10,177 research outputs found
Wallpaper Maps
A wallpaper map is a conformal projection of a spherical earth onto regular polygons with which the plane can be tiled continuously. A complete set of distinct wallpaper maps that satisfy certain natural symmetry conditions is derived and illustrated. Though all of the projections have been published before, the family had not been characterized as a whole. Some wallpaper maps generalize to one-parameter subfamilies in which the sphere is pre-transformed by a conformal automorphism
Real-space recipes for general topological crystalline states
Topological crystalline states are short-range entangled states jointly
protected by onsite and crystalline symmetries. While the non-interacting limit
of these states, e.g., the topological crystalline insulators, have been
intensively studied in band theory and have been experimentally discovered, the
classification and diagnosis of their strongly interacting counterparts are
relatively less well understood. Here we present a unified scheme for
constructing all topological crystalline states, bosonic and fermionic, free
and interacting, from real-space "building blocks" and "connectors". Building
blocks are finite-size pieces of lower dimensional topological states protected
by onsite symmetries alone, and connectors are "glue" that complete the open
edges shared by two or multiple pieces of building blocks. The resulted
assemblies are selected against two physical criteria we call the "no-open-edge
condition" and the "bubble equivalence", which, respectively, ensure that each
selected assembly is gapped in the bulk and cannot be deformed to a product
state. The scheme is then applied to obtaining the full classification of
bosonic topological crystalline states protected by several onsite symmetry
groups and each of the 17 wallpaper groups in two dimensions and 230 space
groups in three dimensions. We claim that our real-space recipes give the
complete set of topological crystalline states for bosons and fermions, and
prove the boson case analytically using a spectral sequence expansion of group
cohomology.Comment: 17+44 pages, 7+1 figures, 0+2 tables. The content is the same as the
published version, but arranged differentl
Nullification functors and the homotopy type of the classifying space for proper bundles
Let G be a discrete group for which the classifying space for proper
G-actions is finite-dimensional. We find a space W such that for any such G,
the classifying space PBG for proper G-bundles has the homotopy type of the
W-nullification of BG. We use this to deduce some results concerning PBG and in
some cases where there is a good model for PBG we obtain information about the
BZ/p-nullification of BG.Comment: Published by Algebraic and Geometric Topology at
http://www.maths.warwick.ac.uk/agt/AGTVol5/agt-5-46.abs.htm
A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment
The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition
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