4,279 research outputs found
Animating the evolution of software
The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development
Real-Time Character Animation for Computer Games
The importance of real-time character animation in computer games has increased considerably over the past decade. Due to advances in computer hardware and the achievement of great increases in computational speed, the demand for more realism in computer games is continuously growing. This paper will present and discuss various methods of 3D character animation and prospects of their real-time application, ranging from the animation of simple articulated objects to real-time deformable object meshes
Using an instrumented manikin for Space Station Freedom analysis
One of the most intriguing and complex areas of current computer graphics research is animating human figures to behave in a realistic manner. Believable, accurate human models are desirable for many everyday uses including industrial and architectural design, medical applications, and human factors evaluations. For zero-gravity (0-g) spacecraft design and mission planning scenarios, they are particularly valuable since 0-g conditions are difficult to simulate in a one-gravity Earth environment. At NASA/JSC, an in-house human modeling package called PLAID is currently being used to produce animations for human factors evaluation of Space Station Freedom design issues. Presented here is an introductory background discussion of problems encountered in existing techniques for animating human models and how an instrumented manikin can help improve the realism of these models
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
Interactive 3D Simulation of Escher-like Impossible Worlds
figures and impossible worlds. Many of his works illustrate mathematical and geometrical concepts such as perspective
and limits. Works by Escher have motivated scientists over the years to discover the mathematical foundations
of his work, ultimately leading to applications that are able to model and render scenes similar to the ones created
by Escher. Presented is an application that is capable of displaying a special class of impossible worlds that have
been created by the artist. The software displays worlds that appear physically correct, but are connected in an impossible
manner, similar to Escher’s Another World II or Relativity. Portal rendering is employed to create real-time
interactive visualizations of such scenes, which can be freely explored by the user
Animating the development of Social Networks over time using a dynamic extension of multidimensional scaling
The animation of network visualizations poses technical and theoretical
challenges. Rather stable patterns are required before the mental map enables a
user to make inferences over time. In order to enhance stability, we developed
an extension of stress-minimization with developments over time. This dynamic
layouter is no longer based on linear interpolation between independent static
visualizations, but change over time is used as a parameter in the
optimization. Because of our focus on structural change versus stability the
attention is shifted from the relational graph to the latent eigenvectors of
matrices. The approach is illustrated with animations for the journal citation
environments of Social Networks, the (co-)author networks in the carrying
community of this journal, and the topical development using relations among
its title words. Our results are also compared with animations based on
PajekToSVGAnim and SoNIA
Integrating rotation from angular velocity
Abstract\ud
The integration of the rotation from a given angular velocity is often required in practice. The present paper explores how the choice of the parametrization of rotation, when employed in conjuction with different numerical time-integration schemes, effects the accuracy and the computational efficiency. Three rotation parametrizations – the rotational vector, the Argyris tangential vector and the rotational quaternion – are combined with three different numerical time-integration schemes, including classical explicit Runge–Kutta method and the novel midpoint rule proposed here. The key result of the study is the assessment of the integration errors of various parametrization–integration method combinations. In order to assess the errors, we choose a time-dependent function corresponding to a rotational vector, and derive the related exact time-dependent angular velocity. This is then employed in the numerical solution as the data. The resulting numerically integrated approximate rotations are compared with the analytical solution. A novel global solution error norm for discrete solutions given by a set of values at chosen time-points is employed. Several characteristic angular velocity functions, resulting in small, finite and fast oscillating rotations are studied
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GraphTool : a tool for interactive design and manipulation of graphs and graph algorithms
GraphTool is an interactive tool for editing graphs and visualizing the execution and results of graph algorithms. It runs under both the SunView and X Windows environments and has a full window/mouse interface which is as similar as possible for the two windowing systems. In addition, there is a standalone program called the Wrapper which simulates the Graph-Tool interface without graphics for batch processing of graph algorithms. While the primary purpose of GraphTool is to provide a means for experimentally investigating the performance of graph algorithms, it has other useful features as well. It provides features for printing graphs in a visually appealing format, which makes it easier to prepare papers for publication. It also provides a facility for "animating" algorithms, which means that it can be used in computer assisted instruction (CAI) and for preparing video presentations of algorithms
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