10,357 research outputs found

    Continuous cellular automata on irregular tessellations : mimicking steady-state heat flow

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    Leaving a few exceptions aside, cellular automata (CA) and the intimately related coupled-map lattices (CML), commonly known as continuous cellular automata (CCA), as well as models that are based upon one of these paradigms, employ a regular tessellation of an Euclidean space in spite of the various drawbacks this kind of tessellation entails such as its inability to cover surfaces with an intricate geometry, or the anisotropy it causes in the simulation results. Recently, a CCA-based model describing steady-state heat flow has been proposed as an alternative to Laplace's equation that is, among other things, commonly used to describe this process, yet, also this model suffers from the aforementioned drawbacks since it is based on the classical CCA paradigm. To overcome these problems, we first conceive CCA on irregular tessellations of an Euclidean space after which we show how the presented approach allows a straightforward simulation of steady-state heat flow on surfaces with an intricate geometry, and, as such, constitutes an full-fledged alternative for the commonly used and easy-to-implement finite difference method, and the more intricate finite element method

    Exploring Ancient Architectural Designs with Cellular Automata\ud

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    The paper discusses the utilization of three-dimensional cellular automata employing the two-dimensional totalistic cellular automata to simulate how simple rules could emerge a highly complex architectural designs of some Indonesian heritages. A detailed discussion is brought to see the simple rules applied in Borobudur Temple, the largest ancient Buddhist temple in the country with very complex detailed designs within. The simulation confirms some previous findings related to measurement of the temple as well as some other ancient buildings in Indonesia. This happens to open further exploitation of the explanatory power presented by cellular automata for complex architectural designs built by civilization not having any supporting sophisticated tools, even standard measurement systems

    A review of wildland fire spread modelling, 1990-present 3: Mathematical analogues and simulation models

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    In recent years, advances in computational power and spatial data analysis (GIS, remote sensing, etc) have led to an increase in attempts to model the spread and behvaiour of wildland fires across the landscape. This series of review papers endeavours to critically and comprehensively review all types of surface fire spread models developed since 1990. This paper reviews models of a simulation or mathematical analogue nature. Most simulation models are implementations of existing empirical or quasi-empirical models and their primary function is to convert these generally one dimensional models to two dimensions and then propagate a fire perimeter across a modelled landscape. Mathematical analogue models are those that are based on some mathematical conceit (rather than a physical representation of fire spread) that coincidentally simulates the spread of fire. Other papers in the series review models of an physical or quasi-physical nature and empirical or quasi-empirical nature. Many models are extensions or refinements of models developed before 1990. Where this is the case, these models are also discussed but much less comprehensively.Comment: 20 pages + 9 pages references + 1 page figures. Submitted to the International Journal of Wildland Fir

    Physics as Quantum Information Processing: Quantum Fields as Quantum Automata

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    Can we reduce Quantum Field Theory (QFT) to a quantum computation? Can physics be simulated by a quantum computer? Do we believe that a quantum field is ultimately made of a numerable set of quantum systems that are unitarily interacting? A positive answer to these questions corresponds to substituting QFT with a theory of quantum cellular automata (QCA), and the present work is examining this hypothesis. These investigations are part of a large research program on a "quantum-digitalization" of physics, with Quantum Theory as a special theory of information, and Physics as emergent from the same quantum-information processing. A QCA-based QFT has tremendous potential advantages compared to QFT, being quantum "ab-initio" and free from the problems plaguing QFT due to the continuum hypothesis. Here I will show how dynamics emerges from the quantum processing, how the QCA can reproduce the Dirac-field phenomenology at large scales, and the kind of departures from QFT that that should be expected at a Planck-scale discreteness. I will introduce the notions of linear field quantum automaton and local-matrix quantum automaton, in terms of which I will provide the solution to the Feynman's problem about the possibility of simulating a Fermi field with a quantum computer.Comment: This version: further improvements in notation. Added reference. Work presented at the conference "Foundations of Probability and Physics-6" (FPP6) held on 12-15 June 2011 at the Linnaeus University, Vaaxjo, Sweden. Many new results, e.g. Feynman problem of qubit-ization of Fermi fields solved

    Overview of crowd simulation in computer graphics

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    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
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