28,388 research outputs found

    Radiative and leptonic decays of the pseudoscalar charmonium state ηc\eta_c

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    The radiative and leptonic decays of ηcγγ\eta_c\to \gamma\gamma and ηcl+l\eta_c\to l^+l^- are studied. For ηcγγ\eta_c\to \gamma\gamma decay, the second-order electromagnetic tree-level diagram gives the leading contribution. The decay rate of ηcγγ\eta_c\to \gamma\gamma is calculated, the prediction is in good agreement with the experimental data. For \eta_c\to l^+\l^-, both the tree and loop diagrams are calculated. The analysis shows that the loop contribution dominates, the contribution of tree diagram with Z0Z^0 intermediate state can only modifies the decay rate by less than 1%. The prediction of the branching ratios of ηce+e\eta_c\to e^+e^- and μ+μ\mu^+\mu^- are very tiny within the standard model. The smallness of these predictions within the standard model makes the leptonic decays of ηc\eta_c sensitive to physics beyond the standard model. Measurement of the leptonic decay may give information of new physics.Comment: 9 pages, 4 figures, RevTex, small change, version to appear in Phys. Rev.

    Sketch-based virtual human modelling and animation

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    Animated virtual humans created by skilled artists play a remarkable role in today’s public entertainment. However, ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. We developed a new method and a novel sketching interface, which enable anyone who can draw to “sketch-out” 3D virtual humans and animation. We devised a “Stick FigureFleshing-outSkin Mapping” graphical pipeline, which decomposes the complexity of figure drawing and considerably boosts the modelling and animation efficiency. We developed a gesture-based method for 3D pose reconstruction from 2D stick figure drawings. We investigated a “Creative Model-based Method”, which performs a human perception process to transfer users’ 2D freehand sketches into 3D human bodies of various body sizes, shapes and fat distributions. Our current system supports character animation in various forms including articulated figure animation, 3D mesh model animation, and 2D contour/NPR animation with personalised drawing styles. Moreover, this interface also supports sketch-based crowd animation and 2D storyboarding of 3D multiple character interactions. A preliminary user study was conducted to support the overall system design. Our system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    Sketching-out virtual humans: A smart interface for human modelling and animation

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    In this paper, we present a fast and intuitive interface for sketching out 3D virtual humans and animation. The user draws stick figure key frames first and chooses one for “fleshing-out” with freehand body contours. The system automatically constructs a plausible 3D skin surface from the rendered figure, and maps it onto the posed stick figures to produce the 3D character animation. A “creative model-based method” is developed, which performs a human perception process to generate 3D human bodies of various body sizes, shapes and fat distributions. In this approach, an anatomical 3D generic model has been created with three distinct layers: skeleton, fat tissue, and skin. It can be transformed sequentially through rigid morphing, fatness morphing, and surface fitting to match the original 2D sketch. An auto-beautification function is also offered to regularise the 3D asymmetrical bodies from users’ imperfect figure sketches. Our current system delivers character animation in various forms, including articulated figure animation, 3D mesh model animation, 2D contour figure animation, and even 2D NPR animation with personalised drawing styles. The system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    D^0-D^0bar mixing in \Upsilon(1S) \to D^0 D^0bar decay at Super-B

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    \Dz-\Dzb mixing and significant CP violation in the charm system may indicate the signature of new physics. In this study, we suggest that the coherent \DzDzb events from the decay of \Upsilon(1S) \to \Dz \Dzb can be used to measure both mixing parameters and CP violation in charm decays. The neutral DD mesons from Υ(1S)\Upsilon(1S) decay are strongly boosted, so that it will offer the possibility to measure the proper-time interval, Δt\Delta t, between the fully-reconstructed \Dz and \Dzb. Both coherent and time-dependent information can be used to extract \Dz-\Dzb mixing parameters. The sensitivity of the measurement should be improved at B factories or super-B.Comment: 6 pages, 1 figure, this is the last version to appear in Phys. Rev.

    Antenna Miniaturization Based on Supperscattering Effect

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    Antennas are essential components of all existing radio equipments. The miniaturization of antenna is a key issue of antenna technology. Based on supperscattering effect, we found that when a small horn antenna is located inside of a dielectric core and covered with a complementary layer, its far field radiation pattern will be equivalent to a large horn antenna. The complementary layer with only axial parameters varying with radius is obtained using coordinate transformation theory. Besides, the influence of loss and perturbations of parameters on supperscattering effect is also investigated. Results show that the device is robust against the perturbation in the axial material parameters when the refractive index is kept invariant. Full-wave simulations based on finite element method are performed to validate the design

    Discrete Razumikhin-type technique and stability of the Euler-Maruyama method to stochastic functional differential equations

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    A discrete stochastic Razumikhin-type theorem is established to investigate whether the Euler--Maruyama (EM) scheme can reproduce the moment exponential stability of exact solutions of stochastic functional differential equations (SFDEs). In addition, the Chebyshev inequality and the Borel-Cantelli lemma are applied to show the almost sure stability of the EM approximate solutions of SFDEs. To show our idea clearly, these results are used to discuss stability of numerical solutions of two classes of special SFDEs, including stochastic delay differential equations (SDDEs) with variable delay and stochastically perturbed equations
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