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41.
We address the problem of robust and efficient treatment of element collapse and inversion in corotational FEM simulations of deformable objects in two and three dimensions, and show that existing degeneration treatment methods have previously unreported flaws that seriously threaten robustness and physical plausibility in interactive applications. We propose a new method that avoids such flaws, yields faster and smoother degeneration recovery and extends the range of well‐behaved degenerate configurations without adding significant complexity or computational cost to standard explicit and quasi‐implicit solvers.  相似文献   
42.
Since indoor scenes are frequently changed in daily life, such as re‐layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi‐automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real‐world scenes.  相似文献   
43.
We present a data‐driven method for automatically recoloring a photo to enhance its appearance or change a viewer's emotional response to it. A compact representation called a RegionNet summarizes color and geometric features of image regions, and geometric relationships between them. Correlations between color property distributions and geometric features of regions are learned from a database of well‐colored photos. A probabilistic factor graph model is used to summarize distributions of color properties and generate an overall probability distribution for color suggestions. Given a new input image, we can generate multiple recolored results which unlike previous automatic results, are both natural and artistic, and compatible with their spatial arrangements.  相似文献   
44.
In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.  相似文献   
45.
Symmetry is a common characteristic in natural and man‐made objects. Its ubiquitous nature can be exploited to facilitate the analysis and processing of computational representations of real objects. In particular, in computer graphics, the detection of symmetries in 3D geometry has enabled a number of applications in modeling and reconstruction. However, the problem of symmetry detection in incomplete geometry remains a challenging task. In this paper, we propose a vote‐based approach to detect symmetry in 3D shapes, with special interest in models with large missing parts. Our algorithm generates a set of candidate symmetries by matching local maxima of a surface function based on the heat diffusion in local domains, which guarantee robustness to missing data. In order to deal with local perturbations, we propose a multi‐scale surface function that is useful to select a set of distinctive points over which the approximate symmetries are defined. In addition, we introduce a vote‐based scheme that is aware of the partiality, and therefore reduces the number of false positive votes for the candidate symmetries. We show the effectiveness of our method in a varied set of 3D shapes and different levels of partiality. Furthermore, we show the applicability of our algorithm in the repair and completion of challenging reassembled objects in the context of cultural heritage.  相似文献   
46.
无线传感器网络中一次性数字签名算法设计   总被引:1,自引:0,他引:1  
一次性数字签名算法是构造密码协议的基础算法,可用于认证无线传感器网络(WSN)中传输数据的真实性和完整性。针对WSN的应用需求,给出一种高效的一次性数字签名算法。与现有一次性签名算法相比,该算法生成签名简单快捷,只需执行一次模指数乘法运算;签名长度短,只需传输一个群元素;适用范围广,能根据待签名消息的长度自动适配对应的公钥参数,该特性非常适合WSN中数据传输量较小的应用;同时该算法还能在标准模型下得到形式化的安全证明,其抗伪造攻击安全性可归约为双线性映射群中计算的Diffie-Hellman数学难题。  相似文献   
47.
This paper investigates some limitations of the nonblocking property when used for supervisor synthesis in discrete event systems. It is shown that there are cases where synthesis with the nonblocking property gives undesired results. To address such cases, the paper introduces progressive events as a means to specify more precisely how a synthesised supervisor should complete its tasks. The nonblocking property is modified to take progressive events into account, and appropriate methods for verification and synthesis are proposed. Experiments show that progressive events can be used in the analysis of industrial-scale systems, and can expose issues that remain undetected by standard nonblocking verification.  相似文献   
48.
We place the continuous-time orbit problem in PP, sharpening the decidability result shown by Hainry [7].  相似文献   
49.
50.
Semi‐regular triangle remeshing algorithms convert irregular surface meshes into semi‐regular ones. Especially in the field of computer graphics, semi‐regularity is an interesting property because it makes meshes highly suitable for multi‐resolution analysis. In this paper, we survey the numerous remeshing algorithms that have been developed over the past two decades. We propose different classifications to give new and comprehensible insights into both existing methods and issues. We describe how considerable obstacles have already been overcome, and discuss promising perspectives.  相似文献   
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