64,151 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

    Cosmic Reionisation by Stellar Sources: Population II Stars

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    We study the reionisation of the Universe by stellar sources using a numerical approach that combines fast 3D radiative transfer calculations with high resolution hydrodynamical simulations. Ionising fluxes for the sources are derived from intrinsic star formation rates computed in the underlying hydrodynamical simulations. Our mass resolution limit for sources is M~ 4.0 x 10^7 h^-1 M_sol, which is roughly an order of magnitude smaller than in previous studies of this kind. Our calculations reveal that the reionisation process is sensitive to the inclusion of dim sources with masses below ~10^9 h^-1 M_sol. We present the results of our reionisation simulation assuming a range of escape fractions for ionising photons and make statistical comparisons with observational constraints on the neutral fraction of hydrogen at z~6 derived from the z=6.28 SDSS quasar of Becker and coworkers. Our best fitting model has an escape fraction of ~20% and causes reionisation to occur by z~8, although the IGM remains fairly opaque until z~6. In order to simultaneously match the observations from the z=6.28 SDSS quasar and the optical depth measurement from WMAP with the sources modeled here, we require an evolving escape fraction that rises from f_esc=0.20 near z~6 to f_esc>~10 at z~18.Comment: 42 pages, 13 figure

    The Chandra X-ray Survey of Planetary Nebulae (ChanPlaNS): Probing Binarity, Magnetic Fields, and Wind Collisions

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    We present an overview of the initial results from the Chandra Planetary Nebula Survey (ChanPlaNS), the first systematic (volume-limited) Chandra X-ray Observatory survey of planetary nebulae (PNe) in the solar neighborhood. The first phase of ChanPlaNS targeted 21 mostly high-excitation PNe within ~1.5 kpc of Earth, yielding 4 detections of diffuse X-ray emission and 9 detections of X-ray-luminous point sources at the central stars (CSPNe) of these objects. Combining these results with those obtained from Chandra archival data for all (14) other PNe within ~1.5 kpc that have been observed to date, we find an overall X-ray detection rate of ~70%. Roughly 50% of the PNe observed by Chandra harbor X-ray-luminous CSPNe, while soft, diffuse X-ray emission tracing shocks formed by energetic wind collisions is detected in ~30%; five objects display both diffuse and point-like emission components. The presence of X-ray sources appears correlated with PN density structure, in that molecule-poor, elliptical nebulae are more likely to display X-ray emission (either point-like or diffuse) than molecule-rich, bipolar or Ring-like nebulae. All but one of the X-ray point sources detected at CSPNe display X-ray spectra that are harder than expected from hot (~100 kK) central star photospheres, possibly indicating a high frequency of binary companions to CSPNe. Other potential explanations include self-shocking winds or PN mass fallback. Most PNe detected as diffuse X-ray sources are elliptical nebulae that display a nested shell/halo structure and bright ansae; the diffuse X-ray emission regions are confined within inner, sharp-rimmed shells. All sample PNe that display diffuse X-ray emission have inner shell dynamical ages <~5x10^3 yr, placing firm constraints on the timescale for strong shocks due to wind interactions in PNe.Comment: 41 pages, 6 figures; submitted to the Astronomical Journa

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    A Cyclic Distributed Garbage Collector for Network Objects

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    This paper presents an algorithm for distributed garbage collection and outlines its implementation within the Network Objects system. The algorithm is based on a reference listing scheme, which is augmented by partial tracing in order to collect distributed garbage cycles. Processes may be dynamically organised into groups, according to appropriate heuristics, to reclaim distributed garbage cycles. The algorithm places no overhead on local collectors and suspends local mutators only briefly. Partial tracing of the distributed graph involves only objects thought to be part of a garbage cycle: no collaboration with other processes is required. The algorithm offers considerable flexibility, allowing expediency and fault-tolerance to be traded against completeness

    An Overview of Rendering from Volume Data --- including Surface and Volume Rendering

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    Volume rendering is a title often ambiguously used in science. One meaning often quoted is: `to render any three volume dimensional data set'; however, within this categorisation `surface rendering'' is contained. Surface rendering is a technique for visualising a geometric representation of a surface from a three dimensional volume data set. A more correct definition of Volume Rendering would only incorporate the direct visualisation of volumes, without the use of intermediate surface geometry representations. Hence we state: `Volume Rendering is the Direct Visualisation of any three dimensional Volume data set; without the use of an intermediate geometric representation for isosurfaces'; `Surface Rendering is the Visualisation of a surface, from a geometric approximation of an isosurface, within a Volume data set'; where an isosurface is a surface formed from a cross connection of data points, within a volume, of equal value or density. This paper is an overview of both Surface Rendering and Volume Rendering techniques. Surface Rendering mainly consists of contouring lines over data points and triangulations between contours. Volume rendering methods consist of ray casting techniques that allow the ray to be cast from the viewing plane into the object and the transparency, opacity and colour calculated for each cell; the rays are often cast until an opaque object is `hit' or the ray exits the volume

    ROBAST: Development of a ROOT-Based Ray-Tracing Library for Cosmic-Ray Telescopes and its Applications in the Cherenkov Telescope Array

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    We have developed a non-sequential ray-tracing simulation library, ROOT-based simulator for ray tracing (ROBAST), which is aimed to be widely used in optical simulations of cosmic-ray (CR) and gamma-ray telescopes. The library is written in C++, and fully utilizes the geometry library of the ROOT framework. Despite the importance of optics simulations in CR experiments, no open-source software for ray-tracing simulations that can be widely used in the community has existed. To reduce the dispensable effort needed to develop multiple ray-tracing simulators by different research groups, we have successfully used ROBAST for many years to perform optics simulations for the Cherenkov Telescope Array (CTA). Among the six proposed telescope designs for CTA, ROBAST is currently used for three telescopes: a Schwarzschild-Couder (SC) medium-sized telescope, one of SC small-sized telescopes, and a large-sized telescope (LST). ROBAST is also used for the simulation and development of hexagonal light concentrators proposed for the LST focal plane. Making full use of the ROOT geometry library with additional ROBAST classes, we are able to build the complex optics geometries typically used in CR experiments and ground-based gamma-ray telescopes. We introduce ROBAST and its features developed for CR experiments, and show several successful applications for CTA.Comment: Accepted for publication in Astroparticle Physics. 11 pages, 10 figures, 4 table
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