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1.
We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non-penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi-layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps.  相似文献   
2.
This paper presents a learning‐based clothing animation method for highly efficient virtual try‐on simulation. Given a garment, we preprocess a rich database of physically‐based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning‐based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try‐on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results.  相似文献   
3.
Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.  相似文献   
4.
Many impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands. Our simulation framework handles multi‐phase interactions robustly thanks to a modified constraint formulation for density contrast PBF. And, it also supports the interaction of fluids sampled at different resolutions. We put special care on data structure design and implementation details. Our framework highlights cache‐efficient GPU‐friendly data structures, an improved spatial voxelization technique based on Z‐index sorting, tuned‐up simulation algorithms and two‐way‐coupled collision handling based on VDB fields. Altogether, our fluid simulation framework empowers artists with the efficiency, scalability and versatility needed for simulating very diverse scenes and effects.  相似文献   
5.
Damping determines how the energy in dynamic deformations is dissipated. The design of damping requires models where the behavior along deformation modes is easily controlled, while other motions are left unaffected. In this paper, we propose a framework for the design of damping using dissipation potentials formulated as functions of strain rate. We study simple parameterizations of the models, the application to continuum and discrete deformation models, and practical implications for implementation. We also study previous simple damping models, in particular we demonstrate limitations of Rayleigh damping. We analyze in detail the application of strain rate dissipation potentials to two highly different deformation models, StVK hyperlasticity and yarn‐level cloth with sliding persistent contacts. These deformation models are representative of the range of applicability of the damping model.  相似文献   
6.
Limited testing provides evidence that a particular energy efficient motor (EEM) appears to have a unique susceptibility to reduced negative sequence impedance. The effect of the reduction in negative sequence impedance is to allow a higher negative sequence current flow under conditions of voltage unbalance or negative sequence harmonic distortion in the bus voltage. This higher current flow results in additional heating of the rotor and 120 Hz vibration, and may combine with other conditions to cause premature failure. In addition, energy efficient motors operate at slightly higher speeds, and may sometimes cause the driven loads to require more horsepower from the motor causing further overheating. Existing industry guidance for the application of three phase motors in poor power quality environments may be inadequate because this guidance does not consider the combined effect of such conditions as voltage unbalance, harmonic distortion and overvoltage. A specific application of an EEM is studied in this paper; the motor may be failing due to a combination of overvoltage, voltage unbalance, harmonic distortion and loading the motor to full rated load, while the motor has a service factor of 1.0  相似文献   
7.
Accurately modeling how light interacts with cloth is challenging, due to the volumetric nature of cloth appearance and its multiscale structure, where microstructures play a major role in the overall appearance at higher scales. Recently, significant effort has been put on developing better microscopic models for cloth structure, which have allowed rendering fabrics with unprecedented fidelity. However, these highly‐detailed representations still make severe simplifications on the scattering by individual fibers forming the cloth, ignoring the impact of fibers' shape, and avoiding to establish connections between the fibers' appearance and their optical and fabrication parameters. In this work we put our focus in the scattering of individual cloth fibers; we introduce a physically‐based scattering model for fibers based on their low‐level optical and geometric properties, relying on the extensive textile literature for accurate data. We demonstrate that scattering from cloth fibers exhibits much more complexity than current fiber models, showing important differences between cloth type, even in averaged conditions due to longer views. Our model can be plugged in any framework for cloth rendering, matches scattering measurements from real yarns, and is based on actual parameters used in the textile industry, allowing predictive bottom‐up definition of cloth appearance.  相似文献   
8.
This paper presents a fast approach for computing tight surface bounds in meshless animation, and its application to collision detection. Given a high-resolution surface animated by a comparatively small number of simulation nodes, we are able to compute tight bounding volumes with a cost linear in the number of simulation nodes. Our approach extends concepts about bounds of convex sets to the meshless deformation setting, and we introduce an efficient algorithm for finding extrema of these convex sets. The extrema can be used for efficiently updating bounding volumes such as AABBs or k-DOPs, as we show in our results. The choice of particular bounding volume may depend on the complexity of the contact configurations, but in all cases we can compute surface bound orders of magnitude faster and/or tighter than with previous methods.  相似文献   
9.
This paper presents a method to combine triangle and yarn models in cloth simulation, and hence leverage their best features. The majority of a garment uses a triangle-based model, which reduces the overall computational and memory cost. Key areas of the garment use a yarn-based model, which elicits rich effects such as structural nonlinearity and plasticity. To combine both models in a seamless and robust manner, we solve two major technical challenges. We propose an enriched kinematic representation that augments triangle-based deformations with yarn-level details. Naïve enrichment suffers from kinematic redundancy, but we devise an optimal kinematic filter that allows a smooth transition between triangle and yarn models. We also introduce a preconditioner that resolves the poor conditioning produced by the extremely different inertia of triangle and yarn nodes. This preconditioner deals effectively with rank deficiency introduced by the kinematic filter. We demonstrate that mixed yarns and triangles succeed to efficiently capture rich effects in garment fit and drape.  相似文献   
10.
Numerous methods exist for determining the efficiency of induction motors. Many of them require a no-load test, which is not possible for in-situ determination. The evaluation of motor efficiency based on the motor's nameplate or manufacturer's data, on the other hand, in many cases cannot ensure a fair assessment of induction motors employed in the plant. An extensive survey of techniques for efficiency measurement is given. A new method is proposed for in-situ induction motor efficiency determination, based on the genetic algorithm. Results are compared with torque-gauge results  相似文献   
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