11,702 research outputs found

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Orderly Spanning Trees with Applications

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    We introduce and study the {\em orderly spanning trees} of plane graphs. This algorithmic tool generalizes {\em canonical orderings}, which exist only for triconnected plane graphs. Although not every plane graph admits an orderly spanning tree, we provide an algorithm to compute an {\em orderly pair} for any connected planar graph GG, consisting of a plane graph HH of GG, and an orderly spanning tree of HH. We also present several applications of orderly spanning trees: (1) a new constructive proof for Schnyder's Realizer Theorem, (2) the first area-optimal 2-visibility drawing of GG, and (3) the best known encodings of GG with O(1)-time query support. All algorithms in this paper run in linear time.Comment: 25 pages, 7 figures, A preliminary version appeared in Proceedings of the 12th Annual ACM-SIAM Symposium on Discrete Algorithms (SODA 2001), Washington D.C., USA, January 7-9, 2001, pp. 506-51

    Improved Compact Visibility Representation of Planar Graph via Schnyder's Realizer

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    Let GG be an nn-node planar graph. In a visibility representation of GG, each node of GG is represented by a horizontal line segment such that the line segments representing any two adjacent nodes of GG are vertically visible to each other. In the present paper we give the best known compact visibility representation of GG. Given a canonical ordering of the triangulated GG, our algorithm draws the graph incrementally in a greedy manner. We show that one of three canonical orderings obtained from Schnyder's realizer for the triangulated GG yields a visibility representation of GG no wider than 22n−4015\frac{22n-40}{15}. Our easy-to-implement O(n)-time algorithm bypasses the complicated subroutines for four-connected components and four-block trees required by the best previously known algorithm of Kant. Our result provides a negative answer to Kant's open question about whether 3n−62\frac{3n-6}{2} is a worst-case lower bound on the required width. Also, if GG has no degree-three (respectively, degree-five) internal node, then our visibility representation for GG is no wider than 4n−93\frac{4n-9}{3} (respectively, 4n−73\frac{4n-7}{3}). Moreover, if GG is four-connected, then our visibility representation for GG is no wider than n−1n-1, matching the best known result of Kant and He. As a by-product, we obtain a much simpler proof for a corollary of Wagner's Theorem on realizers, due to Bonichon, Sa\"{e}c, and Mosbah.Comment: 11 pages, 6 figures, the preliminary version of this paper is to appear in Proceedings of the 20th Annual Symposium on Theoretical Aspects of Computer Science (STACS), Berlin, Germany, 200

    Representations of stack triangulations in the plane

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    Stack triangulations appear as natural objects when defining an increasing family of triangulations by successive additions of vertices. We consider two different probability distributions for such objects. We represent, or "draw" these random stack triangulations in the plane R2\R^2 and study the asymptotic properties of these drawings, viewed as random compact metric spaces. We also look at the occupation measure of the vertices, and show that for these two distributions it converges to some random limit measure.Comment: 29 pages, 13 figure

    EU accession and Poland's external trade policy

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    Literacy improves short-term serial recall of spoken verbal but not visuospatial items - Evidence from illiterate and literate adults

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    © 2019 Elsevier B.V. This manuscript is made available under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International licence (CC BY-NC-ND 4.0). For further details please see: https://creativecommons.org/licenses/by-nc-nd/4.0/It is widely accepted that specific memory processes, such as serial-order memory, are involved in written language development and predictive of reading and spelling abilities. The reverse question, namely whether orthographic abilities also affect serial-order memory, has hardly been investigated. In the current study, we compared 20 illiterate people with a group of 20 literate matched controls on a verbal and a visuospatial version of the Hebb paradigm, measuring both short- and long-term serial-order memory abilities. We observed better short-term serial-recall performance for the literate compared with the illiterate people. This effect was stronger in the verbal than in the visuospatial modality, suggesting that the improved capacity of the literate group is a consequence of learning orthographic skills. The long-term consolidation of ordered information was comparable across groups, for both stimulus modalities. The implications of these findings for current views regarding the bi-directional interactions between memory and written language development are discussed.Peer reviewe

    Canonical ordering for graphs on the cylinder, with applications to periodic straight-line drawings on the flat cylinder and torus

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    We extend the notion of canonical ordering (initially developed for planar triangulations and 3-connected planar maps) to cylindric (essentially simple) triangulations and more generally to cylindric (essentially internally) 33-connected maps. This allows us to extend the incremental straight-line drawing algorithm of de Fraysseix, Pach and Pollack (in the triangulated case) and of Kant (in the 33-connected case) to this setting. Precisely, for any cylindric essentially internally 33-connected map GG with nn vertices, we can obtain in linear time a periodic (in xx) straight-line drawing of GG that is crossing-free and internally (weakly) convex, on a regular grid Z/wZ×[0..h]\mathbb{Z}/w\mathbb{Z}\times[0..h], with w≀2nw\leq 2n and h≀n(2d+1)h\leq n(2d+1), where dd is the face-distance between the two boundaries. This also yields an efficient periodic drawing algorithm for graphs on the torus. Precisely, for any essentially 33-connected map GG on the torus (i.e., 33-connected in the periodic representation) with nn vertices, we can compute in linear time a periodic straight-line drawing of GG that is crossing-free and (weakly) convex, on a periodic regular grid Z/wZ×Z/hZ\mathbb{Z}/w\mathbb{Z}\times\mathbb{Z}/h\mathbb{Z}, with w≀2nw\leq 2n and h≀1+2n(c+1)h\leq 1+2n(c+1), where cc is the face-width of GG. Since c≀2nc\leq\sqrt{2n}, the grid area is O(n5/2)O(n^{5/2}).Comment: 37 page
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