32 research outputs found

    Neutrosophic SuperHyperAlgebra and New Types of Topologies

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    In general, a system S (that may be a company, association, institution, society, country, etc.) is formed by sub-systems Si { or P(S), the powerset of S }, and each sub-system Si is formed by sub-sub-systems Sij { or P(P(S)) = P2(S) } and so on. That’s why the n-th PowerSet of a Set S { defined recursively and denoted by Pn(S) = P(Pn-1(S) } was introduced, to better describes the organization of people, beings, objects etc. in our real world. The n-th PowerSet was used in defining the SuperHyperOperation, SuperHyperAxiom, and their corresponding Neutrosophic SuperHyperOperation, Neutrosophic SuperHyperAxiom in order to build the SuperHyperAlgebra and Neutrosophic SuperHyperAlgebra. In general, in any field of knowledge, one in fact encounters SuperHyperStructures. Also, six new types of topologies have been introduced in the last years (2019-2022), such as: Refined Neutrosophic Topology, Refined Neutrosophic Crisp Topology, NeutroTopology, AntiTopology, SuperHyperTopology, and Neutrosophic SuperHyperTopology

    Nonlinear observers for burning zone temperatures and torque estimation of the rotary cement kiln.

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    Due to consistent expansion in the infrastructure and housing sectors worldwide have given a new way for the rapid growth of global cement market. Increased global demand for the cement production makes the attractive research topic which can lead to the quality and overall efficiency of the product. Measurement of the temperature in the burning zone is vital to maintain product quality and kiln efficiency in the cement industry. Often the BZT is un-measurable due to internal kiln conditions, dusty environment, extreme heat, harshness for example and this leads to kiln not being driven as efficient as possible. Multi-physics tools are core to modern engineering, and smart manufacturing, but have not been extensively utilized in this low-cost industry, hence proposed approach is to find a reduced ordered model (ROM) of the thermodynamics of the kiln using data centric approach along with Multiphysics tool

    Perceptual Error Optimization for {Monte Carlo} Rendering

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    Realistic image synthesis involves computing high-dimensional light transport integrals which in practice are numerically estimated using Monte Carlo integration. The error of this estimation manifests itself in the image as visually displeasing aliasing or noise. To ameliorate this, we develop a theoretical framework for optimizing screen-space error distribution. Our model is flexible and works for arbitrary target error power spectra. We focus on perceptual error optimization by leveraging models of the human visual system's (HVS) point spread function (PSF) from halftoning literature. This results in a specific optimization problem whose solution distributes the error as visually pleasing blue noise in image space. We develop a set of algorithms that provide a trade-off between quality and speed, showing substantial improvements over prior state of the art. We perform evaluations using both quantitative and perceptual error metrics to support our analysis, and provide extensive supplemental material to help evaluate the perceptual improvements achieved by our methods

    Perceptual error optimization for Monte Carlo rendering

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    Realistic image synthesis involves computing high-dimensional light transport integrals which in practice are numerically estimated using Monte Carlo integration. The error of this estimation manifests itself in the image as visually displeasing aliasing or noise. To ameliorate this, we develop a theoretical framework for optimizing screen-space error distribution. Our model is flexible and works for arbitrary target error power spectra. We focus on perceptual error optimization by leveraging models of the human visual system's (HVS) point spread function (PSF) from halftoning literature. This results in a specific optimization problem whose solution distributes the error as visually pleasing blue noise in image space. We develop a set of algorithms that provide a trade-off between quality and speed, showing substantial improvements over prior state of the art. We perform evaluations using both quantitative and perceptual error metrics to support our analysis, and provide extensive supplemental material to help evaluate the perceptual improvements achieved by our methods

    Algorithmes quantiques pour la cryptanalyse et cryptographie symétrique post-quantique

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    Modern cryptography relies on the notion of computational security. The level of security given by a cryptosystem is expressed as an amount of computational resources required to break it. The goal of cryptanalysis is to find attacks, that is, algorithms with lower complexities than the conjectural bounds.With the advent of quantum computing devices, these levels of security have to be updated to take a whole new notion of algorithms into account. At the same time, cryptography is becoming widely used in small devices (smart cards, sensors), with new cost constraints.In this thesis, we study the security of secret-key cryptosystems against quantum adversaries.We first build new quantum algorithms for k-list (k-XOR or k-SUM) problems, by composing exhaustive search procedures. Next, we present dedicated cryptanalysis results, starting with a new quantum cryptanalysis tool, the offline Simon's algorithm. We describe new attacks against the lightweight algorithms Spook and Gimli and we perform the first quantum security analysis of the standard cipher AES.Finally, we specify Saturnin, a family of lightweight cryptosystems oriented towards post-quantum security. Thanks to a very similar structure, its security relies largely on the analysis of AES.La cryptographie moderne est fondée sur la notion de sécurité computationnelle. Les niveaux de sécurité attendus des cryptosystèmes sont exprimés en nombre d'opérations ; une attaque est un algorithme d'une complexité inférieure à la borne attendue. Mais ces niveaux de sécurité doivent aujourd'hui prendre en compte une nouvelle notion d'algorithme : le paradigme du calcul quantique. Dans le même temps,la délégation grandissante du chiffrement à des puces RFID, objets connectés ou matériels embarqués pose de nouvelles contraintes de coût.Dans cette thèse, nous étudions la sécurité des cryptosystèmes à clé secrète face à un adversaire quantique.Nous introduisons tout d'abord de nouveaux algorithmes quantiques pour les problèmes génériques de k-listes (k-XOR ou k-SUM), construits en composant des procédures de recherche exhaustive.Nous présentons ensuite des résultats de cryptanalyse dédiée, en commençant par un nouvel outil de cryptanalyse quantique, l'algorithme de Simon hors-ligne. Nous décrivons de nouvelles attaques contre les algorithmes Spook et Gimli et nous effectuons la première étude de sécurité quantique du chiffrement AES. Dans un troisième temps, nous spécifions Saturnin, une famille de cryptosystèmes à bas coût orientés vers la sécurité post-quantique. La structure de Saturnin est proche de celle de l'AES et sa sécurité en tire largement parti

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    Model Order Reduction

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    An increasing complexity of models used to predict real-world systems leads to the need for algorithms to replace complex models with far simpler ones, while preserving the accuracy of the predictions. This three-volume handbook covers methods as well as applications. This third volume focuses on applications in engineering, biomedical engineering, computational physics and computer science

    Implicit muscle models for interactive character skinning

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    En animation de personnages 3D, la déformation de surface, ou skinning, est une étape cruciale. Son rôle est de déformer la représentation surfacique d'un personnage pour permettre son rendu dans une succession de poses spécifiées par un animateur. La plausibilité et la qualité visuelle du résultat dépendent directement de la méthode de skinning choisie. Sa rapidité d'exécution et sa simplicité d'utilisation sont également à prendre en compte pour rendre possible son usage interactif lors des sessions de production des artistes 3D. Les différentes méthodes de skinning actuelles se divisent en trois catégories. Les méthodes géométriques sont rapides et simples d'utilisation, mais leur résultats manquent de plausibilité. Les approches s'appuyant sur des exemples produisent des résultats réalistes, elles nécessitent en revanche une base de données d'exemples volumineuse, et le contrôle de leur résultat est fastidieux. Enfin, les algorithmes de simulation physique sont capables de modéliser les phénomènes dynamiques les plus complexes au prix d'un temps de calcul souvent prohibitif pour une utilisation interactive. Les travaux décrits dans cette thèse s'appuient sur Implicit Skinning, une méthode géométrique corrective utilisant une représentation implicite des surfaces, qui permet de résoudre de nombreux problèmes rencontrés avec les méthodes géométriques classiques, tout en gardant des performances permettant son usage interactif. La contribution principale de ces travaux est un modèle d'animation qui prend en compte les effets des muscles des personnages et de leur interactions avec d'autres éléments anatomiques, tout en bénéficiant des avantages apportés par Implicit Skinning. Les muscles sont représentés par une surface d'extrusion le long d'axes centraux. Les axes des muscles sont contrôlés par une méthode de simulation physique simplifiée. Cette représentation permet de modéliser les collisions des muscles entre eux et avec les os, d'introduire des effets dynamiques tels que rebonds et secousses, tout en garantissant la conservation du volume, afin de représenter le comportement réel des muscles. Ce modèle produit des déformations plus plausibles et dynamiques que les méthodes géométriques de l'état de l'art, tout en conservant des performances suffisantes pour permettre son usage dans une session d'édition interactive. Elle offre de plus aux infographistes un contrôle intuitif sur la forme des muscles pour que les déformations obtenues se conforment à leur vision artistique.Surface deformation, or skinning is a crucial step in 3D character animation. Its role is to deform the surface representation of a character to be rendered in the succession of poses specified by an animator. The quality and plausiblity of the displayed results directly depends on the properties of the skinning method. However, speed and simplicity are also important criteria to enable their use in interactive editing sessions. Current skinning methods can be divided in three categories. Geometric methods are fast and simple to use, but their results lack plausibility. Example-based approaches produce realistic results, yet they require a large database of examples while remaining tedious to edit. Finally, physical simulations can model the most complex dynamical phenomena, but at a very high computational cost, making their interactive use impractical. The work presented in this thesis are based on, Implicit Skinning, is a corrective geometric approach using implicit surfaces to solve many issues of standard geometric skinning methods, while remaining fast enough for interactive use. The main contribution of this work is an animation model that adds anatomical plausibility to a character by representing muscle deformations and their interactions with other anatomical features, while benefiting from the advantages of Implicit Skinning. Muscles are represented by an extrusion surface along a central axis. These axes are driven by a simplified physics simulation method, introducing dynamic effects, such as jiggling. The muscle model guarantees volume conservation, a property of real-life muscles. This model adds plausibility and dynamics lacking in state-of-the-art geometric methods at a moderate computational cost, which enables its interactive use. In addition, it offers intuitive shape control to animators, enabling them to match the results with their artistic vision
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