41,816 research outputs found

    Transport-Based Neural Style Transfer for Smoke Simulations

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    Artistically controlling fluids has always been a challenging task. Optimization techniques rely on approximating simulation states towards target velocity or density field configurations, which are often handcrafted by artists to indirectly control smoke dynamics. Patch synthesis techniques transfer image textures or simulation features to a target flow field. However, these are either limited to adding structural patterns or augmenting coarse flows with turbulent structures, and hence cannot capture the full spectrum of different styles and semantically complex structures. In this paper, we propose the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric smoke data. Our method is able to transfer features from natural images to smoke simulations, enabling general content-aware manipulations ranging from simple patterns to intricate motifs. The proposed algorithm is physically inspired, since it computes the density transport from a source input smoke to a desired target configuration. Our transport-based approach allows direct control over the divergence of the stylization velocity field by optimizing incompressible and irrotational potentials that transport smoke towards stylization. Temporal consistency is ensured by transporting and aligning subsequent stylized velocities, and 3D reconstructions are computed by seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional materials: http://www.byungsoo.me/project/neural-flow-styl

    Capabilities and constraints of NASA's ground-based reduced gravity facilities

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    The ground-based reduced gravity facilities of NASA have been utilized to support numerous investigations addressing various processes and phenomina in several disciplines for the past 30 years. These facilities, which include drop towers, drop tubes, aircraft, and sounding rockets are able to provide a low gravity environment (gravitational levels that range from 10(exp -2)g to 10(exp -6)g) by creating a free fall or semi-free fall condition where the force of gravity on an experiment is offset by its linear acceleration during the 'fall' (drop or parabola). The low gravity condition obtained on the ground is the same as that of an orbiting spacecraft which is in a state of perpetual free fall. The gravitational levels and associated duration times associated with the full spectrum of reduced gravity facilities including spaced-based facilities are summarized. Even though ground-based facilities offer a relatively short experiment time, this available test time has been found to be sufficient to advance the scientific understanding of many phenomena and to provide meaningful hardware tests during the flight experiment development process. Also, since experiments can be quickly repeated in these facilities, multistep phenomena that have longer characteristic times associated with them can sometimes be examined in a step-by-step process. There is a large body of literature which has reported the study results achieved through using reduced-gravity data obtained from the facilities

    Towards a Real-Time Data Driven Wildland Fire Model

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    A wildland fire model based on semi-empirical relations for the spread rate of a surface fire and post-frontal heat release is coupled with the Weather Research and Forecasting atmospheric model (WRF). The propagation of the fire front is implemented by a level set method. Data is assimilated by a morphing ensemble Kalman filter, which provides amplitude as well as position corrections. Thermal images of a fire will provide the observations and will be compared to a synthetic image from the model state.Comment: 5 pages, 4 figure

    Cluster-based interactive volume rendering with Simian

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    technical reportCommodity-based computer clusters offer a cost-effective alternative to traditional largescale, tightly coupled computers as a means to provide high-performance computational and visualization services. The Center for the Simulation of Accidental Fires and Explosions (C-SAFE) at the University of Utah employs such a cluster, and we have begun to experiment with cluster-based visualization services. In particular, we seek to develop an interactive volume rendering tool for navigating and visualizing large-scale scientific datasets. Using Simian, an OpenGL volume renderer, we examine two approaches to cluster-based interactive volume rendering: (1) a ?cluster-aware? version of the application that makes explicit use of remote nodes through a message-passing interface, and (2) the unmodified application running atop the Chromium clustered rendering framework. This paper provides a detailed comparison of the two approaches by carefully considering the key issues that arise when parallelizing Simian. These issues include the richness of user interaction; the distribution of volumetric datasets and proxy geometry; and the degree of interactivity provided by the image rendering and compositing schemes. The results of each approach when visualizing two large-scale C-SAFE datasets are given, and we discuss the relative advantages and disadvantages that were considered when developing our cluster-based interactive volume rendering application

    Automatic Graphics And Game Content Generation Through Evolutionary Computation

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    Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles, is an evolutionary method to enable users to quickly and easily create complex particle effects through a simple interactive evolutionary computation (IEC) interface. That way, particle effects become an evolvable class of content, which is exploited in the remainder of the dissertation. In particular, (2) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players. Through cgNEAT, the game platform on its own can generate novel content that is designed to satisfy its players. Finally, (3) the Galactic Arms Race (GAR) multiplayer online video game is constructed to demonstrate these techniques working on a real online gaming platform. In GAR, which was made available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. The resulting study shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially significantly reducing the cost of content creation and considerably increasing entertainment value with a constant stream of evolving content

    Modeling wildland fire radiance in synthetic remote sensing scenes

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    This thesis develops a framework for implementing radiometric modeling and visualization of wildland fire. The ability to accurately model physical and op- tical properties of wildfire and burn area in an infrared remote sensing system will assist efforts in phenomenology studies, algorithm development, and sensor evaluation. Synthetic scenes are also needed for a Wildland Fire Dynamic Data Driven Applications Systems (DDDAS) for model feedback and update. A fast approach is presented to predict 3D flame geometry based on real time measured heat flux, fuel loading, and wind speed. 3D flame geometry could realize more realistic radiometry simulation. A Coupled Atmosphere-Fire Model is used to de- rive the parameters of the motion field and simulate fire dynamics and evolution. Broad band target (fire, smoke, and burn scar) spectra are synthesized based on ground measurements and MODTRAN runs. Combining the temporal and spa- tial distribution of fire parameters, along with the target spectra, a physics based model is used to generate radiance scenes depicting what the target might look like as seen by the airborne sensor. Radiance scene rendering of the 3D flame includes 2D hot ground and burn scar cooling, 3D flame direct radiation, and 3D indirect reflected radiation. Fire Radiative Energy (FRE) is a parameter defined from infrared remote sensing data that is applied to determine the radiative energy released during a wildland fire. FRE derived with the Bi-spectral method and the MIR radiance method are applied to verify the fire radiance scene synthesized in this research. The results for the synthetic scenes agree well with published values derived from wildland fire images
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