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951.
952.
We introduce a new geometric method to generate sphere packings with restricted overlap values. Sample generation is an important, but time-consuming, step that precedes a calculation performed with the discrete element method (DEM). At present, there does not exist any software dedicated to DEM which would be similar to the mesh software that exists for finite element methods (FEM). A practical objective of the method is to build very large sphere packings (several hundreds of thousands) in a few minutes instead of several days as the current dynamic methods do. The developed algorithm uses a new geometric procedure to position very efficiently the polydisperse spheres in a tetrahedral mesh. The algorithm, implemented into YADE-OPEN DEM (open-source software), consists in filling tetrahedral meshes with spheres. In addition to the features of the tetrahedral mesh, the input parameters are the minimum and maximum radii (or their size ratio), and the magnitude of authorized overlaps. The filling procedure is stopped when a target solid fraction or number of spheres is reached. Based on this method, an efficient tool can be designed for DEMs used by researchers and engineers. The generated packings can be isotropic and the number of contacts per sphere is very high due to its geometric procedure. In this paper, different properties of the generated packings are characterized and examples from real industrial problems are presented to show how this method can be used. The current C++ version of this packing algorithm is part of YADE-OPEN DEM [20] available on the web (https://yade-dem.org).  相似文献   
953.
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation.  相似文献   
954.
This paper introduces the use of a visual attention model to improve the accuracy of gaze tracking systems. Visual attention models simulate the selective attention part of the human visual system. For instance, in a bottom‐up approach, a saliency map is defined for the image and gives an attention weight to every pixel of the image as a function of its colour, edge or intensity. Our algorithm uses an uncertainty window, defined by the gaze tracker accuracy, and located around the gaze point given by the tracker. Then, using a visual attention model, it searches for the most salient points, or objects, located inside this uncertainty window, and determines a novel, and hopefully, better gaze point. This combination of a gaze tracker together with a visual attention model is considered as the main contribution of the paper. We demonstrate the promising results of our method by presenting two experiments conducted in two different contexts: (1) a free exploration of a visually rich 3D virtual environment without a specific task, and (2) a video game based on gaze tracking involving a selection task. Our approach can be used to improve real‐time gaze tracking systems in many interactive 3D applications such as video games or virtual reality applications. The use of a visual attention model can be adapted to any gaze tracker and the visual attention model can also be adapted to the application in which it is used.  相似文献   
955.
Most post-processors for boundary element (BE) analysis use an auxiliary domain mesh to display domain results, working against the profitable modelling process of a pure boundary discretization. This paper introduces a novel visualization technique which preserves the basic properties of the boundary element methods. The proposed algorithm does not require any domain discretization and is based on the direct and automatic identification of isolines. Another critical aspect of the visualization of domain results in BE analysis is the effort required to evaluate results in interior points. In order to tackle this issue, the present article also provides a comparison between the performance of two different BE formulations (conventional and hybrid). In addition, this paper presents an overview of the most common post-processing and visualization techniques in BE analysis, such as the classical algorithms of scan line and the interpolation over a domain discretization. The results presented herein show that the proposed algorithm offers a very high performance compared with other visualization procedures.  相似文献   
956.
Demons非刚性配准算法拓扑保持性的研究   总被引:5,自引:0,他引:5  
在基于配准的图像分割应用中, 拓扑保持性是非刚性图像配准算法的一个重要约束. 本文从矢量场特性出发, 分析了Demons非刚性图像配准算法导致目标拓扑改变时变形场的特点. 根据变形场特点与其雅可比行列式之间的关系, 给出了校正该算法拓扑保持性的方法. 实验表明, 改进后的变形场具有了拓扑保持性.  相似文献   
957.
958.
In the context of comparative analysis of protein–protein interaction graphs, we use a graph-based formalism to detect the preservation of a given protein complex (pattern graph) in the protein–protein interaction graph (target graph) of another species with respect to (w.r.t.) orthologous proteins. We give an efficient exponential-time randomized algorithm in case the occurrence of the pattern graph in the target graph is required to be exact. For approximate occurrences, we prove a tight inapproximability result and give four approximation algorithms that deal with bounded degree graphs, small ortholog numbers, linear forests and very simple yet hard instances, respectively.  相似文献   
959.
A taxonomy of argumentation models used for knowledge representation   总被引:1,自引:0,他引:1  
Understanding argumentation and its role in human reasoning has been a continuous subject of investigation for scholars from the ancient Greek philosophers to current researchers in philosophy, logic and artificial intelligence. In recent years, argumentation models have been used in different areas such as knowledge representation, explanation, proof elaboration, commonsense reasoning, logic programming, legal reasoning, decision making, and negotiation. However, these models address quite specific needs and there is need for a conceptual framework that would organize and compare existing argumentation-based models and methods. Such a framework would be very useful especially for researchers and practitioners who want to select appropriate argumentation models or techniques to be incorporated in new software systems with argumentation capabilities. In this paper, we propose such a conceptual framework, based on taxonomy of the most important argumentation models, approaches and systems found in the literature. This framework highlights the similarities and differences between these argumentation models. As an illustration of the practical use of this framework, we present a case study which shows how we used this framework to select and enrich an argumentation model in a knowledge acquisition project which aimed at representing argumentative knowledge contained in texts critiquing military courses of action.  相似文献   
960.
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