30756082
Sensation preserving simplification for haptic rendering
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.
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.
14636806
Channel density reduction by routing over the cells
We propose a new approach for reducing the density of a channel by routing some nets (or subnets) over the cells (i.e., outside the channel). Previous research assumed that the more nets being routed over the cells the greater the reduction in the channel density. We show that only the removal of critical nets contributes to the re- duction in the channel density. We divide channel into zones where each zone has a zone density and the removal of any net from a zone will reduce its density by one. In order to reduce the channel density, only certain critical zones need to have their nets routed over the cells. A bipartite graph is used to represent the relationship between nets and zones. The problem is transformed into a constrained covering problem and formulated as an integer linear programming problem. In comparison with previous research, our approach reduces more channel densities while using fewer tracks over the cells. For Deutsch's difficult khannel, a previous aiiproach needs 15 tracks over the cells to reduce the channel density by 3 while we need only 5 tracks to achieve the same result . Index Terms-Over-the-cell routing, channel density reduction, stan- dard-cell layout, VLSI routing, integer linear programming.
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.
760636
Accelerated occlusion culling using shadow frusta
Many applications in computer graphics and virtual environments need to render datasets with large numbers of primitives and high depth complexity at interactive rates. However, standard techniques like view frustum culling and a hardware z-bu er are unable to display datasets composed of hundred of thousands of polygons at interactive frame rates on current high-end graphics systems. We add a \conservative"visibility culling stage to the rendering pipeline, attempting to identify and avoid processing of occluded polygons. Given a moving viewpoint, the algorithm dynamically chooses a set of occluders. Each occluder is used to compute a shadow frustum, and all primitives contained within this frustumare culled. The algorithmhierarchicallytraverses the model, culling out parts not visible from the current viewpoint using e cient, robust, and in some cases specialized interference detection algorithms. The algorithm's performance varies with the location of the viewpoint and the depth complexity of the model. In the worst case it is linear in the input size with a small constant. In this paper, we demonstrate its performance on a city model composed of 500;000 polygons and possessing varying depth complexity. We are able to cull an average of 55% of the polygons that would not be culled by view-frustum culling and obtain a commensurate improvement in frame rate. The overall approach is e ective and scalable, is applicable to all polygonal models, and can be easily implemented on top of view-frustum culling.
28156768
A VLSI implementation of the blowfish encryption/decryption algorithm
We propose an efficient hardware architecture for the Blowfish algorithm [1]. The speed is up to 4 bit/clock, which is 9 times faster than a Pentium. By applying operator-rescheduling method, the critical path delay is improved by 21.7%. We have successfully implemented it using Compass cell library targeted at a 0.6 μm TSMC SPTM CMOS process. The die size is 5.7x6.1 mm and the maximum frequency is 50MHz.
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.