92,921 research outputs found

    Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

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    Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke

    Physics of the Pseudogap State: Spin-Charge Locking

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    The properties of the pseudogap phase above Tc of the high-Tc cuprate superconductors are described by showing that the Anderson-Nambu SU(2) spinors of an RVB spin gap 'lock' to those of the electron charge system because of the resulting improvement of kinetic energy. This enormously extends the range of the vortex liquid state in these materials. As a result it is not clear that the spinons are ever truly deconfined. A heuristic description of the electrodynamics of this pseudogap-vortex liquid state is proposed.Comment: Submitted to Phys Rev Letter

    Capital Structure and Investment Behaviour of Malaysian Firms in the 1990s: A Study of Corporate Governance before the Crisis

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    This is an empirical study analyzing the corporate finance and governance structure in Malaysia before and after the financial crisis of 1997, utilizing the agency cost approach. The contribution of this paper is to link the corporate governance mechanism with the role of banks and corporate ownership structure taking into account the institutional framework and historical background of the Malaysian financial system. Based on data for 375 non-financial KLSE (Kuala Lumpur Stock Exchange) listed companies during fiscal years 1995-99, our analysis is organized into three parts. Section 2 outlines characteristics of corporate finance in Malaysia in the 1990s using aggregated time-series data. Section 3 examines determinants of capital structure via cross-sectional regressions in terms of dependency on banks, availability of internal funds, ownership concentration, ethnic ownership structure, industry effects, etc. And in section 4, we estimate simple investment functions with panel data in order to examine the effects of debt financing on corporate investments before the crisis. Empirical results show that the commitment of banks to finance corporate debt as well as lending obviously increased debt ratios. Ownership concentration mitigates conflict between managers and owners. Foreign ownership also contributed to a reduction in the agency costs of equity financing. However, increasing ownership by native Malays (Bumiputera), both the direct and indirect holding of corporate shares, played no significant role in disciplining corporate management. Finally, high dependency on debt led to excessive corporate investment before the crisis. These results imply that the concentration of risks on the banking sector and social policy advocating the dispersion of corporate ownership weakened the corporate governance mechanism, thereby exacerbating the distress of Malaysia's corporate sector during the financial crisis.

    Monotonicity and logarithmic convexity relating to the volume of the unit ball

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    Let Ωn\Omega_n stand for the volume of the unit ball in Rn\mathbb{R}^n for nNn\in\mathbb{N}. In the present paper, we prove that the sequence Ωn1/(nlnn)\Omega_{n}^{1/(n\ln n)} is logarithmically convex and that the sequence Ωn1/(nlnn)Ωn+11/[(n+1)ln(n+1)]\frac{\Omega_{n}^{1/(n\ln n)}}{\Omega_{n+1}^{1/[(n+1)\ln(n+1)]}} is strictly decreasing for n2n\ge2. In addition, some monotonic and concave properties of several functions relating to Ωn\Omega_{n} are extended and generalized.Comment: 12 page

    Maximum solutions of normalized Ricci flows on 4-manifolds

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    We consider maximum solution g(t)g(t), t[0,+)t\in [0, +\infty), to the normalized Ricci flow. Among other things, we prove that, if (M,ω)(M, \omega) is a smooth compact symplectic 4-manifold such that b2+(M)>1b_2^+(M)>1 and let g(t),t[0,)g(t),t\in[0,\infty), be a solution to (1.3) on MM whose Ricci curvature satisfies that Ric(g(t))3|\text{Ric}(g(t))|\leq 3 and additionally χ(M)=3τ(M)>0\chi(M)=3 \tau (M)>0, then there exists an mNm\in \mathbb{N}, and a sequence of points {xj,kM}\{x_{j,k}\in M\}, j=1,...,mj=1, ..., m, satisfying that, by passing to a subsequence, (M,g(tk+t),x1,k,...,xm,k)dGH(j=1mNj,g,x1,,...,,xm,),(M, g(t_{k}+t), x_{1,k},..., x_{m,k}) \stackrel{d_{GH}}\longrightarrow (\coprod_{j=1}^m N_j, g_{\infty}, x_{1,\infty}, ...,, x_{m,\infty}), t[0,)t\in [0, \infty), in the mm-pointed Gromov-Hausdorff sense for any sequence tkt_{k}\longrightarrow \infty, where (Nj,g)(N_{j}, g_{\infty}), j=1,...,mj=1,..., m, are complete complex hyperbolic orbifolds of complex dimension 2 with at most finitely many isolated orbifold points. Moreover, the convergence is CC^{\infty} in the non-singular part of 1mNj\coprod_1^m N_{j} and Volg0(M)=j=1mVolg(Nj)\text{Vol}_{g_{0}}(M)=\sum_{j=1}^{m}\text{Vol}_{g_{\infty}}(N_{j}), where χ(M)\chi(M) (resp. τ(M)\tau(M)) is the Euler characteristic (resp. signature) of MM.Comment: 23 page

    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
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