530 research outputs found

    LOCALIS: Locally-adaptive Line Simplification for GPU-based Geographic Vector Data Visualization

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    Visualization of large vector line data is a core task in geographic and cartographic systems. Vector maps are often displayed at different cartographic generalization levels, traditionally by using several discrete levels-of-detail (LODs). This limits the generalization levels to a fixed and predefined set of LODs, and generally does not support smooth LOD transitions. However, fast GPUs and novel line rendering techniques can be exploited to integrate dynamic vector map LOD management into GPU-based algorithms for locally-adaptive line simplification and real-time rendering. We propose a new technique that interactively visualizes large line vector datasets at variable LODs. It is based on the Douglas-Peucker line simplification principle, generating an exhaustive set of line segments whose specific subsets represent the lines at any variable LOD. At run time, an appropriate and view-dependent error metric supports screen-space adaptive LOD levels and the display of the correct subset of line segments accordingly. Our implementation shows that we can simplify and display large line datasets interactively. We can successfully apply line style patterns, dynamic LOD selection lenses, and anti-aliasing techniques to our line rendering

    High power TiO2 and high capacity Sn-doped TiO2 nanomaterial anodes for lithium-ion batteries

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    A range of phase-pure anatase TiO2 (∼5 nm) and Sn-doped TiO2 nanoparticles with the formula Ti1-xSnxO2 (where x = 0, 0.06, 0.11 and 0.15) were synthesized using a continuous hydrothermal flow synthesis (CHFS) reactor. Charge/discharge cycling tests were carried out in two different potential ranges of 3 to 1 V and also a wider range of 3 to 0.05 V vs Li/Li+. In the narrower potential range, the undoped TiO2 nanoparticles display superior electrochemical performance to all the Sn-doped titania crystallites. In the wider potential range, the Sn-doped samples perform better than undoped TiO2. The sample with composition Ti0.85Sn0.15O2, shows a capacity of ca. 350 mAh g−1 at an applied constant current of 100 mA g−1 and a capacity of 192.3 mAh g−1 at a current rate of 1500 mA g−1. After 500 charge/discharge cycles (at a high constant current rate of 382 mA g−1), the same nanomaterial anode retains a relatively high specific capacity of 240 mAh g−1. The performance of these nanomaterials is notable, particularly as they are processed into electrodes, directly from the CHFS process (after drying) without any post-synthesis heat-treatment, and they are made without any conductive surface coating

    Design of a multiuser virtual trade fair using a game engine

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    The current world economic situation makes it necessary to develop new ways of establishing commercial relationships. One possible solution is to explore the advantages of virtual worlds, and for this reason online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a trade relationship with their customers without the need to visit them in person. This is very attractive for exhibitors because it can save them money, which is a priority for many companies today. In this line, this article presents a multiuser virtual trade fair developed using 3D game engine technologys. Users represented by avatars can interact with each other while they are visiting the virtual fair, which has some interactive objects included in the stands to provide information about the exhibitors. This virtual world is accessible online, and visitors only require a plug-in on their computers to be able to enter the virtual world. The game technology makes it possible to obtain a high degree of realism: very real lighting, cast shadows, collision detection, etc. Moreover, the virtual world presented builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the code necessary for its inclusion in the rendered virtual world.This work was supported by the Spanish Ministry of Science and Technology project TIN2010-21089-C03-03. And also by Bancaja, project P1 1B2007-5

    Loss of Prestin Does Not Alter the Development of Auditory Cortical Dendritic Spines

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    Disturbance of sensory input during development can have disastrous effects on the development of sensory cortical areas. To examine how moderate perturbations of hearing can impact the development of primary auditory cortex, we examined markers of excitatory synapses in mice who lacked prestin, a protein responsible for somatic electromotility of cochlear outer hair cells. While auditory brain stem responses of these mice show an approximately 40 dB increase in threshold, we found that loss of prestin produced no changes in spine density or morphological characteristics on apical dendrites of cortical layer 5 pyramidal neurons. PSD-95 immunostaining also showed no changes in overall excitatory synapse density. Surprisingly, behavioral assessments of auditory function using the acoustic startle response showed only modest changes in prestin KO animals. These results suggest that moderate developmental hearing deficits produce minor changes in the excitatory connectivity of layer 5 neurons of primary auditory cortex and surprisingly mild auditory behavioral deficits in the startle response

    Search for the Lepton-Number-Violating Decay Ξpμμ\Xi^- \to p \mu^- \mu^-

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    A sensitive search for the lepton-number-violating decay Ξpμμ\Xi^-\to p \mu^-\mu^- has been performed using a sample of 109\sim10^9 Ξ\Xi^- hyperons produced in 800 GeV/cc pp-Cu collisions. We obtain B(Ξpμμ)<4.0×108\mathcal{B}(\Xi^-\to p \mu^-\mu^-)< 4.0\times 10^{-8} at 90% confidence, improving on the best previous limit by four orders of magnitude.Comment: 9 pages, 5 figures, to be published in Phys. Rev. Let

    An approach to convert vertex-based 3D representations to combinatorial B-splines for real-time visual collaboration

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    Scientific Visualization and Virtual Reality are increasingly being used for the design of complex systems. These technologies offer powerful capabilities to make decisions that are cost and time effective. The next logical extension is to collaborate with these visual models in real-time, where parts of a design team are geographically separated. Specifically, visual collaboration enables ideas and proposed changes to be discussed exactly on a virtual model of a product. However, high-end visualization hardware and Internet technologies impede widespread use of real-time visual collaboration due to the large amount of data from which these representations are created. These data are typically in the form of 3D vertex-based models, which offer a high degree of realism when displayed, but at a price of storage, rendering speeds and processing efficiency. The more realistic the representation desired, the larger the number of vertices required and hence the higher the file size. In this paper, we propose a new data modeling and handling technique where traditional vertex-based models are converted into combinatorial B-Spline based wire-frame models that allow realtime visual collaboration in the context of typical virtual reality systems. Using appropriate filtering methods, parametric equations are computed for each curved segment in a vertexbased representation and bundled together with sampled linear segments of the model. The computed parametric equation based models occupy only a fraction of the size when compared to the original vertex-based models. These lightweight models can easily be transmitted over the Internet, in real-time, for viewing with a platform independent visual client program. The proposed methods were tested on several example data files to prove the method’s effectiveness
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