16,548 research outputs found

    A tensor theory of space-time as a strained material continuum

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    The classical theory of strain in material continua is reviewed and generalized to space-time. Strain is attributed to "external" (matter/energy fields) and intrinsic sources fixing the global symmetry of the universe (defects in the continuum). A Lagrangian for space-time is worked out, adding to the usual Hilbert term an "elastic" contribution from intrinsic strain. This approach is equivalent to a peculiar tensor field, which is indeed part of the metric tensor. The theory gives a configuration of space-time accounting both for the initial inflation and for the late acceleration. Considering also the contribution from matter the theory is used to fit the luminosity data of type Ia supernovae, giving satisfactory results.Comment: Revised to match the version accepted for publication in Class. Quantum Gra

    Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor Scenes

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    We present a novel approach to reconstruct RGB-D indoor scene with plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed by some 3D reconstruction method on the sequence, and generate a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. To achieve this, we firstly partition the input mesh with plane primitives, simplify it into a lightweight mesh next, then optimize plane parameters, camera poses and texture colors to maximize the photometric consistency across frames, and finally optimize mesh geometry to maximize consistency between geometry and planes. Compared to existing planar reconstruction methods which only cover large planar regions in the scene, our method builds the entire scene by adaptive planes without losing geometry details and preserves sharp features in the final mesh. We demonstrate the effectiveness of our approach by applying it onto several RGB-D scans and comparing it to other state-of-the-art reconstruction methods.Comment: in International Conference on 3D Vision 2018; Models and Code: see https://github.com/chaowang15/plane-opt-rgbd. arXiv admin note: text overlap with arXiv:1905.0885

    Optimized Two-Baseline Beta-Beam Experiment

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    We propose a realistic Beta-Beam experiment with four source ions and two baselines for the best possible sensitivity to theta_{13}, CP violation and mass hierarchy. Neutrinos from 18Ne and 6He with Lorentz boost gamma=350 are detected in a 500 kton water Cerenkov detector at a distance L=650 km (first oscillation peak) from the source. Neutrinos from 8B and 8Li are detected in a 50 kton magnetized iron detector at a distance L=7000 km (magic baseline) from the source. Since the decay ring requires a tilt angle of 34.5 degrees to send the beam to the magic baseline, the far end of the ring has a maximum depth of d=2132 m for magnetic field strength of 8.3 T, if one demands that the fraction of ions that decay along the straight sections of the racetrack geometry decay ring (called livetime) is 0.3. We alleviate this problem by proposing to trade reduction of the livetime of the decay ring with the increase in the boost factor of the ions, such that the number of events at the detector remains almost the same. This allows to substantially reduce the maximum depth of the decay ring at the far end, without significantly compromising the sensitivity of the experiment to the oscillation parameters. We take 8B and 8Li with gamma=390 and 656 respectively, as these are the largest possible boost factors possible with the envisaged upgrades of the SPS at CERN. This allows us to reduce d of the decay ring by a factor of 1.7 for 8.3 T magnetic field. Increase of magnetic field to 15 T would further reduce d to 738 m only. We study the sensitivity reach of this two baseline two storage ring Beta-Beam experiment, and compare it with the corresponding reach of the other proposed facilities.Comment: 17 pages, 3 eps figures. Minor changes, matches version accepted in JHE

    Interactive design exploration for constrained meshes

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    In architectural design, surface shapes are commonly subject to geometric constraints imposed by material, fabrication or assembly. Rationalization algorithms can convert a freeform design into a form feasible for production, but often require design modifications that might not comply with the design intent. In addition, they only offer limited support for exploring alternative feasible shapes, due to the high complexity of the optimization algorithm. We address these shortcomings and present a computational framework for interactive shape exploration of discrete geometric structures in the context of freeform architectural design. Our method is formulated as a mesh optimization subject to shape constraints. Our formulation can enforce soft constraints and hard constraints at the same time, and handles equality constraints and inequality constraints in a unified way. We propose a novel numerical solver that splits the optimization into a sequence of simple subproblems that can be solved efficiently and accurately. Based on this algorithm, we develop a system that allows the user to explore designs satisfying geometric constraints. Our system offers full control over the exploration process, by providing direct access to the specification of the design space. At the same time, the complexity of the underlying optimization is hidden from the user, who communicates with the system through intuitive interfaces
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