39 research outputs found
Ray casting implicit fractal surfaces with reduced affine arithmetic
A method is presented for ray casting implicit surfaces defined by fractal combinations of procedural noise functions. The method is robust and uses affine arithmetic to bound the variation of the implicit function along a ray. The method is also efficient due to a modification in the affine arithmetic representation that introduces a condensation step at the end of every non-affine operation. We show that our method is able to retain the tight estimation capabilities of affine arithmetic for ray casting implicit surfaces made from procedural noise functions while being faster to compute and more efficient to store
Topological correction of hypertextured implicit surfaces for ray casting
Hypertextures are a useful modelling tool in that they
can add three-dimensional detail to the surface of otherwise
smooth objects. Hypertextures can be rendered as implicit
surfaces, resulting in objects with a complex but well
defined boundary. However, representing a hypertexture as
an implicit surface often results in many small parts being
detached from the main surface, turning an object into a
disconnected set. Depending on the context, this can detract
from the realism in a scene where one usually does not
expect a solid object to have clouds of smaller objects floating around it. We present a topology correction technique, integrated in a ray casting algorithm for hypertextured implicit surfaces, that detects and removes all the surface components that have become disconnected from the main surface. Our method works with implicit surfaces that are C2 continuous and uses Morse theory to find the critical points of the surface. The method follows the separatrix lines joining the critical points to isolate disconnected components
Data-parallel agent-based microscopic road network simulation using graphics processing units
Road network microsimulation is computationally expensive, and existing state of the art commercial tools use task parallelism and coarse-grained data-parallelism for multi-core processors to achieve improved levels of performance. An alternative is to use Graphics Processing Units (GPUs) and fine-grained data parallelism. This paper describes a GPU accelerated agent based microsimulation model of a road network transport system. The performance for a procedurally generated grid network is evaluated against that of an equivalent multi-core CPU simulation. In order to utilise GPU architectures effectively the paper describes an approach for graph traversal of neighbouring information which is vital to providing high levels of computational performance. The graph traversal approach has been integrated within a GPU agent based simulation framework as a generalised message traversal technique for graph-based communication. Speed-ups of up to 43 × are demonstrated with increased performance scaling behaviour. Simulation of over half a million vehicles and nearly two million detectors at a rate of 25 × faster than real-time is obtained on a single GPU
A PCA-Based Method for Determining Craniofacial Relationship and Sexual Dimorphism of Facial Shapes
Previous studies have used principal component analysis (PCA) to investigate the
craniofacial relationship, as well as sex determination using facial factors. However, few studies have
investigated the extent to which the choice of principal components (PCs) affects the analysis of
craniofacial relationship and sexual dimorphism. In this paper, we propose a PCA-based method for
visual and quantitative analysis, using 140 samples of 3D heads (70 male and 70 female), produced
from computed tomography (CT) images. There are two parts to the method. First, skull and facial
landmarks are manually marked to guide the model’s registration so that dense corresponding
vertices occupy the same relative position in every sample. Statistical shape spaces of the skull and
face in dense corresponding vertices are constructed using PCA. Variations in these vertices,
captured in every principal component (PC), are visualized to observe shape variability. The
correlations of skull- and face-based PC scores are analysed, and linear regression is used to fit the
craniofacial relationship. We compute the PC coefficients of a face based on this craniofacial
relationship and the PC scores of a skull, and apply the coefficients to estimate a 3D face for the skull.
To evaluate the accuracy of the computed craniofacial relationship, the mean and standard deviation
of every vertex between the two models are computed, where these models are reconstructed using
real PC scores and coefficients. Second, each PC in facial space is analysed for sex determination, for
which support vector machines (SVMs) are used. We examined the correlation between PCs and sex,
and explored the extent to which the choice of PCs affects the expression of sexual dimorphism. Our
results suggest that skull- and face-based PCs can be used to describe the craniofacial relationship
and that the accuracy of the method can be improved by using an increased number of face-based
PCs. The results show that the accuracy of the sex classification is related to the choice of PCs. The
highest sex classification rate is 91.43% using our method
Sketching for Real-time Control of Crowd Simulations
Crowd simulations are used in various fields such as entertainment, training systems and city planning. However, controlling the behaviour of the pedestrians typically involves tuning of the system parameters through trial and error, a time-consuming process relying on knowledge of a potentially complex parameter set. This paper presents an interactive graphical approach to control the simulation by sketching in the simulation environment. The user is able to sketch obstacles to block pedestrians and lines to force pedestrians to follow a specific path, as well as define spawn and exit locations for pedestrians. The obstacles and lines modify the underlying navigation representation and pedestrian trajectories are recalculated in real time. The FLAMEGPU framework is used for the simulation and the game engine Unreal is used for visualisation. We demonstrate the effectiveness of the approach using a range of scenarios, producing interactive editing and frame rates for tens of thousands of pedestrians. A comparison with the commercial software MassMotion is also given
Physically-based sticky lips
Abstract In this paper, a novel solution is provided for the sticky lip problem in computer facial animation, recreating the way the lips stick together when drawn apart in speech or in the formation of facial expressions. Traditional approaches to modelling this rely on an artist estimating the correct behaviour. In contrast, this paper presents a physically-based model. The mouth is modelled using the total Lagrangian explicit dynamics finite element method, with a new breaking element modelling the saliva between the lips. With this approach, subtle yet complex behaviours are recreated implicitly, giving rise to more realistic movements of the lips. The model is capable of reproducing varying degrees of stickiness between the lips, as well as asymmetric effects
A sketch-based interface for real-time control of crowd simulations that use navigation meshes
Controlling crowd simulations typically involves tweaking complex parameter sets to attempt to reach a desired outcome, which can be unintuitive for non-technical users. This paper presents an approach to control pedestrian simulations in real time via sketching. Most previous work has relied on grid-based navigation to support the sketching approach, however this does not scale well for large environments. In contrast, this paper makes use of a tiled navigation mesh (navmesh), based on the open source tool Recast, to support pedestrian navigation. The navmesh is updated in real time based on the user's sketches and the simulation updates accordingly. Users are able to create entrances/exits, barriers to block paths, flow lines to guide pedestrians, waypoint areas, and storyboards to specify the journeys of crowd subgroups. Additionally, a timeline interface can be used to control when simulation events occur. The effectiveness of the system is demonstrated with a set of scenarios which make use of a 3D model of an area of a UK city centre created using data from OpenStreetMap. This includes a comparison between the grid-based approach and our navmesh approach
Using sketching to control heterogeneous groups
The basic methods of interaction in strategy games with regards to controlling groups of units has largely remained the same since the first strategy games were released. Although the control systems in games today are effective and intuitive, they are somewhat limiting for the user in terms of achieving more complex goals. Recently, there has been research into using sketch-based systems as an alternate means of controlling a crowd, granting a higher level of control to the user while maintaining an easy to use and intuitive interface. So far, however, this has only been implemented for homogeneous groups. This paper describes the implementation of a sketch-based crowd control system for strategy games, which allows the user to exert a greater level of control over their armies by giving them the ability to control heterogeneous groups by using sub-group sketching to distinguish formations and paths for groups and sub-groups to adhere to
A laser-probe 40Ar/39Ar study of pseudotachylite from the Tambach Fault Zone, Kenya: direct isotopic dating of brittle faults
Understanding the tectonic evolution of orogenic belts and intracratonic areas depends on our ability to determine the age of tectonic features on a variety of scales. This study demonstrates the value of the laser-probe 40Ar/39Ar dating technique, which, if applied to fault-derived pseudotachylites, may be used to directly determine the age of brittle faults. The laser-probe technique affords high spatial resolution, enabling a greater opportunity for discriminating between pseudotachylite matrix, host-rock clasts and alteration products that are often present in varying proportions within pseudotachylites. The laser-probe 40Ar/39Ar technique has been applied to pseudotachylite samples from the Tambach Fault Zone (TFZ), a major NW–SE trending strike-slip fault within the Kenyan part of the Late Proterozoic/Early Palaeozoic Mozambique Belt. The pseudotachylites of the TFZ were previously thought to have formed either (i) at about 530–430 Ma, or (ii) during the Cenozoic evolution of the Kenya Rift. In the latter case, seismic slip on the rift-bounding normal fault would have generated the pseudotachylites, due to the reactivation of old NW–SE trending structures in the basement. Based on our new data, we interpret the pseudotachylite formation age to be 400 Ma. This rules out the possibility that the pseudotachylites are related to the formation of the Kenya Rift. Although the inherited basement faults may have been locally reactivated as transfer faults, reactivation of these structures during rifting did not occur beyond the margins of the Kenya Rift