41,277 research outputs found

    Metoda stvaranja pravčastih ploha i njihovih modifikacija

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    The paper presents a non-traditional method for defining ruled surfaces. This method enables a simple construction of the ruled surfaces generating lines, not only with the classical means, but first of all with a computer. The method for defining and constructing known surfaces and also modelling of new surfaces is described here. The introduced mathematical description enables creation of the interactive modelling of surfaces by using a computer and very quick surface design and projection of its arbitrary segments. The pictures are presenting the graphical output from a computer.U članku je dana netradicionalna metoda za definiranje pravčastih ploha. Ta metoda omogućuje jednostavnu konstrukciju izvodnica pravčaste plohe prvenstveno pomoću računala, a ne samo u klasičnom smislu. Opisana je metoda za definiranje i konstrukciju poznatih ploha, ali i za modeliranje novih. Uvedeni matematički opis omogućuje stvaranje interaktivnog modeliranja ploha pomoću računala i vrlo brzi dizajn plohe te projekcije njezinih odabranih dijelova. Slike prikazuju računalne grafičke izlaze

    A survey of partial differential equations in geometric design

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    YesComputer aided geometric design is an area where the improvement of surface generation techniques is an everlasting demand since faster and more accurate geometric models are required. Traditional methods for generating surfaces were initially mainly based upon interpolation algorithms. Recently, partial differential equations (PDE) were introduced as a valuable tool for geometric modelling since they offer a number of features from which these areas can benefit. This work summarises the uses given to PDE surfaces as a surface generation technique togethe

    Graphics for uncertainty

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    Graphical methods such as colour shading and animation, which are widely available, can be very effective in communicating uncertainty. In particular, the idea of a ā€˜density stripā€™ provides a conceptually simple representation of a distribution and this is explored in a variety of settings, including a comparison of means, regression and models for contingency tables. Animation is also a very useful device for exploring uncertainty and this is explored particularly in the context of flexible models, expressed in curves and surfaces whose structure is of particular interest. Animation can further provide a helpful mechanism for exploring data in several dimensions. This is explored in the simple but very important setting of spatiotemporal data

    Pen and paper techniques for physical customisation of tabletop interfaces

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    Scientific Visualization Using the Flow Analysis Software Toolkit (FAST)

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    Over the past few years the Flow Analysis Software Toolkit (FAST) has matured into a useful tool for visualizing and analyzing scientific data on high-performance graphics workstations. Originally designed for visualizing the results of fluid dynamics research, FAST has demonstrated its flexibility by being used in several other areas of scientific research. These research areas include earth and space sciences, acid rain and ozone modelling, and automotive design, just to name a few. This paper describes the current status of FAST, including the basic concepts, architecture, existing functionality and features, and some of the known applications for which FAST is being used. A few of the applications, by both NASA and non-NASA agencies, are outlined in more detail. Described in the Outlines are the goals of each visualization project, the techniques or 'tricks' used lo produce the desired results, and custom modifications to FAST, if any, done to further enhance the analysis. Some of the future directions for FAST are also described

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language

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    In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagramā€”an approach inspired by Christopher Alexanderā€™s A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive
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