28,872 research outputs found

    Doctor of Philosophy

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    dissertationThis dissertation explores three key facets of software algorithms for custom hardware ray tracing: primitive intersection, shading, and acceleration structure construction. For the first, primitive intersection, we show how nearly all of the existing direct three-dimensional (3D) ray-triangle intersection tests are mathematically equivalent. Based on this, a genetic algorithm can automatically tune a ray-triangle intersection test for maximum speed on a particular architecture. We also analyze the components of the intersection test to determine how much floating point precision is required and design a numerically robust intersection algorithm. Next, for shading, we deconstruct Perlin noise into its basic parts and show how these can be modified to produce a gradient noise algorithm that improves the visual appearance. This improved algorithm serves as the basis for a hardware noise unit. Lastly, we show how an existing bounding volume hierarchy can be postprocessed using tree rotations to further reduce the expected cost to traverse a ray through it. This postprocessing also serves as the basis for an efficient update algorithm for animated geometry. Together, these contributions should improve the efficiency of both software- and hardware-based ray tracers

    Merging enriched Finite Element triangle meshes for fast prototyping of alternate solutions in the context of industrial maintenance

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    A new approach to the merging of Finite Element (FE) triangle meshes is proposed. Not only it takes into account the geometric aspects, but it also considers the way the semantic information possibly associated to the groups of entities (nodes, faces) can be maintained. Such high level modification capabilities are of major importance in all the engineering activities requiring fast modifications of meshes without going back to the CAD model. This is especially true in the context of industrial maintenance where the engineers often have to solve critical problems in very short time. Indeed, in this case, the product is already designed, the CAD models are not necessarily available and the FE models might be tuned. Thus, the product behaviour has to be studied and improved during its exploitation while prototyping directly several alternate solutions. Such a framework also finds interest in the preliminary design phases where alternative solutions have to be simulated. The algorithm first removes the intersecting faces in an n-ring neighbourhood so that the filling of the created holes produces triangles whose sizes smoothly evolve according to the possibly heterogeneous sizes of the surrounding triagles. The holefilling algorithm is driven by an aspect ratio factor which ensures that the produced triangulation fits well the FE requirements. It is also constrained by the boundaries of the groups of entities gathering together the simulation semantic. The filled areas are then deformed to blend smoothly with the surroundings meshes

    Improved Lower Bounds for Testing Triangle-freeness in Boolean Functions via Fast Matrix Multiplication

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    Understanding the query complexity for testing linear-invariant properties has been a central open problem in the study of algebraic property testing. Triangle-freeness in Boolean functions is a simple property whose testing complexity is unknown. Three Boolean functions f1f_1, f2f_2 and f3:F2k→{0,1}f_3: \mathbb{F}_2^k \to \{0, 1\} are said to be triangle free if there is no x,y∈F2kx, y \in \mathbb{F}_2^k such that f1(x)=f2(y)=f3(x+y)=1f_1(x) = f_2(y) = f_3(x + y) = 1. This property is known to be strongly testable (Green 2005), but the number of queries needed is upper-bounded only by a tower of twos whose height is polynomial in 1 / \epsislon, where \epsislon is the distance between the tested function triple and triangle-freeness, i.e., the minimum fraction of function values that need to be modified to make the triple triangle free. A lower bound of (1/ϵ)2.423(1 / \epsilon)^{2.423} for any one-sided tester was given by Bhattacharyya and Xie (2010). In this work we improve this bound to (1/ϵ)6.619(1 / \epsilon)^{6.619}. Interestingly, we prove this by way of a combinatorial construction called \emph{uniquely solvable puzzles} that was at the heart of Coppersmith and Winograd's renowned matrix multiplication algorithm

    Constructing 77-clusters

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    A set of nn-lattice points in the plane, no three on a line and no four on a circle, such that all pairwise distances and all coordinates are integral is called an nn-cluster (in R2\mathbb{R}^2). We determine the smallest existent 77-cluster with respect to its diameter. Additionally we provide a toolbox of algorithms which allowed us to computationally locate over 1000 different 77-clusters, some of them having huge integer edge lengths. On the way, we exhaustively determined all Heronian triangles with largest edge length up to 6â‹…1066\cdot 10^6.Comment: 18 pages, 2 figures, 2 table
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