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81.
Salience detection is a principle mechanism to facilitate visual attention. A good visualization guides the observer's attention to the relevant aspects of the representation. Hence, the distribution of salience over a visualization image is an essential measure of the quality of the visualization. We describe a method for computing such a metric for a visualization image in the context of a given dataset. We show how this technique can be used to analyze a visualization's salience, improve an existing visualization, and choose the best representation from a set of alternatives. The usefulness of this proposed metric is illustrated using examples from information visualization, volume visualization and flow visualization.  相似文献   
82.
This paper considers the problem of interactively finding the cutting contour to extract components from a given mesh. Some existing methods support cuts of arbitrary shape but require careful and tedious input from the user. Others need little user input however they are sensitive to user input and need a postprocessing step to smooth the generated jaggy cutting contours. The popular geometric snake can be used to optimize the cutting contour, but it cannot deal with the topology change. In this paper, we propose a geodesic curvature flow based framework to overcome all these problems. Since in many cases the meaningful cutting contour on a 3D mesh is locally shortest in the sense of some weighted curve length, the geodesic curvature flow is an ideal tool for our problem. It evolves the cutting contour to the nearby local minimum. We should mention that the previous numerical scheme, discretized geodesic curvature flow (dGCF) is too slow and has not been applied to mesh segmentation. With a careful observation to dGCF, we devise here a fast computation scheme called fast geodesic curvature flow (FGCF), which only needs to solve a smaller and easier problem. The initial cutting contour is generated by a variant of random walks algorithm, which is very fast and gives reasonable cutting result with little user input. Experiment results on the benchmark mesh segmentation data set show that our proposed framework is robust to user input and capable of producing good results reflecting geometric features and human shape perception.  相似文献   
83.
We present a new intuitive UI, which we call cross‐boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running through all the strokes. By the different natures of part components (i.e., semantic parts) and patch components (i.e., flatter surface patches) in general models, we design two corresponding brushes: part‐brush and patch‐brush. These two types of brushes share a common user interface, enabling easy switch between them. The part‐brush executes a cut along an isoline of a harmonic field driven by the user‐specified strokes. We show that the inherent smoothness of the harmonic field together with a carefully designed isoline selection scheme lead to segmentation results that are insensitive to noise, pose, tessellation and variation in user's strokes. Our patch‐brush uses a novel facet‐based surface metric that alleviates sensitivity to noise and fine details common in region‐growing algorithms. Extensive experimental results demonstrate that our cutting tools can produce user‐desired segmentations for a wide variety of models even with single strokes. We also show that our tools outperform the state‐of‐art interactive segmentation tools in terms of ease of use and segmentation quality.  相似文献   
84.
The human shoulder complex is perhaps the most complicated joint in the human body being comprised of a set of three bones, muscles, tendons, and ligaments. Despite this anatomical complexity, computer graphics models for motion capture most often represent this joint as a simple ball and socket. In this paper, we present a method to determine a shoulder skeletal model that, when combined with standard skinning algorithms, generates a more visually pleasing animation that is a closer approximation to the actual skin deformations of the human body. We use a data‐driven approach and collect ground truth skin deformation data with an optical motion capture system with a large number of markers (200 markers on the shoulder complex alone). We cluster these markers during movement sequences and discover that adding one extra joint around the shoulder improves the resulting animation qualitatively and quantitatively yielding a marker set of approximately 70 markers for the complete skeleton. We demonstrate the effectiveness of our skeletal model by comparing it with ground truth data as well as with recorded video. We show its practicality by integrating it with the conventional rendering/animation pipeline.  相似文献   
85.
We present a simple and effective algorithm to transfer deformation between surface meshes with multiple components. The algorithm automatically computes spatial relationships between components of the target object, builds correspondences between source and target, and finally transfers deformation of the source onto the target while preserving cohesion between the target's components. We demonstrate the versatility of our approach on various complex models.  相似文献   
86.
Higher‐order finite element methods have emerged as an important discretization scheme for simulation. They are increasingly used in contemporary numerical solvers, generating a new class of data that must be analyzed by scientists and engineers. Currently available visualization tools for this type of data are either batch oriented or limited to certain cell types and polynomial degrees. Other approaches approximate higher‐order data by resampling resulting in trade‐offs in interactivity and quality. To overcome these limitations, we have developed a distributed visualization system which allows for interactive exploration of non‐conforming unstructured grids, resulting from space‐time discontinuous Galerkin simulations, in which each cell has its own higher‐order polynomial solution. Our system employs GPU‐based raycasting for direct volume rendering of complex grids which feature non‐convex, curvilinear cells with varying polynomial degree. Frequency‐based adaptive sampling accounts for the high variations along rays. For distribution across a GPU cluster, the initial object‐space partitioning is determined by cell characteristics like the polynomial degree and is adapted at runtime by a load balancing mechanism. The performance and utility of our system is evaluated for different aeroacoustic simulations involving the propagation of shock fronts.  相似文献   
87.
By modeling mass transfer phenomena, we simulate solids and liquids dissolving or changing to other substances. We also deal with the very small‐scale phenomena that occur when a fluid spreads out at the interface of another fluid. We model the pressure at the interfaces between fluids with Darcy's Law and represent the viscous fingering phenomenon in which a fluid interface spreads out with a fractal‐like shape. We use hybrid grid‐based simulation and smoothed particle hydrodynamics (SPH) to simulate intermolecular diffusion and attraction using particles at a computable scale. We have produced animations showing fluids mixing and objects dissolving.  相似文献   
88.
一种高性能网络游戏服务器架构设计   总被引:1,自引:0,他引:1  
网络游戏一般采用C/S结构,服务器架构设计是成功开发一款网络游戏的关键,本文对高性能网络游戏服务器架构设计进行了深入地研究。网络游戏服务器的物理结构一般分成区和组,一个区会包括多组服务器,本文设计出的服务器组架构包括LoginGate、LoginServer、GameGate、GameServer、DBServer和MServer等服务器。  相似文献   
89.

Context

It is important for Product Line Architectures (PLA) to remain stable accommodating evolutionary changes of stakeholder’s requirements. Otherwise, architectural modifications may have to be propagated to products of a product line, thereby increasing maintenance costs. A key challenge is that several features are likely to exert a crosscutting impact on the PLA decomposition, thereby making it more difficult to preserve its stability in the presence of changes. Some researchers claim that the use of aspects can ameliorate instabilities caused by changes in crosscutting features. Hence, it is important to understand which aspect-oriented (AO) and non-aspect-oriented techniques better cope with PLA stability through evolution.

Objective

This paper evaluates the positive and negative change impact of component and aspect based design on PLAs. The objective of the evaluation is to assess how aspects and components promote PLA stability in the presence of various types of evolutionary change. To support a broader analysis, we also evaluate the PLA stability of a hybrid approach (i.e. combined use of aspects and components) against the isolated use of component-based, OO, and AO approaches.

Method

An quantitative and qualitative analysis of PLA stability which involved four different implementations of a PLA: (i) an OO implementation, (ii) an AO implementation, (iii) a component-based implementation, and (iv) a hybrid implementation where both components and aspects are employed. Each implementation has eight releases and they are functionally equivalent. We used conventional metrics suites for change impact and modularity to measure the architecture stability evaluation of the 4 implementations.

Results

The combination of aspects and components promotes superior PLA resilience than the other PLAs in most of the circumstances.

Conclusion

It is concluded that the combination of aspects and components supports the design of high cohesive and loosely coupled PLAs. It also contributes to improve modularity by untangling feature implementation.  相似文献   
90.
Consistency constraints and 3D building reconstruction   总被引:2,自引:0,他引:2  
Virtual architectural (indoor) scenes are often modeled in 3D for various types of simulation systems. For instance, some authors propose methods dedicated to lighting, heat transfer, acoustic or radio-wave propagation simulations. These methods rely in most cases on a volumetric representation of the environment, with adjacency and incidence relationships. Unfortunately, many buildings data are only given by 2D plans and the 3D needs varies from one application to another. To face these problems, we propose a formal representation of consistency constraints dedicated to building interiors and associated with a topological model. We show that such a representation can be used for: (i) reconstructing 3D models from 2D architectural plans (ii) detecting automatically geometrical, topological and semantical inconsistencies (iii) designing automatic and semi-automatic operations to correct and enrich a 2D plan. All our constraints are homogeneously defined in 2D and 3D, implemented with generalized maps and used in modeling operations. We explain how this model can be successfully used for lighting and radio-wave propagation simulations.  相似文献   
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