15,212 research outputs found
The three dimensional skeleton: tracing the filamentary structure of the universe
The skeleton formalism aims at extracting and quantifying the filamentary
structure of the universe is generalized to 3D density fields; a numerical
method for computating a local approximation of the skeleton is presented and
validated here on Gaussian random fields. This method manages to trace well the
filamentary structure in 3D fields such as given by numerical simulations of
the dark matter distribution on large scales and is insensitive to monotonic
biasing. Two of its characteristics, namely its length and differential length,
are analyzed for Gaussian random fields. Its differential length per unit
normalized density contrast scales like the PDF of the underlying density
contrast times the total length times a quadratic Edgeworth correction
involving the square of the spectral parameter. The total length scales like
the inverse square smoothing length, with a scaling factor given by 0.21 (5.28+
n) where n is the power index of the underlying field. This dependency implies
that the total length can be used to constrain the shape of the underlying
power spectrum, hence the cosmology. Possible applications of the skeleton to
galaxy formation and cosmology are discussed. As an illustration, the
orientation of the spin of dark halos and the orientation of the flow near the
skeleton is computed for dark matter simulations. The flow is laminar along the
filaments, while spins of dark halos within 500 kpc of the skeleton are
preferentially orthogonal to the direction of the flow at a level of 25%.Comment: 17 pages, 11 figures, submitted to MNRA
An analytical model for turbulence scattered rays in the shadow zone for outdoor sound propagation calculation
In outdoor sound propagation, an inherent problem of the ray tracing method is its inability to determine the sound pressure level in the shadow zone, where geometrical rays do not penetrate. This is a serious problem in a turbulent atmosphere where significant sound energy will be scattered into the shadow. Empirical corrections that are determined from measurements or numerical simulations are limited to situations within the bounds of the empirical corrections. This paper describes a different approach where the ray tracing model is modified analytically into a scattered ray model. Rays are first diffracted from the shadow boundary, which is determined by the geometrical ray paths. The diffracted rays are then scattered by turbulence in their way to the receiver. The amount of scatter is determined from turbulence statistics that are determined from a Gaussian turbulence model. Most of the statistics are determined analytically except one element, which is determined empirically from numerical simulations. This turbulence scattered ray model is shown to have good accuracy against calculations based on the parabolic equation, and against previously published measurement data. It was found that the agreement is good both with and without turbulence, at distance up to 2 km from the shadow boundary.
© 2009 Acoustical Society of Americ
Passive element enriched photoacoustic computed tomography (PER PACT) for simultaneous imaging of acoustic propagation properties and light absorption\ud
We present a ‘hybrid’ imaging approach which can image both light absorption properties and acoustic transmission properties of an object in a two-dimensional slice using a computed tomography (CT) photoacoustic imager. The ultrasound transmission measurement method uses a strong optical absorber of small cross-section placed in the path of the light illuminating the sample. This absorber, which we call a passive element acts as a source of ultrasound. The interaction of ultrasound with the sample can be measured in transmission, using the same ultrasound detector used for photoacoustics. Such measurements are made at various angles around the sample in a CT approach. Images of the ultrasound propagation parameters, attenuation and speed of sound, can be reconstructed by inversion of a measurement model. We validate the method on specially designed phantoms and biological specimens. The obtained images are quantitative in terms of the shape, size, location, and acoustic properties of the examined heterogeneitie
Shape reconstruction from gradient data
We present a novel method for reconstructing the shape of an object from
measured gradient data. A certain class of optical sensors does not measure the
shape of an object, but its local slope. These sensors display several
advantages, including high information efficiency, sensitivity, and robustness.
For many applications, however, it is necessary to acquire the shape, which
must be calculated from the slopes by numerical integration. Existing
integration techniques show drawbacks that render them unusable in many cases.
Our method is based on approximation employing radial basis functions. It can
be applied to irregularly sampled, noisy, and incomplete data, and it
reconstructs surfaces both locally and globally with high accuracy.Comment: 16 pages, 5 figures, zip-file, submitted to Applied Optic
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
Topological correction of hypertextured implicit surfaces for ray casting
Hypertextures are a useful modelling tool in that they
can add three-dimensional detail to the surface of otherwise
smooth objects. Hypertextures can be rendered as implicit
surfaces, resulting in objects with a complex but well
defined boundary. However, representing a hypertexture as
an implicit surface often results in many small parts being
detached from the main surface, turning an object into a
disconnected set. Depending on the context, this can detract
from the realism in a scene where one usually does not
expect a solid object to have clouds of smaller objects floating around it. We present a topology correction technique, integrated in a ray casting algorithm for hypertextured implicit surfaces, that detects and removes all the surface components that have become disconnected from the main surface. Our method works with implicit surfaces that are C2 continuous and uses Morse theory to find the critical points of the surface. The method follows the separatrix lines joining the critical points to isolate disconnected components
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