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1.
The SQuad data structure represents the connectivity of a triangle mesh by its “S table” of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant‐time, random‐access operators for traversing the mesh, including in‐order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in‐core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.  相似文献   

2.
In this work, we address the problem of compact cell topology selection for miniaturization of rat‐race couplers. The principal objective of the design process is to achieve the smallest possible footprint of the coupler, while maintaining the required levels of electrical parameters imposed on its components. Our approach permits identification of the minimum achievable coupler area, provided that the circuit is composed of a given compact cell and folded lines. This allows for the quantitative assessment of a set of considered cells with respect to the miniaturization capabilities they exhibit under certain design specifications. The proposed method is validated using 6 different cells with unified parameterization to identify the smallest rectangular‐like rat‐race coupler described by 2 design specifications. The obtained results attest that circuit topology and electrical parameters of the reference design are critical factors determining the final miniaturization rate. The proof‐of‐concept prototype devices occupy merely 8% of the conventional coupler area, while preserving fractional bandwidths (20% and 13.5%) of their conventional counterparts. The experimental results confirm the claims inferred from the numerical data.  相似文献   

3.
In industrial control processes, proportional‐integral‐derivative (PID) control algorithm is widely employed. Therefore, it is meaningful to design advanced PID controllers, especially for nonlinear control objects. One of the advanced PID controllers is a cerebellar model articulation controller (CMAC) PID controller. In this controller, the PID control parameters are calculated and tuned. The CMAC achieves a higher accuracy by increasing the number of labels of each weight table; this requires a larger memory, and the generalization ability of the controller decreases. On the other hand, if the CMAC requires less memory, the generalization ability increases and accuracy decreases. Hence, in this paper, a novel CMAC in which the accuracy is compatible with the generalization ability is proposed in this paper. In the proposed CMAC, the number of labels of each weight table can be decided by using a hierarchical clustering technology. Moreover, the efficiency of the memory allocation is improved. The effectiveness of the proposed method is verified by experiments.  相似文献   

4.
The constantly increasing complexity of polygonal models in interactive applications poses two major problems. First, the number of primitives that can be rendered at real‐time frame rates is currently limited to a few million. Secondly, less than 45 million triangles—with vertices and normal—can be stored per gigabyte. Although the rendering time can be reduced using level‐of‐detail (LOD) algorithms, representing a model at different complexity levels, these often even increase memory consumption. Out‐of‐core algorithms solve this problem by transferring the data currently required for rendering from external devices. Compression techniques are commonly used because of the limited bandwidth. The main problem of compression and decompression algorithms is the only coarse‐grained random access. A similar problem occurs in view‐dependent LOD techniques. Because of the interdependency of split operations, the adaption rate is reduced leading to visible popping artefacts during fast movements. In this paper, we propose a novel algorithm for real‐time view‐dependent rendering of gigabyte‐sized models. It is based on a neighbourhood dependency‐free progressive mesh data structure. Using a per operation compression method, it is suitable for parallel random‐access decompression and out‐of‐core memory management without storing decompressed data.  相似文献   

5.
We present a method for producing quad‐dominant subdivided meshes, which supports both adaptive refinement and adaptive coarsening. A hierarchical structure is stored implicitly in a standard half‐edge data structure, while allowing us to efficiently navigate through the different level of subdivision. Subdivided meshes contain a majority of quad elements and a moderate amount of triangles and pentagons in the regions of transition across different levels of detail. Topological LOD editing is controlled with local conforming operators, which support both mesh refinement and mesh coarsening. We show two possible applications of this method: we define an adaptive subdivision surface scheme that is topologically and geometrically consistent with the Catmull–Clark subdivision; and we present a remeshing method that produces semi‐regular adaptive meshes.  相似文献   

6.
We present CPH (Compact Primal Hierarchy): a compact representation of the hierarchical connectivity of surface and volume manifold meshes generated through primal subdivision refinements. CPH is consistently defined in several dimensions and supports multiple kinds of tessellations and refinements, whether regular or adaptive. The basic idea is to store only the finest mesh, encoded in a classical monoresolution structure that is enriched with a minimal set of labels. These labels allow traversal of any intermediate level of the mesh concurrently without having to extract it in an additional structure. Our structure allows attributes to be stored on the cells not only on the finest level, but also on any intermediate level. We study the trade‐off between the memory cost of this compact representation and the time complexity of mesh traversals at any resolution level.  相似文献   

7.
Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with maximal performances. However, owing to its fixed and uniform pattern, leveraging tessellation for feature‐aware LOD rendering remains a challenging problem. We relax this fundamental constraint by introducing a new spatial and temporal blending mechanism of tessellation levels, which is built on top of a novel hierarchical representation of multi‐resolution meshes. This mechanism allows to finely control topological changes so that vertices can be removed or added at the most appropriate location to preserve geometric features in a continuous and artifact‐free manner. We then show how to extend edge‐collapse based decimation methods to build feature‐aware multi‐resolution meshes that match the tessellation patterns. Our approach is fully compatible with current hardware tessellators and only adds a small overhead on memory consumption and tessellation cost.  相似文献   

8.
We propose a connectivity editing framework for quad‐dominant meshes. In our framework, the user can edit the mesh connectivity to control the location, type, and number of irregular vertices (with more or fewer than four neighbors) and irregular faces (non‐quads). We provide a theoretical analysis of the problem, discuss what edits are possible and impossible, and describe how to implement an editing framework that realizes all possible editing operations. In the results, we show example edits and illustrate the advantages and disadvantages of different strategies for quad‐dominant mesh design.  相似文献   

9.
Multiresolution meshes provide an efficient and structured representation of geometric objects. To increase the mesh resolution only at vital parts of the object, adaptive refinement is widely used. We propose a lossless compression scheme for these adaptive structures that exploits the parent–child relationships inherent to the mesh hierarchy. We use the rules that correspond to the adaptive refinement scheme and store bits only where some freedom of choice is left, leading to compact codes that are free of redundancy. Moreover, we extend the coder to sequences of meshes with varying refinement. The connectivity compression ratio of our method exceeds that of state‐of‐the‐art coders by a factor of 2–7. For efficient compression of vertex positions we adapt popular wavelet‐based coding schemes to the adaptive triangular and quadrangular cases to demonstrate the compatibility with our method. Akin to state‐of‐the‐art coders, we use a zerotree to encode the resulting coefficients. Using improved context modelling we enhanced the zerotree compression, cutting the overall geometry data rate by 7% below those of the successful Progressive Geometry Compression. More importantly, by exploiting the existing refinement structure we achieve compression factors that are four times greater than those of coders which can handle irregular meshes.  相似文献   

10.
We study the combined problem of approximating a surface by a quad mesh (or quad‐dominant mesh) which on the one hand has planar faces, and which on the other hand is aesthetically pleasing and has evenly spaced vertices. This work is motivated by applications in freeform architecture and leads to a discussion of fields of conjugate directions in surfaces, their singularities and indices, their optimization and their interactive modeling. The actual meshing is performed by means of a level set method which is capable of handling combinatorial singularities, and which can deal with planarity, smoothness, and spacing issues.  相似文献   

11.
While animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limits their use for real‐time applications. We present a method that reduces the number of control points influencing a vertex to a user‐specified number such that the deformations created by the reduced weight set resemble that of the original deformation. To do so we show how to set up a Poisson minimization problem to solve for a reduced weight set and illustrate its advantages over other weight reduction methods. Not only does weight reduction lower the amount of storage space necessary to deform these models but also allows GPU acceleration of the resulting deformations. Our experiments show that we can achieve a factor of 100 increase in speed over CPU deformations using the full weight set, which makes real‐time deformations of large models possible.  相似文献   

12.
This study aims at exploring the IT governance capabilities that enable organizations to achieve IT‐based synergies. Following existing work on the contextualization of theories and drawing on the resource‐based view of the firm (RBV), we develop an RBV of IT‐based synergies in two steps. First, we adopt existing context‐specific constructs and relationships from prior work on IT governance capabilities, IT relatedness, and synergies to develop a preliminary contextualization of the RBV. Second, to further refine our theoretical framework, we conduct an exploratory field study that includes interviews with 26 CIOs and other IT executives from 21 multibusiness firms. Our findings suggest that IT governance capabilities lead to IT‐based synergies through IT relatedness and business process relatedness. We found regulation‐oriented IT governance capabilities (IT roles and IT processes) to increase IT relatedness, while consensus‐oriented IT governance capabilities (IT groups and relational capabilities) had a positive effect on business process relatedness. Our results suggest that, in isolation, IT and business process relatedness lead to IT cost synergies, while collectively enabling IT‐induced business synergies. Our study is among the first to treat IT relatedness as an endogenous construct and to explicitly integrate business process relatedness into the IT governance domain. Our context‐specific decomposition of IT governance capabilities helps to better explain their links to IT and business process relatedness. These findings contribute to a better understanding of the tension between IT‐based synergies and business‐IT alignment. Decision‐makers are guided in developing IT governance capabilities to achieve IT‐based synergies.  相似文献   

13.
We present an efficient and accurate algorithm for self‐collision detection in deformable models. Our approach can perform discrete and continuous collision queries on triangulated meshes. We present a simple and linear time algorithm to perform the normal cone test using the unprojected 3D vertices, which reduces to a sequence point‐plane classification tests. Moreover, we present a hierarchical traversal scheme that can significantly reduce the number of normal cone tests and the memory overhead using front‐based normal cone culling. The overall algorithm can reliably detect all (self) collisions in models composed of hundreds of thousands of triangles. We observe considerable performance improvement over prior continuous collision detection algorithms.  相似文献   

14.
In this paper, we describe a novel approach for the reconstruction of animated meshes from a series of time‐deforming point clouds. Given a set of unordered point clouds that have been captured by a fast 3‐D scanner, our algorithm is able to compute coherent meshes which approximate the input data at arbitrary time instances. Our method is based on the computation of an implicit function in ?4 that approximates the time‐space surface of the time‐varying point cloud. We then use the four‐dimensional implicit function to reconstruct a polygonal model for the first time‐step. By sliding this template mesh along the time‐space surface in an as‐rigid‐as‐possible manner, we obtain reconstructions for further time‐steps which have the same connectivity as the previously extracted mesh while recovering rigid motion exactly. The resulting animated meshes allow accurate motion tracking of arbitrary points and are well suited for animation compression. We demonstrate the qualities of the proposed method by applying it to several data sets acquired by real‐time 3‐D scanners.  相似文献   

15.
This paper describes a refactoring process that transforms a Java source code base into a functionally equivalent AspectJ source code base. The process illustrates the use of a collection of refactorings for aspect‐oriented source code, covering the extraction of scattered implementation elements to aspects, the internal reorganization of the extracted aspects and the extraction of commonalities to super‐aspects. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

16.
This paper studies the Voronoi diagrams on 2‐manifold meshes based on geodesic metric (a.k.a. geodesic Voronoi diagrams or GVDs), which have polyline generators. We show that our general setting leads to situations more complicated than conventional 2D Euclidean Voronoi diagrams as well as point‐source based GVDs, since a typical bisector contains line segments, hyperbolic segments and parabolic segments. To tackle this challenge, we introduce a new concept, called local Voronoi diagram (LVD), which is a combination of additively weighted Voronoi diagram and line‐segment Voronoi diagram on a mesh triangle. We show that when restricting on a single mesh triangle, the GVD is a subset of the LVD and only two types of mesh triangles can contain GVD edges. Based on these results, we propose an efficient algorithm for constructing the GVD with polyline generators. Our algorithm runs in O(nNlogN) time and takes O(nN) space on an n‐face mesh with m generators, where N = max{m, n}. Computational results on real‐world models demonstrate the efficiency of our algorithm.  相似文献   

17.
Wireless communication systems are playing an important role in different sectors of human society. Printed antennas are considered as the critical enabling technologies for these systems. The technology related to the design and development of printed antennas have been continuously improved from the structural view of configuration to antenna features improvement. Electromagnetic bandgap (EBG) structures have played a significant role in improving the features of printed antennas. In this paper, authors have restricted a feature–oriented comprehensive survey on EBG‐structured printed antennas. This type of survey is primarily required for the beginner working on EBG structures/EBG‐structured printed antennas. Such a survey process is rarely carried out in the open literature to the best of authors' knowledge. The proposed survey process is confined only to five different feature classifications; bandwidth improvement, gain improvement, dual‐band/multi‐band characteristics, band‐notch characteristics, and compact and low profile, respectively.  相似文献   

18.
This paper describes IndianaMAS, a multiagent system able to automatically classify and manage images, sketches, and multilingual documents in a cultural heritage domain. The latter has been formalized by means of an ontology, which enables the semantic integration of heterogeneous data from different sources, drives the agent communication with the internal and external environment, and provides an abstract and human‐readable interface between the system and the user. IndianaMAS is able to expose to the world the classified data via a digital library. Modularity and reusability are the key engineering principles followed in the system design and implementation. We present the details of the IndianaMAS system and discuss how its architecture can be generalized to create – with the minimal effort – systems addressing similar classification, storage, and management problems, but operating in different domains and driven by different ontologies. The concrete problems we faced and their solutions are described to share our lesson learned and, at the same time, to show the applicability and reusability of our modular approach based on ontologies, agents, and digital libraries. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

19.
Hans de Bruin 《Software》2000,30(8):849-894
A small, object‐oriented language is introduced: BCOOPL (Basic Concurrent Object‐Oriented Programming Language). This language is specifically targeted to support component‐oriented programming. The main design goal of BCOOPL was to provide a small, but powerful set of language features that supports the construction of high‐quality components through well‐established software engineering practices, which include the separation of interfaces and implementations, weakly‐coupled objects, and abstraction. A number of design patterns based on these principles is actually built in the language. In particular, the observer, the mediator and the bridge are supported directly. This provides a strong foundation on which higher level component specification languages can be built. BCOOPL has a long research history. Its roots can be traced back to path expressions, and the concurrent object‐oriented programming languages Procol and Talktalk. As a result, BCOOPL only integrates essential language features that blend well and have proven their value in practice. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

20.
In the context of 3D reconstruction, we present a static multi‐texturing system yielding a seamless texture atlas calculated by combining the colour information from several photos from the same subject covering most of its surface. These pictures can be provided by shooting just one camera several times when reconstructing a static object, or a set of synchronized cameras, when dealing with a human or any other moving object. We suppress the colour seams due to image misalignments and irregular lighting conditions that multi‐texturing approaches typically suffer from, while minimizing the blurring effect introduced by colour blending techniques. Our system is robust enough to compensate for the almost inevitable inaccuracies of 3D meshes obtained with visual hull–based techniques: errors in silhouette segmentation, inherently bad handling of concavities, etc.  相似文献   

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