84,181 research outputs found

    Hot forming of silicon sheet, silicon sheet growth development for the large area silicon sheet task of the low cost silicon solar array project

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    The hot workability of polycrystalline silicon was studied. Uniaxail stress-strain curves are given for strain rates in the range of .0001 to .1/sec and temperatures from 1100 to 1380 C. At the highest strain rates at 1380 C axial strains in excess of 20% were easily obtainable without cracking. After deformations of 36%, recrystallization was completed within 0.1 hr at 1380 C. When the recrystallization was complete, there was still a small volume fraction of unrecyrstallized material which appeared very stable and may degrade the electronic properties of the bulk materials. Texture measurements showed that the as-produced vapor deposited polycrystalline rods have a 110 fiber texture with the 110 direction parallel to the growth direction and no preferred orientation about this axis. Upon axial compression perpendicular to the growth direction, the former 110 fiber axis changed to 111 and the compression axis became 110 . Recrystallization changed the texture to 110 along the former fiber axis and to 100 along the compression axis

    A Hybrid Texture Coding Method for Fast Texture Mapping

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    An efficient texture compression method is proposed based on a block matching process between the current block and the previously encoded blocks. Texture mapping is widely used to improve the quality of rendering results in real-time applications. For fast texture mapping, it is important to find an optimal trade-off between compression efficiency and computational complexity. Low-complexity methods (e.g., ETC1 and DXT1) have often been adopted in real-time rendering applications because conventional compression methods (e.g., JPEG) achieve a high compression ratio at the cost of high complexity. We propose a block matching-based compression method that can achieve a higher compression ratio than ETC1 and DXT1 while maintaining computational complexity lower than that of JPEG. Through a comparison between the proposed method and existing compression methods, we confirm our expectations on the performance of the proposed method

    Mechanism of texture and microstructure evolution during high temperature plane strain compression in AZ31B and AZ80 magnesium alloys with various initial textures

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    The effects of pre-existent textures on the evolution behaviors of microstructure and texture at high-temperature plane strain compression deformation of AZ31B magnesium alloy have been studied. Deformation is conducted at 723 K with a strain rate of 5.0 x 10(-2) s(-1), up to -1.3 in true strain. When non basal slip systems are the primary slip systems, {11 (2) over bar0}0> texture develops. In this case, repeated change in microstructure and texture which was found in the previous work appeared with increasing strain. Namely, replacement of {11 (2) over bar0}0> texture with 0>{11 (2) over bar0} texture and the reverse phenomenon occurs. While the {11 (2) over bar0}0> oriented grains are small and with wavy shaped grain boundaries, the {10 (1) over bar0}0> oriented grains are large and with rather straight grain boundaries. The mechanism of repeated change in microstructure and texture is discussed on the basis of preferential dynamic grain growth mechanism proposed by the authors.Web of Science83827226

    ITEM: Inter-Texture Error Measurement for 3D Meshes

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    We introduce a simple and innovative method to compare any two texture maps, regardless of their sizes, aspect ratios, or even masks, as long as they are both meant to be mapped onto the same 3D mesh. Our system is based on a zero-distortion 3D mesh unwrapping technique which compares two new adapted texture atlases with the same mask but different texel colors, and whose every texel covers the same area in 3D. Once these adapted atlases are created, we measure their difference with ITEM-RMSE, a slightly modified version of the standard RMSE defined for images. ITEM-RMSE is more meaningful and reliable than RMSE because it only takes into account the texels inside the mask, since they are the only ones that will actually be used during rendering. Our method is not only very useful to compare the space efficiency of different texture atlas generation algorithms, but also to quantify texture loss in compression schemes for multi-resolution textured 3D meshes
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