16 research outputs found

    Systematic and Phylogenetic Analysis of the Ole e 1 Pollen Protein Family Members in Plants

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    16 páginas, 2 figuras, 1 tabla.Support of the Spanish Ministry of Science and Innovation (ERDF-cofinanced project BFU2008-00629) and Andalusian Regional Government (ERDF-cofinanced Proyectos de Excelencia CVI5767 and AGR6274) is gratefully acknowledged.Peer reviewe

    The educational application for the research of automatic control processes of attitude of the elastic flying vehicle

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    The application for researches of automatic control processes of statically unstable flying vehicle oriented on the unprepared user is offered. Use of this application excludes appearance of the false results caused by the incorrect job of basic data. The user can concentrate entirely the attention on a features study of attitude motion control systems and an explanation of the received results

    Modificaciones en el gravímetro Askania GS-15 nº 212 y resultados comparativos de las series observadas

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    Comunicación presentada en la “VI Asamblea Nacional de Geodesia y Geofísica”, Madrid, 1988.El gravímetro Askania GS-15 nQ 212 fue transformado en instrumento de cero, es decir de masa estática, en 1979; desde entonces su funcionamiento ha sido contínuo y los resultados de los análisis efectuados de las series observadas han demostrado que la estabilidad de la sensibilidad del sistema ha mejorado sustancialmente. No obstante, la relación señal ruido de dichas observaciones se veía disminuida por dos efectos externos; por un lado la falta de calidad del sistema de termostatización del sensor y por otro, los efectos de las variaciones de presión atmosférica sobre el sistema mecánico debido a la pérdida de estanqueidad del mismo. Las condiciones de constancia térmica de la nuevaestación del Valle de los Caídos, ha permitido eliminar el sistema de control térmico, aunque se está diseñando, para ser instalado próximamente, un nuevo sistema diferencial. El factor de perturbación barométrica sobre las partes mecánicas del sensor se ha eliminado construyendo un contenedor absolutamente hermético en cuyo interior se ha instalado el gravímetro. Los aná1isis de 1as series observadas con posterioridad a estas mejoras son examinados y comparados con las etapas previas, poniéndose se manifiesto que el instrumento en las actuales condiciones alcanza su nivel óptimo de funcionamiento.Peer reviewe

    The algorithmic beauty of cities : interactive modeling and realtime visualization of compact procedural descriptions

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    Nearly everyone of us is surrounded by synthesized virtual environments every day, although it is not always obvious. For example, most graphics in any commercial seen on street posters, on web banners, or in short clips on television contain artificial content and special visual effects to make the communicated message impressive and memorable. In some cases, a certain degree of realism is requested for the virtual environment, especially, if it is mixed with real world content. Present rendering algorithms allow for the production of synthetical images that are hard to distinguish from pictures which were taken from the real world. Even with commodity hardware, high quality renderings can be finished in reasonable time. There are many applications in practice which benefit from virtual environments. For example, many film productions use digital copies of real world locations like famous cities to easily include artificial content (e.g. crowds of people), to allow for complex camera trajectories (e.g. falling from the sky to the street level), or to simulate large scale effects (e.g. a heavy destruction of the scene). This digest of new possibilities would be very expensive or even infeasible without using virtual scenes. One of the biggest bottlenecks in the production workflow of synthesized virtual environments is the content creation. The modeling of large scenes that provide a high amount of detail is a time consuming and sometimes tedious task. The problem is often compensated by just keeping a high number of artists busy, however, this solution is rather expensive and requires a lot of organizational overhead. Unfortunately, content creation is a creative task and thus, it can not be fully automatized, i.e. the visionary input of artists is still needed. This thesis is focused on the generation and rendering of cities including common entities like buildings, bridges, and plants. Instead of rationalizing the work of artists, we rather aim at the development of supportive tools that utilize the expressive power of procedural modeling techniques combined with easily operated user interfaces for the intuitive and efficient insertion of creative input. The novelties of this thesis are categorized into three parts. First, the fundamental formalisms of procedural modeling techniques are discussed and analyzed with respect to their application in virtual environments. We introduce an expressive but yet intuitive modeling language that allows for the combination of several modeling strategies. This enables the creation of hierarchical structures (e.g. buildings and plants) as well as of interconnected structures (e.g. bridges and power poles) within one unified description. In the second part, interactive extensions to the previously developed modeling language are presented such that the underlying formalism is not necessarily exposed to the user. Consequently, our approach does not only represent a supportive tool for artists, but even allows users without scripting or modeling experience to combine and manipulate procedurally generated content. In the last part, an efficient rendering pipeline for large scale procedural city models is introduced. Taking a coarse polygonal model of a city as input, high quality facades with real geometric detail are generated on-the-fly such that the massive amount of data never needs to be stored explicitly

    The algorithmic beauty of cities : interactive modeling and realtime visualization of compact procedural descriptions

    Get PDF
    Nearly everyone of us is surrounded by synthesized virtual environments every day, although it is not always obvious. For example, most graphics in any commercial seen on street posters, on web banners, or in short clips on television contain artificial content and special visual effects to make the communicated message impressive and memorable. In some cases, a certain degree of realism is requested for the virtual environment, especially, if it is mixed with real world content. Present rendering algorithms allow for the production of synthetical images that are hard to distinguish from pictures which were taken from the real world. Even with commodity hardware, high quality renderings can be finished in reasonable time. There are many applications in practice which benefit from virtual environments. For example, many film productions use digital copies of real world locations like famous cities to easily include artificial content (e.g. crowds of people), to allow for complex camera trajectories (e.g. falling from the sky to the street level), or to simulate large scale effects (e.g. a heavy destruction of the scene). This digest of new possibilities would be very expensive or even infeasible without using virtual scenes. One of the biggest bottlenecks in the production workflow of synthesized virtual environments is the content creation. The modeling of large scenes that provide a high amount of detail is a time consuming and sometimes tedious task. The problem is often compensated by just keeping a high number of artists busy, however, this solution is rather expensive and requires a lot of organizational overhead. Unfortunately, content creation is a creative task and thus, it can not be fully automatized, i.e. the visionary input of artists is still needed. This thesis is focused on the generation and rendering of cities including common entities like buildings, bridges, and plants. Instead of rationalizing the work of artists, we rather aim at the development of supportive tools that utilize the expressive power of procedural modeling techniques combined with easily operated user interfaces for the intuitive and efficient insertion of creative input. The novelties of this thesis are categorized into three parts. First, the fundamental formalisms of procedural modeling techniques are discussed and analyzed with respect to their application in virtual environments. We introduce an expressive but yet intuitive modeling language that allows for the combination of several modeling strategies. This enables the creation of hierarchical structures (e.g. buildings and plants) as well as of interconnected structures (e.g. bridges and power poles) within one unified description. In the second part, interactive extensions to the previously developed modeling language are presented such that the underlying formalism is not necessarily exposed to the user. Consequently, our approach does not only represent a supportive tool for artists, but even allows users without scripting or modeling experience to combine and manipulate procedurally generated content. In the last part, an efficient rendering pipeline for large scale procedural city models is introduced. Taking a coarse polygonal model of a city as input, high quality facades with real geometric detail are generated on-the-fly such that the massive amount of data never needs to be stored explicitly

    Realtime Compositing of Procedural Facade Textures on the GPU

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    The real time rendering of complex virtual city models has become more important in the last few years for many practical applications like realistic navigation or urban planning. For maximum rendering performance, the complexity of the geometry or textures can be reduced by decreasing the resolution until the data set can fully reside on the memory of the graphics card. This typically results in a low quality of the virtual city model. Alternatively, a streaming algorithm can load the high quality data set from the hard drive. However, this approach requires a large amount of persistent storage providing several gigabytes of static data. We present a system that uses a texture atlas containing atomic tiles like windows, doors or wall patterns, and that combines those elements on-the-fly directly on the graphics card. The presented approach benefits from a sophisticated randomization approach that produces lots of different facades while the grammar description itself remains small. By using a ray casting apporach, we are able to trace through transparent windows revealing procedurally generated rooms which further contributes to the realism of the rendering. The presented method enables real time rendering of city models with a high level of detail for facades while still relying on a small memory footprint

    Procedural Interpolation of Historical City Maps

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    We propose a novel approach for the temporal interpolation of city maps. The input to our algorithm is a sparse set of historical city maps plus optional additional knowledge about construction or destruction events. The output is a fast forward animation of the city map development where roads and buildings are constructed and destroyed over time in order to match the sparse historical facts and to look plausible where no precise facts are available. A smooth transition between any real-world data could be interesting for educational purposes, because our system conveys an intuition of the city development. The insertion of data, like when and where a certain building or road existed, is efficiently performed by an intuitive graphical user interface. Our system collects all this information into a global dependency graph of events. By propagating time intervals through the dependency graph we can automatically derive the earliest and latest possible date for each event which are guaranteeing temporal as well as geographical consistency (e.g. buildings can only appear along roads that have been constructed before). During the simulation of the city development, events are scheduled according to a score function that rates the plausibility of the development (e.g. cities grow along major roads). Finally, the events are properly distributed over time to control the dynamics of the city development. Based on the city map animation we create a procedural city model in order to render a 3D animation of the city development over decades. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation I.3.4 [Computer Graphics]: Graphics Utilities—Paint System

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