299 research outputs found
Robust object-based algorithms for direct shadow simulation
En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas
de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries
perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications
Metasurfaces for ultrathin optical devices with unusual functionalities
Metamaterials are artificial materials that are made from periodically arranged structures, showing properties that cannot be found in nature. The response of a metamaterial to the external field is defined by the geometry, orientation, and distribution of the artificial structures. Many groundbreaking discoveries, such as negative refraction, and super image resolution has been demonstrated based on metamaterials. Nevertheless, the difficulty in three-dimensional fabrication, especially when the operating band is located in the optical range, hinders their practical applications. As a two-dimensional counterpart, a metasurface consists of an array of planar optical antennas, which locally modify the properties of the scattered light. Metasurfaces do not require complicated three-dimensional nanofabrication techniques, and the complexity of the fabrication is greatly reduced. Also, the thickness of a metasurface can be deep subwavelength, making it possible to realize ultrathin devices. In this thesis, geometric metasurfaces are utilized to realize a series of optical devices with unusual functionalities. Phase gradient metasurface is used to split the incident light into left-handed polarized (LCP) and right-handed polarized (RCP) components, whose intensities can be used to determine the polarization state of the incident light. Then we propose a method to integrate two optical elements with different functionalities into a single metasurface device, and its overall performance is determined by the polarization of the incident light. After that, a helicity multiplexed metasurface hologram is demonstrated to reconstruct two images with high efficiency and broadband. The two images swap their positions with the helicity reversion of the incident light. Finally, a polarization rotator is presented, which can rotate the incident light to arbitrary polarization direction by using the non-chiral metasurface. The proposed metasurface devices may inspire the development of new optical devices, and expand the applications of metasurfaces in integrated optical systems
Development of High-speed Optical Coherence Tomography for Time-lapse Non-destructive Characterization of Samples
Optical coherence tomography (OCT) is an established optical imaging modality which can obtain label-free, non-destructive 3D images of samples with micron-scale resolution and millimeter penetration. OCT has been widely adopted for biomedical researches
Scalability and interconnection issues in floorplan design and floorplan representations.
Yuen Wing-seung.Thesis (M.Phil.)--Chinese University of Hong Kong, 2001.Includes bibliographical references (leaves [116]-[122]).Abstracts in English and Chinese.Abstract --- p.iAcknowledgments --- p.iiiList of Figures --- p.viiiList of Tables --- p.xiiChapter 1 --- Introduction --- p.1Chapter 1.1 --- Motivations and Aims --- p.1Chapter 1.2 --- Contributions --- p.3Chapter 1.3 --- Dissertation Overview --- p.4Chapter 2 --- Physical Design and Floorplanning in VLSI Circuits --- p.6Chapter 2.1 --- VLSI Design Flow --- p.6Chapter 2.2 --- Floorplan Design --- p.8Chapter 2.2.1 --- Problem Formulation --- p.9Chapter 2.2.2 --- Types of Floorplan --- p.10Chapter 3 --- Floorplanning Representations --- p.12Chapter 3.1 --- Polish Expression(PE) [WL86] --- p.12Chapter 3.2 --- Bounded-Sliceline-Grid(BSG) [NFMK96] --- p.14Chapter 3.3 --- Sequence Pair(SP) [MFNK95] --- p.17Chapter 3.4 --- O-tree(OT) [GCY99] --- p.19Chapter 3.5 --- B*-tree(BT) [CCWW00] --- p.21Chapter 3.6 --- Corner Block List(CBL) [HHC+00] --- p.22Chapter 4 --- Optimization Technique in Floorplan Design --- p.27Chapter 4.1 --- General Optimization Methods --- p.27Chapter 4.1.1 --- Simulated Annealing --- p.27Chapter 4.1.2 --- Genetic Algorithm --- p.29Chapter 4.1.3 --- Integer Programming Method --- p.31Chapter 4.2 --- Shape Optimization --- p.33Chapter 4.2.1 --- Shape Curve --- p.33Chapter 4.2.2 --- Lagrangian Relaxation --- p.34Chapter 5 --- Literature Review on Interconnect Driven Floorplanning --- p.37Chapter 5.1 --- Placement Constraint in Floorplan Design --- p.37Chapter 5.1.1 --- Boundary Constraints --- p.37Chapter 5.1.2 --- Pre-placed Constraints --- p.39Chapter 5.1.3 --- Range Constraints --- p.41Chapter 5.1.4 --- Symmetry Constraints --- p.42Chapter 5.2 --- Timing Analysis Method --- p.43Chapter 5.3 --- Buffer Block Planning and Congestion Control --- p.45Chapter 5.3.1 --- Buffer Block Planning --- p.45Chapter 5.3.2 --- Congestion Control --- p.50Chapter 6 --- Clustering Constraint in Floorplan Design --- p.53Chapter 6.1 --- Problem Definition --- p.53Chapter 6.2 --- Overview --- p.54Chapter 6.3 --- Locating Neighboring Modules --- p.56Chapter 6.4 --- Constraint Satisfaction --- p.62Chapter 6.5 --- Multi-clustering Extension --- p.64Chapter 6.6 --- Cost Function --- p.64Chapter 6.7 --- Experimental Results --- p.65Chapter 7 --- Interconnect Driven Multilevel Floorplanning Approach --- p.69Chapter 7.1 --- Multilevel Partitioning --- p.69Chapter 7.1.1 --- Coarsening Phase --- p.70Chapter 7.1.2 --- Refinement Phase --- p.70Chapter 7.2 --- Overview of Multilevel Floorplanner --- p.72Chapter 7.3 --- Clustering Phase --- p.73Chapter 7.3.1 --- Clustering Methods --- p.73Chapter 7.3.2 --- Area Ratio Constraints --- p.75Chapter 7.3.3 --- Clustering Velocity --- p.76Chapter 7.4 --- Refinement Phase --- p.77Chapter 7.4.1 --- Temperature Control --- p.79Chapter 7.4.2 --- Cost Function --- p.80Chapter 7.4.3 --- Handling Shape Flexibility --- p.80Chapter 7.5 --- Experimental Results --- p.81Chapter 7.5.1 --- Data Set Generation --- p.82Chapter 7.5.2 --- Temperature Control --- p.82Chapter 7.5.3 --- Packing Results --- p.83Chapter 8 --- Study of Non-slicing Floorplan Representations --- p.89Chapter 8.1 --- Analysis of Different Floorplan Representations --- p.89Chapter 8.1.1 --- Complexity --- p.90Chapter 8.1.2 --- Types of Floorplans --- p.92Chapter 8.2 --- T-junction Orientation Property --- p.97Chapter 8.3 --- Twin Binary Tree Representation for Mosaic Floorplan --- p.103Chapter 8.3.1 --- Previous work --- p.103Chapter 8.3.2 --- Twin Binary Tree Construction --- p.105Chapter 8.3.3 --- Floorplan Construction --- p.109Chapter 9 --- Conclusion --- p.114Chapter 9.1 --- Summary --- p.114Bibliography --- p.116Chapter A --- Clustering Constraint Data Set --- p.123Chapter A.1 --- ami33 --- p.123Chapter A.1.1 --- One cluster --- p.123Chapter A.1.2 --- Multi-cluster --- p.123Chapter A.2 --- ami49 --- p.124Chapter A.2.1 --- One cluster --- p.124Chapter A.2.2 --- Multi-cluster --- p.124Chapter A.3 --- playout --- p.124Chapter A.3.1 --- One cluster --- p.124Chapter A.3.2 --- Multi-cluster --- p.125Chapter B --- Multilevel Data Set --- p.126Chapter B.l --- data_100 --- p.126Chapter B.2 --- data_200 --- p.127Chapter B.3 --- data_300 --- p.129Chapter B.4 --- data_400 --- p.131Chapter B.5 --- data_500 --- p.13
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Shape Design and Optimization for 3D Printing
In recent years, the 3D printing technology has become increasingly popular, with wide-spread uses in rapid prototyping, design, art, education, medical applications, food and fashion industries. It enables distributed manufacturing, allowing users to easily produce customized 3D objects in office or at home. The investment in 3D printing technology continues to drive down the cost of 3D printers, making them more affordable to consumers.
As 3D printing becomes more available, it also demands better computer algorithms to assist users in quickly and easily generating 3D content for printing. Creating 3D content often requires considerably more efforts and skills than creating 2D content. In this work, I will study several aspects of 3D shape design and optimization for 3D printing. I start by discussing my work in geometric puzzle design, which is a popular application of 3D printing in recreational math and art. Given user-provided input figures, the goal is to compute the minimum (or best) set of geometric shapes that can satisfy the given constraints (such as dissection constraints). The puzzle design also has to consider feasibility, such as avoiding interlocking pieces. I present two optimization-based algorithms to automatically generate customized 3D geometric puzzles, which can be directly printed for users to enjoy. They are also great tools for geometry education.
Next, I discuss shape optimization for printing functional tools and parts. Although current 3D modeling software allows a novice user to easily design 3D shapes, the resulting shapes are not guaranteed to meet required physical strength. For example, a poorly designed stool may easily collapse when a person sits on the stool; a poorly designed wrench may easily break under force. I study new algorithms to help users strengthen functional shapes in order to meet specific physical properties. The algorithm uses an optimization-based framework — it performs geometric shape deformation and structural optimization iteratively to minimize mechanical stresses in the presence of forces assuming typical use scenarios. Physically-based simulation is performed at run-time to evaluate the functional properties of the shape (e.g., mechanical stresses based on finite element methods), and the optimizer makes use of this information to improve the shape. Experimental results show that my algorithm can successfully optimize various 3D shapes, such as chairs, tables, utility tools, to withstand higher forces, while preserving the original shape as much as possible.
To improve the efficiency of physics simulation for general shapes, I also introduce a novel, SPH-based sampling algorithm, which can provide better tetrahedralization for use in the physics simulator. My new modeling algorithm can greatly reduce the design time, allowing users to quickly generate functional shapes that meet required physical standards
46th Rocky Mountain Conference on Analytical Chemistry
Final program, abstracts, and information about the 46th annual meeting of the Rocky Mountain Conference on Analytical Chemistry, co-endorsed by the Colorado Section of the American Chemical Society and the Rocky Mountain Section of the Society for Applied Spectroscopy. Held in Denver, Colorado, August 1-5, 2004
The CBF3 complex structure and function during point centromere establishment
This thesis investigates the structure and function of the kinetochore centromere binding factor 3 (CBF3) complex. The kinetochore is a multi-protein complex, which controls the chromosome attachment to the mitotic or meiotic spindle and nucleates on the centromere. The latter is a specific chromosomal loci divided in two groups highly divergent in length and composition: regional and point centromeres. Regional centromeres are composed of long arrays of repetitive DNA supporting multiple microtubule nucleations. On the contrary, point centromeres are characterised by a short and conserved sequence supporting a single microtubule attachment. Despite this discrepancy, both point and regional centromere establishment start with the replacement of the histone H3 by the Cse4 histone variant. The point centromeres H3 replacement by Cse4 (loading) solely relies on the recognition of a conserved DNA sequence (licensing) by the CBF3 complex, a crucial centromere element composed by four essential proteins: Ndc10, Cep3, Ctf13 and Skp1. Ctf13 and Skp1 regulate the CBF3 assembly. Cep3, the licensing element, recognises the point centromere DNA sequence. Finally, Ndc10 acts as the loading factor of the CBF3 complex by recruiting Cse4. At the start of this work the structural basis underlying the mechanism of Cse4 loading by Ndc10 was speculative and the structure of the complex was unknown, mainly because of the inherent instability of Ctf13. In this study, I solved the X-ray structure of Ndc10 Nterminal domain (Ndc10NTD) at 1.9 Å and highlighted the unsuspected similarities of the Ndc10NTD fold with the tyrosine recombinase/λ-integrase family. Interestingly, Ndc10 lost the catalytic activity characteristic to the family but conserved a strong DNA binding, which I characterised by structural and mutagenesis studies. Furthermore, I described the Ndc10 C-terminal domain, which displays another DNA binding domain and supports the Ndc10 dimerisation. Ultimately, this work will lead to the structural characterisation of the Ndc10 dimer bound to DNA, of which preliminary crystallisation and data collection results are presented. Finally, I will introduce early results on the purification of the Ctf13 subdomains and the CBF3 reconstitution, a challenging step toward the comprehension of the point centromere establishment
The benefits of an additional practice in descriptive geomerty course: non obligatory workshop at the Faculty of Civil Engineering in Belgrade
At the Faculty of Civil Engineering in Belgrade, in the Descriptive geometry (DG) course,
non-obligatory workshops named “facultative task” are held for the three generations of freshman
students with the aim to give students the opportunity to get higher final grade on the exam. The
content of this workshop was a creative task, performed by a group of three students, offering free
choice of a topic, i.e. the geometric structure associated with some real or imagery
architectural/art-work object.
After the workshops a questionnaire (composed by the professors at the course) is given to the
students, in order to get their response on teaching/learning materials for the DG course and the
workshop. During the workshop students performed one of the common tests for testing spatial
abilities, named “paper folding".
Based on the results of the questionnairethe investigation of the linkages between:students’
final achievements and spatial abilities, as well as students’ expectations of their performance on
the exam, and how the students’ capacity to correctly estimate their grades were associated with
expected and final grades, is provided. The goal was to give an evidence that a creative work,
performed by a small group of students and self-assessment of their performances are a good way
of helping students to maintain motivation and to accomplish their achievement.
The final conclusion is addressed to the benefits of additional workshops employment in the
course, which confirmhigherfinal scores-grades, achievement of creative results (facultative tasks)
and confirmation of DG knowledge adaption
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