6,585 research outputs found

    Asteroid modeling for testing spacecraft approach and landing

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    Algorithmic commonalities in the parallel environment

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    The ultimate aim of this project was to analyze procedures from substantially different application areas to discover what is either common or peculiar in the process of conversion to the Massively Parallel Processor (MPP). Three areas were identified: molecular dynamic simulation, production systems (rule systems), and various graphics and vision algorithms. To date, only selected graphics procedures have been investigated. They are the most readily available, and produce the most visible results. These include simple polygon patch rendering, raycasting against a constructive solid geometric model, and stochastic or fractal based textured surface algorithms. Only the simplest of conversion strategies, mapping a major loop to the array, has been investigated so far. It is not entirely satisfactory

    Sticky Pixels: Evolutionary Growth by Random Drop Ballistic Aggregation

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    Over the years many techniques have been developed for simulating and modelling trees, ferns, crystals and natural structures. Indeed, many complex and realistic images have been formed. Often, these rely on rule based systems to create the structure, they start with a simple form and progressively refine it into a more complex form by applying rules. We use the notion of Sticky Pixels to form textures. The pixels (or objects) move around the space, when they touch another object they stick together to form a larger cluster. The objects aggregate and stop at the place and position where they first touched. Such an aggregation generates neighbourhoods of pixels that form natural looking shapes. The pixels may randomly walk around (such as using Brownian motion), or be guided along pre-defined routes (often described as ballistic), to obtain different structures. We use a ballistic aggregation technique, where the particles are randomly dropped onto a canvas, migrate and stick onto the closest position of the nearest cluster. We present Sticky Pixels, explain different parameters and describe our algorithm

    Progressive refinement rendering of implicit surfaces

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    The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting

    Target Detection Using Fractal Geometry

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    The concepts and theory of fractal geometry were applied to the problem of segmenting a 256 x 256 pixel image so that manmade objects could be extracted from natural backgrounds. The two most important measurements necessary to extract these manmade objects were fractal dimension and lacunarity. Provision was made to pass the manmade portion to a lookup table for subsequent identification. A computer program was written to construct cloud backgrounds of fractal dimensions which were allowed to vary between 2.2 and 2.8. Images of three model space targets were combined with these backgrounds to provide a data set for testing the validity of the approach. Once the data set was constructed, computer programs were written to extract estimates of the fractal dimension and lacunarity on 4 x 4 pixel subsets of the image. It was shown that for clouds of fractal dimension 2.7 or less, appropriate thresholding on fractal dimension and lacunarity yielded a 64 x 64 edge-detected image with all or most of the cloud background removed. These images were enhanced by an erosion and dilation to provide the final image passed to the lookup table. While the ultimate goal was to pass the final image to a neural network for identification, this work shows the applicability of fractal geometry to the problems of image segmentation, edge detection and separating a target of interest from a natural background

    Topological correction of hypertextured implicit surfaces for ray casting

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    Hypertextures are a useful modelling tool in that they can add three-dimensional detail to the surface of otherwise smooth objects. Hypertextures can be rendered as implicit surfaces, resulting in objects with a complex but well defined boundary. However, representing a hypertexture as an implicit surface often results in many small parts being detached from the main surface, turning an object into a disconnected set. Depending on the context, this can detract from the realism in a scene where one usually does not expect a solid object to have clouds of smaller objects floating around it. We present a topology correction technique, integrated in a ray casting algorithm for hypertextured implicit surfaces, that detects and removes all the surface components that have become disconnected from the main surface. Our method works with implicit surfaces that are C2 continuous and uses Morse theory to find the critical points of the surface. The method follows the separatrix lines joining the critical points to isolate disconnected components
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