2,227 research outputs found
A review of wildland fire spread modelling, 1990-present 3: Mathematical analogues and simulation models
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
New Method for Estimating Fractal Dimension in 3D Space and Its Application to Complex Surfaces
The concept of “surface modeling” generally describes the process of representing a physical or artificial surface by a geometric model, namely a mathematical expression. Among the existing techniques applied for the characterization of a surface, terrain modeling relates to the representation of the natural surface of the Earth. Cartographic terrain or relief models as three-dimensional representations of a part of the Earth's surface convey an immediate and direct impression of a landscape and are much easier to understand than two-dimensional models. This paper addresses a major problem in complex surface modeling and evaluation consisting in the characterization of their topography and comparison among different textures, which can be relevant in different areas of research. A new algorithm is presented that allows calculating the fractal dimension of images of complex surfaces. The method is used to characterize different surfaces and compare their characteristics. The proposed new mathematical method computes the fractal dimension of the 3D space with the average space component of Hurst exponent H, while the estimated fractal dimension is used to evaluate, compare and characterize complex surfaces that are relevant in different areas of research. Various surfaces with both methods were analyzed and the results were compared. The study confirms that with known coordinates of a surface, it is possible to describe its complex structure. The estimated fractal dimension is proved to be an ideal tool for measuring the complexity of the various surfaces considered
New method for estimating fractal dimension in 3d space and its application to complex surfaces
The concept of “surface modeling” generally describes the process of representing a physical or artificial surface by a
geometric model, namely a mathematical expression. Among the existing techniques applied for the characterization of a surface,
terrain modeling relates to the representation of the natural surface of the Earth. Cartographic terrain or relief models as threedimensional
representations of a part of the Earth's surface convey an immediate and direct impression of a landscape and are much
easier to understand than two-dimensional models. This paper addresses a major problem in complex surface modeling and
evaluation consisting in the characterization of their topography and comparison among different textures, which can be relevant in
different areas of research. A new algorithm is presented that allows calculating the fractal dimension of images of complex surfaces.
The method is used to characterize different surfaces and compare their characteristics. The proposed new mathematical method
computes the fractal dimension of the 3D space with the average space component of Hurst exponent H, while the estimated fractal
dimension is used to evaluate, compare and characterize complex surfaces that are relevant in different areas of research. Various
surfaces with both methods were analyzed and the results were compared. The study confirms that with known coordinates of a
surface, it is possible to describe its complex structure. The estimated fractal dimension is proved to be an ideal tool for measuring the
complexity of the various surfaces considered
Randomly Generated 3D Environments for Serious Games
Abstract — This paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the generation of terrain, vegetation and building structures. An interactive flight simulator has been created as proof of concept. An initial evaluation with two small samples of users (remote and hallway) revealed some usability issues but also showed that overall the flight simulator is enjoyable and appears realistic and believable. Keywords – serious games; 3D terrain modeling; computer graphics; flight simulator. I
Soft set theory based decision support system for mining electronic government dataset
Electronic government (e-gov) is applied to support performance and create more efficient and
effective public services. Grouping data in soft-set theory can be considered as a decision-making
technique for determining the maturity level of e-government use. So far, the uncertainty of the data
obtained through the questionnaire has not been maximally used as an appropriate reference for the
government in determining the direction of future e-gov development policy. This study presents
the maximum attribute relative (MAR) based on soft set theory to classify attribute options. The
results show that facilitation conditions (FC) are the highest variable in influencing people to use
e-government, followed by performance expectancy (PE) and system quality (SQ). The results provide
useful information for decision makers to make policies about their citizens and potentially provide
recommendations on how to design and develop e-government systems in improving public services
A Survey of Procedural Techniques for City Generation
The computer game industry requires a skilled workforce and this combined with the complexity of modern games, means that production costs are extremely high. One of the most time consuming aspects is the creation of game geometry, the virtual world which the players inhabit. Procedural techniques have been used within computer graphics to create natural textures, simulate special effects and generate complex natural models including trees and waterfalls. It is these procedural techniques that we intend to harness to generate geometry and textures suitable for a game situated in an urban environment. Procedural techniques can provide many benefits for computer graphics applications when the correct algorithm is used. An overview of several commonly used procedural techniques including fractals, L-systems, Perlin noise, tiling systems and cellular basis is provided. The function of each technique and the resulting output they create are discussed to better understand their characteristics, benefits and relevance to the city generation problem. City generation is the creation of an urban area which necessitates the creation of buildings, situated along streets and arranged in appropriate patterns. Some research has already taken place into recreating road network patterns and generating buildings that can vary in function and architectural style. We will study the main body of existing research into procedural city generation and provide an overview of their implementations and a critique of their functionality and results. Finally we present areas in which further research into the generation of cities is required and outline our research goals for city generation
Fractals Study and Its Application
The overall of this paper is a review of fractal in many areas of application. The review exposes fractal definition, analysis, and its application. Most applications discussed are based on analysis from geometric and image processing studies. Patterns of some fractals will be discussed. Some simulation results are supplied to illustrate the discussion. Simulation resulted are from various software and tools. Some principles of fractals with informative patterns have been simulated. Whereas the simulations could support some recommendations for prospective purposes and applications. The prospective application may help in predictive pattern of many fields. The predictive pattern will lead to pattern control and pattern disruptions
Garden of Eden: Software Packages for the Generation and Rendering of Visually Realistic Trees and Forests
Garden of Eden is an exercise in procedural generation of lifelike worlds. It randomly generates a forest scene of realistically shaped and proportioned asymmetric trees on top of a simple topographical map. This map is then rendered in an HTML5 3D canvas, with support for user navigation. The end result of this project is a sort of game, though without any goal, narrative, or creative purpose. It is simply a static rendering of a natural environment, open for exploration, closed to manipulation, exploring how users find visual pleasure and meaning in virtual environments. The passive interaction of the user is integral to this simulation, as it reflects how one would observe a natural environment; by forcing the user into the same perspective from which they view actual forest environments, Garden of Eden explores the concept of natural, the distinction between real and virtual, and the user\u27s sense of place. All software packages are offered open source, with detailed documentation, for users wishing to create their own arboreal experience
- …