78 research outputs found

    B-splines, PĂłlya curves, and duality

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    AbstractLocal duality between B-splines and PĂłlya curves is examined, mostly from the viewpoint of computer-aided geometric design. Certain known results for the two curve types are shown to be related. A few new results for PĂłlya curves and a curve scheme related to B-splines also follow from these investigations

    Covariance matrices for variance-suppressed simulations

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    Cosmological NN-body simulations provide numerical predictions of the structure of the universe against which to compare data from ongoing and future surveys. The growing volume of the surveyed universe, however, requires increasingly large simulations. It was recently proposed to reduce the variance in simulations by adopting fixed-amplitude initial conditions. This method has been demonstrated not to introduce bias in various statistics, including the two-point statistics of galaxy samples typically used for extracting cosmological parameters from galaxy redshift survey data. However, we must revisit current methods for estimating covariance matrices for these simulations to be sure that we can properly use them. In this work, we find that it is not trivial to construct the covariance matrix analytically, but we demonstrate that EZmock, the most efficient method for constructing mock catalogues with accurate two- and three-point statistics, provides reasonable covariance matrix estimates for variance-suppressed simulations. We further investigate the behavior of the variance suppression by varying galaxy bias, three-point statistics, and small-scale clustering.Comment: 9 pages, 7 figure

    Math in the Movies

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    Film making is undergoing a digital revolution brought on by advances in areas such as computer technology, computational physics, geometry, and approximation theory. Using numerous examples drawn from Pixar\u27s feature films, this talk will provide a behind the scenes look at the role that math plays in the revolution. Tony DeRose is currently a Senior Scientist and lead of the Research Group at Pixar Animation Studios. He received a B.S. in Physics from the University of California, Davis, and a Ph.D. in Computer Science from the University of California, Berkeley. From 1986 to 1995 Dr. DeRose was a Professor of Computer Science and Engineering at the University of Washington. In 1998 he was a major contributor to the Oscar-winning short film “Geri\u27s game”, in 1999 he received the ACM SIGGRAPH Computer Graphics Achievement Award, and in 2006 he received an Academy Award for his work on surface representations.https://egrove.olemiss.edu/math_dalrymple/1008/thumbnail.jp

    Computing values and derivatives of BĂ©zier and B-spline tensor products

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    : We give an efficient algorithm for evaluating B'ezier and B-spline tensor products for both positions and normals. The algorithm is an extension of a method for computing the position and tangent to a B'ezier curve, and is asymptotically twice as fast as the standard bilinear algorithm. Keywords: Tensor product surfaces, blossoms, evaluation, rendering Abbreviated title: Tensor Product Evaluation Many applications, such as rendering a surface using Phong shading, require evaluating both the value and derivatives of a surface. Repeated bilinear interpolation can be used to compute values and derivatives of n \Theta n tensor product B'ezier surfaces (see Figure 1a and Farin [Far93]). The final computed point is a point on the surface, and the points in the next to last step can be used to calculate the derivatives of the surface. However, this algorithm cannot be used for an n \Theta m tensor product surface with m 6= n. In this paper we develop an algorithm to handle the general c..
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