration method to achieve simulation stability while allowing us to take large time steps. Together, these approaches for hair simulation and collision detection offer the flexibility to balance between the overall performance and visual quality of the animated hair. Furthermore, our approach is capable of modeling various styles, lengths, and motion of hair.
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.
1889751
Fast simulation of deformable models in contact using dynamic deformation textures
We present an efficient algorithm for simulating contacts between deformable bodies with high-resolution surface geometry using dynamic deformation textures, which reformulate the 3D elastoplastic deformation and collision handling on a 2D parametric atlas to reduce the extremely high number of degrees of freedom in such a computationally demanding simulation. We perform proximity queries for deformable bodies using a two-stage algorithm directly on dynamic deformation textures, resulting in output-sensitive collision detection that is independent of the combinatorial complexity of the deforming meshes. We present a robust, parallelizable formulation for computing constraint forces using implicit methods that exploits the structure of the motion equations to achieve highly stable simulation, while taking large time steps with inhomogeneous materials. The dynamic deformation textures can also be used directly for real-time shading and can easily be implemented using SIMD architecture on commodity hardware. We show that our approach, complementing existing pioneering work, offers significant computational advantages on challenging contact scenarios in dynamic simulation of deformable bodies.
15734500
Fast Animation of Lightning Using an Adaptive Mesh
We present a fast method for simulating, animating, and rendering lightning using adaptive grids. The "dielectric breakdown model" is an elegant algorithm for electrical pattern formation that we extend to enable animation of lightning. The simulation can be slow, particularly in 3D, because it involves solving a large Poisson problem. Losasso et al. recently proposed an octree data structure for simulating water and smoke, and we show that this discretization can be applied to the problem of lightning simulation as well. However, implementing the incomplete Cholesky conjugate gradient (ICCG) solver for this problem can be daunting, so we provide an extensive discussion of implementation issues. ICCG solvers can usually be accelerated using "Eisenstat's trick," but the trick cannot be directly applied to the adaptive case. Fortunately, we show that an "almost incomplete Cholesky" factorization can be computed so that Eisenstat's trick can still be used. We then present a fast rendering method based on convolution that is competitive with Monte Carlo ray tracing but orders of magnitude faster, and we also show how to further improve the visual results using jittering
35226732
Linear-time algorithms for computing the reliability of bipartite and (#<=2) star distributed computing systems
Abstract Let S =( V , F ) denote a distributed computing system with star topology, where V is the set of nodes of S and F is the set of files distributed in V . The problem of computing the reliability of S has been shown to be #P-complete. Therefore, all known exact algorithms for this problem have exponential time complexity. This study presents two linear-time algorithms to compute the reliability of two restricted subclasses of S . The first algorithm runs in O(| F |) when the file distribution is limited to being bipartite and non-separable. The second algorithm runs in O(| V |), when each file is allocated to at most two distinct nodes and each node contains at most two distinct records. If the failure and working probabilities of every node are identical, then the computation can be accelerated to O(log(| V |)) time by means of the Fibonacci number and the Lucas number. Scope and purpose The star topology has become increasingly popular in distributed computing systems as it offers higher reliability, lower installation cost, and more flexibility than other topologies. The computation of the reliability of star distributed computing systems is shown to be #P-complete. Therefore, computing the reliability of such a system is intractable. This article presents two fast linear-time algorithms to compute the reliability of two restricted subclasses of star distributed computing systems.
9086045
The distributed program reliability analysis on star topologies
We show that computing distributed program reliability on the star distributed computing system is NP-hard. We develop a polynomially solvable case to compute distributed program reliability when some additional file distribution is restricted on the star topology. We also propose a polynomial time algorithm for computing distributed program reliability with an approximate solution when the star topology is not satisfied with the additional file distribution.
986758
The Interaction of Research Methods for System Evaluation and Theory Testing: A New Vision of the Benefits of Multi-Methodological Information Systems Research
A number of multi-methodological Information Systems research frameworks have been proposed to guide research in the IS field. In this paper, we describe a three-year program of research evaluating a computerbased training system for deception detection (Agent99 Trainer) using one such multi-methodological IS framework. The process and results of this research program clearly demonstrate the benefits of combining and triangulating multiple research methods. Moreover, through the experiences in the Agent99 Trainer study, we discover two different types of interactions between the research methods that were applied in this study. One of the interactions is between the results from different methods, while the other is between the results and the methods themselves. Hence, we propose an extended interpretation of multi-methodological IS research frameworks to incorporate these two types of interactions between research methods. We argue that this extended interpretation will provide a more specific explanation for why the triangulation among multiple research methods can provide benefits to IS research.
30294156
Cycle embedding in faulty wrapped butterfly graphs
In this paper, we study the maximal length of cycle embedding in a faulty wrapped butterfly graph BFn with at most two faults in vertices and/or edges. When there is one vertex fault and one edge fault, we prove that the maximum cycle length is n2n − 2 if n is even and n2n − 1 if n is odd. When there are two faulty vertices, the maximum cycle length is n2n − 2 for odd n. All these results are optimal because the wrapped butterfly graph is bipartite if and only if n is even. © 2003 Wiley Periodicals, Inc.
50312
The distributed program reliability analysis on ring-type topologies
Abstract Distributed computing system (DCS) has become very popular for its high fault-tolerance, potential for parallel processing, and better reliability performance. One of the important issues in the design of the DCS is the reliability performance. Distributed program reliability (DPR) is addressed to obtain this reliability measure. In this paper, we propose a polynomial-time algorithm for computing the DPR of ring topology and show that solving the DPR problem on a ring of trees topology is NP-hard. Scope and purpose The widespread use of distributed computing system is due to the price–performance revolution in microelectronics, the development of cost-effective and efficient communication subsets, the development of resource sharing software, and the increased user demands for communication, economical sharing of resources, and productivity. This article is concerned with the analysis of distributed program reliability on a ring-distributed computing system. The distributed program reliability is a useful measure for reliability evaluation of distributed computing system. The distributed program reliability analyses also give a good index for designing a high-reliability-performance-distributed computing system.