626 research outputs found

    Spatial Synthesis: Centrality and Hierarchy

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    There is a file containing the full book in pdf format. Animated figures are attached within the pdf. To access them, download the pdf and open it will a full pdf reader, such as Adobe Acrobat. There are three zipped files with interactive maps (Imaps) that support material in Chapter 6. Download these, unzip them, and then launch the map by opening the file, index.html. There are single chapter/section files, presented as pdfs. Again, animated images are attached within the files. Download them and open using a full pdf reader to see the attachments. Finally, there is an older, partial, zipped file of much of the book, which is only of limited utility.First in a set of volumes on spatial synthesis.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/58264/2/Spatial Synthesis.ziphttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/3/SpatialSynthesisVol1Book1.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/4/06_SSFig6.5a_imap6.1.ziphttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/5/06_SSFig6.5b_imap6.2.ziphttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/6/06_SSFig6.5c_imap6.3.ziphttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/7/00_SS_CoverFull.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/8/0_SSIntroductionFull.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/9/01_SSChapter 1.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/10/02_SSChapter 2.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/11/03_SSChapter 3.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/12/04_SSChapter 4.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/13/05_SSChapter 5.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/14/06_SSChapter 6.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/15/07_SSBibliography.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/16/08_SSAppendicesFull.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/17/09_SSImaps.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/58264/18/10_SSvirtualreality.pdfDescription of SpatialSynthesisVol1Book1.pdf : Book with animated attachmentsDescription of 06_SSFig6.5a_imap6.1.zip : Imap 6.1Description of 06_SSFig6.5b_imap6.2.zip : Imap 6.2Description of 06_SSFig6.5c_imap6.3.zip : Imap 6.3Description of 00_SS_CoverFull.pdf : Cover/frontmatterDescription of 0_SSIntroductionFull.pdf : Introduction and associated linksDescription of 01_SSChapter 1.pdf : Chapter 1Description of 02_SSChapter 2.pdf : Chapter 2Description of 03_SSChapter 3.pdf : Chapter 3Description of 04_SSChapter 4.pdf : Chapter 4Description of 05_SSChapter 5.pdf : Chapter 5Description of 06_SSChapter 6.pdf : Chapter 6Description of 07_SSBibliography.pdf : BibliographyDescription of 08_SSAppendicesFull.pdf : Appendices overviewDescription of 09_SSImaps.pdf : Appendix ImapsDescription of 10_SSvirtualreality.pdf : Appendix virtual realit

    A theoretical reflection on smart shape modeling

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    This paper presents, as far as the authors are aware, a complete and extended new taxonomy of shape specification modeling techniques and a characterization of shape design systems, all based on the relationship of users’ knowledge to the modeling system they use to generate shapes. In-depth knowledge of this relationship is not usually revealed in the regular university training courses such as bachelor’s, master’s and continuing education. For this reason, we believe that it is necessary to modify the learning process, offering a more global vision of all the currently existing techniques and extending training in those related to algorithmic modeling techniques. We consider the latter to be the most powerful current techniques for modeling complex shapes that cannot be modeled with the usual techniques known to date. Therefore, the most complete training should include everything from the usual geometry to textual programming. This would take us a step further along the way to more powerful design environments. The proposed taxonomy could serve as a guideline to help improve the learning process of students and designers in a complex environment with increasingly powerful requirements and tools. The term “smart” is widely used nowadays, e.g. smart phones, smart cars, smart homes, smart cities... and similar terms such as “smart shape modeling”. Nowadays, the term smart is applied from a marketing point of view, whenever an innovation is used to solve a complex problem. This is the case for what is currently called smart shape modeling. However, in the future; this concept should mean a much better design environment than today. The smart future requires better trained and skilled engineers, architects, designers or technical students. This means that they must be prepared to be able to contribute to the creation of new knowledge, to the use of innovations to solve complex problems of form, and to the extraction of the relevant pieces of intelligence from the growing volume of knowledge and technologies accessible today. Our taxonomy is presented from the point of view of methods that are possibly furthest away from what is considered today as “intelligent shape modeling” to the limit of what is achievable today and which the authors call “Generic Shape Algorithm”. Finally, we discuss the characteristics that a shape modeling system must have to be truly “intelligent”: it must be “proactive” in applying innovative ideas to achieve a solution to a complex problem

    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    Cognitive Information Processing

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    Contains goals, background, research activities on one research project and reports on three research projects.Center for Advanced Television StudiesAmerican Broadcasting CompanyAmpex CorporationColumbia Broadcasting SystemsHarris CorporationHome Box OfficePublic Broadcasting ServiceNational Broadcasting CompanyRCA CorporationTektronix3M CompanyProvidence Gravure Co. (Grant)International Business Machines, Inc

    Evolutionary algorithms in artificial intelligence: a comparative study through applications

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    For many years research in artificial intelligence followed a symbolic paradigm which required a level of knowledge described in terms of rules. More recently subsymbolic approaches have been adopted as a suitable means for studying many problems. There are many search mechanisms which can be used to manipulate subsymbolic components, and in recent years general search methods based on models of natural evolution have become increasingly popular. This thesis examines a hybrid symbolic/subsymbolic approach and the application of evolutionary algorithms to a problem from each of the fields of shape representation (finding an iterated function system for an arbitrary shape), natural language dialogue (tuning parameters so that a particular behaviour can be achieved) and speech recognition (selecting the penalties used by a dynamic programming algorithm in creating a word lattice). These problems were selected on the basis that each should have a fundamentally different interactions at the subsymbolic level. Results demonstrate that for the experiments conducted the evolutionary algorithms performed well in most cases. However, the type of subsymbolic interaction that may occur influences the relative performance of evolutionary algorithms which emphasise either top-down (evolutionary programming - EP) or bottom-up (genetic algorithm - GA) means of solution discovery. For the shape representation problem EP is seen to perform significantly better than a GA, and reasons for this disparity are discussed. Furthermore, EP appears to offer a powerful means of finding solutions to this problem, and so the background and details of the problem are discussed at length. Some novel constraints on the problem's search space are also presented which could be used in related work. For the dialogue and speech recognition problems a GA and EP produce good results with EP performing slightly better. Results achieved with EP have been used to improve the performance of a speech recognition system

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Branching Boogaloo: Botanical Adventures in Multi-Mediated Morphologies

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    FormaLeaf is a software interface for exploring leaf morphology using parallel string rewriting grammars called L-systems. Scanned images of dicotyledonous angiosperm leaves removed from plants around Bard’s campus are displayed on the left and analyzed using the computer vision library OpenCV. Morphometrical information and terminological labels are reported in a side-panel. “Slider mode” allows the user to control the structural template and growth parameters of the generated L-system leaf displayed on the right. “Vision mode” shows the input and generated leaves as the computer ‘sees’ them. “Search mode” attempts to automatically produce a formally defined graphical representation of the input by evaluating the visual similarity of a generated pool of candidate leaves. The system seeks to derive a possible internal structural configuration for venation based purely off a visual analysis of external shape. The iterations of the generated L-system leaves when viewed in succession appear as a hypothetical development sequence. FormaLeaf was written in Processing

    Differentiating population spatial behaviour using a standard feature set

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    Moving through space, consuming services at locations, transitioning and dwelling are all aspects of spatial behavior that can be recorded with unprecedented ease and accuracy using the GPS and other sensor systems on commodity smartphones. Collection of GPS data is becoming a standard experimental method for studies ranging from public health interventions to studying the browsing behavior of large non-human mammals. However, the millions of records collected in these studies do not lend themselves to traditional geographic analysis. GPS records need to be reduced to a single feature or combination of features, which express the characteristic of interest. While features for spatial behavior characterization have been proposed in different disciplines, it is not always clear which feature should be appropriate for a specific dataset. The substantial effort on subjective selection or design of feature may or may not lead to an insight into GPS datasets. In this thesis we describe a feature set drawn from three different mathematical heritages: buffer area, convex hull and its variations from activity space, fractal dimension of the recorded GPS traces, and entropy rate of individual paths. We analyze these features against six human mobility datasets. We show that the standard feature set could be used to distinguish disparate human mobility patterns while single feature could not distinguish them alone. The feature set can be efficiently applied to most datasets, subject to the assumptions about data quality inherent in the features

    New Geometric Data Structures for Collision Detection

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    We present new geometric data structures for collision detection and more, including: Inner Sphere Trees - the first data structure to compute the peneration volume efficiently. Protosphere - an new algorithm to compute space filling sphere packings for arbitrary objects. Kinetic AABBs - a bounding volume hierarchy that is optimal in the number of updates when the objects deform. Kinetic Separation-List - an algorithm that is able to perform continuous collision detection for complex deformable objects in real-time. Moreover, we present applications of these new approaches to hand animation, real-time collision avoidance in dynamic environments for robots and haptic rendering, including a user study that exploits the influence of the degrees of freedom in complex haptic interactions. Last but not least, we present a new benchmarking suite for both, peformance and quality benchmarks, and a theoretic analysis of the running-time of bounding volume-based collision detection algorithms

    Fitting and tracking of a scene model in very low bit rate video coding

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