431 research outputs found
Visualizing Interstellar's Wormhole
Christopher Nolan's science fiction movie Interstellar offers a variety of
opportunities for students in elementary courses on general relativity theory.
This paper describes such opportunities, including: (i) At the motivational
level, the manner in which elementary relativity concepts underlie the wormhole
visualizations seen in the movie. (ii) At the briefest computational level,
instructive calculations with simple but intriguing wormhole metrics,
including, e.g., constructing embedding diagrams for the three-parameter
wormhole that was used by our visual effects team and Christopher Nolan in
scoping out possible wormhole geometries for the movie. (iii) Combining the
proper reference frame of a camera with solutions of the geodesic equation, to
construct a light-ray-tracing map backward in time from a camera's local sky to
a wormhole's two celestial spheres. (iv) Implementing this map, for example in
Mathematica, Maple or Matlab, and using that implementation to construct images
of what a camera sees when near or inside a wormhole. (v) With the student's
implementation, exploring how the wormhole's three parameters influence what
the camera sees---which is precisely how Christopher Nolan, using our
implementation, chose the parameters for \emph{Interstellar}'s wormhole. (vi)
Using the student's implementation, exploring the wormhole's Einstein ring, and
particularly the peculiar motions of star images near the ring; and exploring
what it looks like to travel through a wormhole.Comment: 14 pages and 13 figures. In press at American Journal of Physics.
Minor revisions; primarily insertion of a new, long reference 15 at the end
of Section II.
Spacetime Catmull Recursive Subdivision Facilitated with Occlusion Culling
We describe an extension and a generalization of the Catmull recursive subdivision algorithm: first, an imagebased
occlusion culling stage is added; second, all rendering stages, that is, view-frustum and occlusion culling,
subdivision of geometric primitives into micropolygons, and rasterization, are performed in spacetime.
Operating in spacetime allows to exploit temporal coherence in animated scenes
Transport-Based Neural Style Transfer for Smoke Simulations
Artistically controlling fluids has always been a challenging task.
Optimization techniques rely on approximating simulation states towards target
velocity or density field configurations, which are often handcrafted by
artists to indirectly control smoke dynamics. Patch synthesis techniques
transfer image textures or simulation features to a target flow field. However,
these are either limited to adding structural patterns or augmenting coarse
flows with turbulent structures, and hence cannot capture the full spectrum of
different styles and semantically complex structures. In this paper, we propose
the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric
smoke data. Our method is able to transfer features from natural images to
smoke simulations, enabling general content-aware manipulations ranging from
simple patterns to intricate motifs. The proposed algorithm is physically
inspired, since it computes the density transport from a source input smoke to
a desired target configuration. Our transport-based approach allows direct
control over the divergence of the stylization velocity field by optimizing
incompressible and irrotational potentials that transport smoke towards
stylization. Temporal consistency is ensured by transporting and aligning
subsequent stylized velocities, and 3D reconstructions are computed by
seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional
materials: http://www.byungsoo.me/project/neural-flow-styl
Virtual tour
Interactive 3D Visualization of Architectural models might be the best way to get some idea about an Architecture Plan. Photo-realistic visualization often attracts the investors and customers for whom the architectural blueprints are obscure. Architectural Visualization is considered to have a bright future ahead of it as more and more architects and real estate developers are using this technology. Virtual Walk-through can give not only ideas about your building but its interiors and design too. The Architectural Virtual Environment also most widely used in Gaming and Entertainment Industry in creating a complex movie scenes or a game environment
Observing supermassive black holes in virtual reality
We present a full 360 degree (i.e., 4 steradian) general-relativistic
ray-tracing and radiative transfer calculations of accreting supermassive black
holes. We perform state-of-the-art three-dimensional general relativistic
magnetohydrodynamical simulations using the BHAC code, subsequently
post-processing this data with the radiative transfer code RAPTOR. All
relativistic and general-relativistic effects, such as Doppler boosting and
gravitational redshift, as well as geometrical effects due to the local
gravitational field and the observer's changing position and state of motion,
are therefore calculated self-consistently. Synthetic images at four
astronomically-relevant observing frequencies are generated from the
perspective of an observer with a full 360-degree view inside the accretion
flow, who is advected with the flow as it evolves. As an example, we calculated
images based on recent best-fit models of observations of Sagittarius A*. These
images are combined to generate a complete 360-degree Virtual Reality movie of
the surrounding environment of the black hole and its event horizon. Our
approach also enables the calculation of the local luminosity received at a
given fluid element in the accretion flow, providing important applications in,
e.g., radiation feedback calculations onto black hole accretion flows. In
addition to scientific applications, the 360-degree Virtual Reality movies we
present also represent a new medium through which to communicate black hole
physics to a wider audience, serving as a powerful educational tool.Comment: 25 pages, 11 figures, 1 movie;
https://www.youtube.com/watch?v=SXN4hpv977s&t=57
Ray tracing for constructive solid modeling
This thesis describes a system for the creation and realistic depiction of non-geometric, complex, three dimensional solid models by utilizing a ray tracing algorithm and a graphics relational database. Geometric primitives such as a sphere, cylinder, block, and cone are combined together by using the Boolean set operations of union (+), intersection (&), and difference (-). The three dimensional solid models are built based on the concept of constructive solid geometric modeling. The database provides functions for the creation, transformation, and deletion of the primitives and models. A model may be displayed as a wireframe for a fast display or as a shaded solid for a realistic display
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