45,038 research outputs found
Hierarchical structure-and-motion recovery from uncalibrated images
This paper addresses the structure-and-motion problem, that requires to find
camera motion and 3D struc- ture from point matches. A new pipeline, dubbed
Samantha, is presented, that departs from the prevailing sequential paradigm
and embraces instead a hierarchical approach. This method has several
advantages, like a provably lower computational complexity, which is necessary
to achieve true scalability, and better error containment, leading to more
stability and less drift. Moreover, a practical autocalibration procedure
allows to process images without ancillary information. Experiments with real
data assess the accuracy and the computational efficiency of the method.Comment: Accepted for publication in CVI
Real-Time Description of the Electronic Dynamics for a Molecule close to a Plasmonic Nanoparticle
The optical properties of molecules close to plasmonic nanostructures greatly
differ from their isolated molecule counterparts. To theoretically investigate
such systems in a Quantum Chemistry perspective, one has to take into account
that the plasmonic nanostructure (e.g., a metal nanoparticle - NP) is often too
large to be treated atomistically. Therefore, a multiscale description, where
the molecule is treated by an ab initio approach and the metal NP by a lower
level description, is needed. Here we present an extension of one such
multiscale model [Corni, S.; Tomasi, J. {\it J. Chem. Phys.} {\bf 2001}, {\it
114}, 3739] originally inspired by the Polarizable Continuum Model, to a
real-time description of the electronic dynamics of the molecule and of the NP.
In particular, we adopt a Time-Dependent Configuration Interaction (TD CI)
approach for the molecule, the metal NP is described as a continuous dielectric
of complex shape characterized by a Drude-Lorentz dielectric function and the
molecule- NP electromagnetic coupling is treated by an equation-of-motion (EOM)
extension of the quasi-static Boundary Element Method (BEM). The model includes
the effects of both the mutual molecule- NP time-dependent polarization and the
modification of the probing electromagnetic field due to the plasmonic
resonances of the NP. Finally, such an approach is applied to the investigation
of the light absorption of a model chromophore, LiCN, in the presence of a
metal NP of complex shape.Comment: This is the final peer-reviewed manuscript accepted for publication
of an open access article published under an ACS AuthorChoice License, which
permits copying and redistribution of the article or any adaptations for
non-commercial purposes. Link to the original article:
http://pubs.acs.org/doi/abs/10.1021/acs.jpcc.6b1108
Designing Improved Sediment Transport Visualizations
Monitoring, or more commonly, modeling of sediment transport in the coastal environment is a critical task with relevance to coastline stability, beach erosion, tracking environmental contaminants, and safety of navigation. Increased intensity and regularity of storms such as Superstorm Sandy heighten the importance of our understanding of sediment transport processes. A weakness of current modeling capabilities is the ability to easily visualize the result in an intuitive manner. Many of the available visualization software packages display only a single variable at once, usually as a two-dimensional, plan-view cross-section. With such limited display capabilities, sophisticated 3D models are undermined in both the interpretation of results and dissemination of information to the public. Here we explore a subset of existing modeling capabilities (specifically, modeling scour around man-made structures) and visualization solutions, examine their shortcomings and present a design for a 4D visualization for sediment transport studies that is based on perceptually-focused data visualization research and recent and ongoing developments in multivariate displays. Vector and scalar fields are co-displayed, yet kept independently identifiable utilizing human perception\u27s separation of color, texture, and motion. Bathymetry, sediment grain-size distribution, and forcing hydrodynamics are a subset of the variables investigated for simultaneous representation. Direct interaction with field data is tested to support rapid validation of sediment transport model results. Our goal is a tight integration of both simulated data and real world observations to support analysis and simulation of the impact of major sediment transport events such as hurricanes. We unite modeled results and field observations within a geodatabase designed as an application schema of the Arc Marine Data Model. Our real-world focus is on the Redbird Artificial Reef Site, roughly 18 nautical miles offshor- Delaware Bay, Delaware, where repeated surveys have identified active scour and bedform migration in 27 m water depth amongst the more than 900 deliberately sunken subway cars and vessels. Coincidently collected high-resolution multibeam bathymetry, backscatter, and side-scan sonar data from surface and autonomous underwater vehicle (AUV) systems along with complementary sub-bottom, grab sample, bottom imagery, and wave and current (via ADCP) datasets provide the basis for analysis. This site is particularly attractive due to overlap with the Delaware Bay Operational Forecast System (DBOFS), a model that provides historical and forecast oceanographic data that can be tested in hindcast against significant changes observed at the site during Superstorm Sandy and in predicting future changes through small-scale modeling around the individual reef objects
The SLH framework for modeling quantum input-output networks
Many emerging quantum technologies demand precise engineering and control
over networks consisting of quantum mechanical degrees of freedom connected by
propagating electromagnetic fields, or quantum input-output networks. Here we
review recent progress in theory and experiment related to such quantum
input-output networks, with a focus on the SLH framework, a powerful modeling
framework for networked quantum systems that is naturally endowed with
properties such as modularity and hierarchy. We begin by explaining the
physical approximations required to represent any individual node of a network,
eg. atoms in cavity or a mechanical oscillator, and its coupling to quantum
fields by an operator triple . Then we explain how these nodes can be
composed into a network with arbitrary connectivity, including coherent
feedback channels, using algebraic rules, and how to derive the dynamics of
network components and output fields. The second part of the review discusses
several extensions to the basic SLH framework that expand its modeling
capabilities, and the prospects for modeling integrated implementations of
quantum input-output networks. In addition to summarizing major results and
recent literature, we discuss the potential applications and limitations of the
SLH framework and quantum input-output networks, with the intention of
providing context to a reader unfamiliar with the field.Comment: 60 pages, 14 figures. We are still interested in receiving
correction
Interactive Vegetation Rendering with Slicing and Blending
Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model
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