29,428 research outputs found

    Progressive refinement rendering of implicit surfaces

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    The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting

    A progressive refinement approach for the visualisation of implicit surfaces

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    Visualising implicit surfaces with the ray casting method is a slow procedure. The design cycle of a new implicit surface is, therefore, fraught with long latency times as a user must wait for the surface to be rendered before being able to decide what changes should be introduced in the next iteration. In this paper, we present an attempt at reducing the design cycle of an implicit surface modeler by introducing a progressive refinement rendering approach to the visualisation of implicit surfaces. This progressive refinement renderer provides a quick previewing facility. It first displays a low quality estimate of what the final rendering is going to be and, as the computation progresses, increases the quality of this estimate at a steady rate. The progressive refinement algorithm is based on the adaptive subdivision of the viewing frustrum into smaller cells. An estimate for the variation of the implicit function inside each cell is obtained with an affine arithmetic range estimation technique. Overall, we show that our progressive refinement approach not only provides the user with visual feedback as the rendering advances but is also capable of completing the image faster than a conventional implicit surface rendering algorithm based on ray casting

    Facetted patchy particles through entropy-driven patterning of mixed ligand SAMS

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    We present a microscopic theory that describes the ordering of two distinct ligands on the surface of a faceted nanoparticle. The theory predicts that when one type of ligand is significantly bulkier than all others, the larger ligands preferentially align themselves along the edges and vertices of the nanoparticle. Monte Carlo simulations confirm these predictions. We show that the intrinsic conformational entropy of the ligands stabilizes this novel edge-aligned phase.Comment: 11 pages, 10 figure

    Thermophysical Phenomena in Metal Additive Manufacturing by Selective Laser Melting: Fundamentals, Modeling, Simulation and Experimentation

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    Among the many additive manufacturing (AM) processes for metallic materials, selective laser melting (SLM) is arguably the most versatile in terms of its potential to realize complex geometries along with tailored microstructure. However, the complexity of the SLM process, and the need for predictive relation of powder and process parameters to the part properties, demands further development of computational and experimental methods. This review addresses the fundamental physical phenomena of SLM, with a special emphasis on the associated thermal behavior. Simulation and experimental methods are discussed according to three primary categories. First, macroscopic approaches aim to answer questions at the component level and consider for example the determination of residual stresses or dimensional distortion effects prevalent in SLM. Second, mesoscopic approaches focus on the detection of defects such as excessive surface roughness, residual porosity or inclusions that occur at the mesoscopic length scale of individual powder particles. Third, microscopic approaches investigate the metallurgical microstructure evolution resulting from the high temperature gradients and extreme heating and cooling rates induced by the SLM process. Consideration of physical phenomena on all of these three length scales is mandatory to establish the understanding needed to realize high part quality in many applications, and to fully exploit the potential of SLM and related metal AM processes

    Modeling hydrodynamic self-propulsion with Stokesian Dynamics. Or teaching Stokesian Dynamics to swim

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    We develop a general framework for modeling the hydrodynamic self-propulsion (i.e., swimming) of bodies (e.g., microorganisms) at low Reynolds number via Stokesian Dynamics simulations. The swimming body is composed of many spherical particles constrained to form an assembly that deforms via relative motion of its constituent particles. The resistance tensor describing the hydrodynamic interactions among the individual particles maps directly onto that for the assembly. Specifying a particular swimming gait and imposing the condition that the swimming body is force- and torque-free determine the propulsive speed. The body’s translational and rotational velocities computed via this methodology are identical in form to that from the classical theory for the swimming of arbitrary bodies at low Reynolds number. We illustrate the generality of the method through simulations of a wide array of swimming bodies: pushers and pullers, spinners, the Taylor=Purcell swimming toroid, Taylor’s helical swimmer, Purcell’s three-link swimmer, and an amoeba-like body undergoing large-scale deformation. An open source code is a part of the supplementary material and can be used to simulate the swimming of a body with arbitrary geometry and swimming gait

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    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

    Theory of ice premelting in porous media

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    Premelting describes the confluence of phenomena that are responsible for the stable existence of the liquid phase of matter in the solid region of its bulk phase diagram. Here we develop a theoretical description of the premelting of water ice contained in a porous matrix, made of a material with a melting temperature substantially larger than ice itself, to predict the amount of liquid water in the matrix at temperatures below its bulk freezing point. Our theory combines the interfacial premelting of ice in contact with the matrix, grain boundary melting in the ice, and impurity and curvature induced premelting, the latter occurring in regions which force the ice-liquid interface into a high curvature configuration. These regions are typically found at points where the matrix surface is concave, along contact lines of a grain boundary with the matrix, and in liquid veins. Both interfacial premelting and curvature induced premelting depend on the concentration of impurities in the liquid, which, due to the small segregation coefficient of impurities in ice are treated as homogeneously distributed in the premelted liquid. Our principal result is an equation for the fraction of liquid in the porous medium as a function of the undercooling, which embodies the combined effects of interfacial premelting, curvature induced premelting, and impurities. The result is analyzed in detail and applied to a range of experimentally relevant settings.Comment: 14 pages, 10 figures, accepted for publication in Physical Review
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