43 research outputs found

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    Tree automata with constraints and tree homomorphisms

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    Automata are a widely used formalism in computer science as a concise representation for sets. They are interesting from a theoretical and practical point of view. This work is focused on automata that are executed on tree-like structures, and thus, define sets of trees. Moreover, we tackle automata that are enhanced with the possibility to check (dis)equality constraints, i.e., where the automata are able to test whether specific subtrees of the input tree are equal or different. Two distinct mechanisms are considered for defining which subtrees have to be compared in the evaluation of the constraints. First, in local constraints, a transition of the automaton compares subtrees pending at positions relative to the position of the input tree where the transition takes place. Second, in global constraints, the subtrees tested are selected depending on the state to which they are evaluated by the automaton during a computation. In the setting of local constraints, we introduce tree automata with height constraints between brothers. These constraints are predicates on sibling subtrees that, instead of evaluating whether the subtrees are equal or different, compare their respective heights. Such constraints allow to express natural tree sets like complete or balanced (like AVL) trees. We prove decidability of emptiness and finiteness for these automata, and also for their combination with the tree automata with (dis)equality constraints between brothers of Bogaert and Tison (1992). We also define a new class of tree automata with constraints that allows arbitrary local disequality constraints and a particular kind of local equality constraints. We prove decidability of emptiness and finiteness for this class in exponential time. As a consequence, we obtain several EXPTIME-completeness results for problems on images of regular tree sets under tree homomorphisms, like set inclusion, finiteness of set difference, and regularity (also called HOM problem). In the setting of global constraints, we study the class of tree automata with global reflexive disequality constraints. Such kind of constraints is incomparable with the original notion of global disequality constraints of Filiot et al. (2007): the latter restricts disequality tests to only compare subtrees evaluated to distinct states, whereas in our model it is possible to test that all subtrees evaluated to the same given state are pairwise different. Our tests correspond to monadic key constraints, and thus, can be used to characterize unique identifiers, a typical integrity constraint of XML schemas. We study the emptiness and finiteness problems for these automata, and obtain decision algorithms that take triple exponential time.Los autómatas son un formalismo ampliamente usado en ciencias de la computación como una representación concisa para conjuntos, siendo interesantes tanto a nivel teórico como práctico. Este trabajo se centra en autómatas que se ejecutan en estructuras arbóreas, y por tanto, definen conjuntos de árboles. En particular, tratamos autómatas que han sido extendidos con la posibilidad de comprobar restricciones de (des)igualdad, es decir, autómatas que son capaces de comprobar si ciertos subárboles del árbol de entrada son iguales o diferentes. Se consideran dos mecanismos distintos para definir qué subárboles deben ser comparados en la evaluación de las restricciones. Primero, en las restricciones locales, una transición del autómata compara subárboles que penden en posiciones relativas a la posición del árbol de entrada en que se aplica la transición. Segundo, en restricciones globales, los subárboles comparados se seleccionan dependiendo del estado al que son evaluados por el autómata durante el cómputo. En el marco de restricciones locales, introducimos los autómatas de árboles con restricciones de altura entre hermanos. Estas restricciones son predicados entre subárboles hermanos que, en lugar de evaluar si los subárboles son iguales o diferentes, comparan sus respectivas alturas. Este tipo de restricciones permiten expresar conjuntos naturales de árboles, tales como árboles completos o equilibrados (como AVL). Demostramos la decidibilidad de la vacuidad y finitud para este tipo de autómata, y también para su combinación con los autómata con restricciones de (des)igualdad entre hermanos de Bogaert y Tison (1992). También definimos una nueva clase de autómatas con restricciones que permite restricciones locales de desigualdad arbitrarias y un tipo particular de restricciones locales de igualdad. Demostramos la decidibilidad de la vacuidad y finitud para esta clase, con un algoritmo de tiempo exponencial. Como consecuencia, obtenemos varios resultados de EXPTIME-completitud para problemas en imágenes de conjuntos regulares de árboles a través de homomorfismos de árboles, tales como inclusión de conjuntos, finitud de diferencia de conjuntos, y regularidad (también conocido como el problema HOM). En el marco de restricciones globales, estudiamos la clase de autómatas de árboles con restricciones globales de desigualdad reflexiva. Este tipo de restricciones es incomparable con la noción original de restricciones globales de desigualdad de Filiot et al. (2007): éstas últimas restringen las comprobaciones de desigualdad a subárboles que se evalúen a estados distintos, mientras que en nuestro modelo es posible comprobar que todos los subárboles que se evalúen a un mismo estado dado son dos a dos distintos. Nuestras restricciones corresponden a restricciones de clave, y por tanto, pueden ser usadas para caracterizar identificadores únicos, una restricción de integridad típica de los XML Schemas. Estudiamos los problemas de vacuidad y finitud para estos autómatas, y obtenemos algoritmos de decisión con coste temporal triplemente exponencial.Postprint (published version

    Decidable Classes of Tree Automata Mixing Local and Global Constraints Modulo Flat Theories

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    We define a class of ranked tree automata TABG generalizing both the tree automata with local tests between brothers of Bogaert and Tison (1992) and with global equality and disequality constraints (TAGED) of Filiot et al. (2007). TABG can test for equality and disequality modulo a given flat equational theory between brother subterms and between subterms whose positions are defined by the states reached during a computation. In particular, TABG can check that all the subterms reaching a given state are distinct. This constraint is related to monadic key constraints for XML documents, meaning that every two distinct positions of a given type have different values. We prove decidability of the emptiness problem for TABG. This solves, in particular, the open question of the decidability of emptiness for TAGED. We further extend our result by allowing global arithmetic constraints for counting the number of occurrences of some state or the number of different equivalence classes of subterms (modulo a given flat equational theory) reaching some state during a computation. We also adapt the model to unranked ordered terms. As a consequence of our results for TABG, we prove the decidability of a fragment of the monadic second order logic on trees extended with predicates for equality and disequality between subtrees, and cardinality.Comment: 39 pages, to appear in LMCS journa

    The HOM problem is EXPTIME-complete

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    We define a new class of tree automata with constraints and prove decidability of the emptiness problem for this class in exponential time. As a consequence, we obtain several EXPTIME-completeness results for problems on images of regular tree languages under tree homomorphisms, like set inclusion, regularity (HOM problem), and finiteness of set difference. Our result also has implications in term rewriting, since the set of reducible terms of a term rewrite system can be described as the image of a tree homomorphism. In particular, we prove that inclusion of sets of normal forms of term rewrite systems can be decided in exponential time. Analogous consequences arise in the context of XML typechecking, since types are defined by tree automata and some type transformations are homomorphic.Peer ReviewedPostprint (published version

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    Automatic evaluation of top-down predictive parsing

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    We develop efficient methods to check whether two given Context-Free Grammars (CFGs) are transformed into parsers that recognize the same language and construct the same Abstract Syntax Trees (ASTs) for each input. In this setting, we consider a model of top-down predictive parser generator with directives for AST construction that is a simplified variant of PCCTS/ANTLR3. As an application, we implement an evaluator for an online judge with educational purposes in the context of a Compilers course.Preprin

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    La realidad virtual en el aprendizaje de historia mediante la interacción con humanoides virtuales

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    La realidad virtual ofrece la posibilidad de interactuar de manera inmersiva en mundos virtuales 3D. Estos mundos virtuales pueden ser representaciones de otros momentos históricos que permiten al usuario explorar los modelos virtuales como si de una visita turística al pasado se tratase. En este proyecto se ha realizado una reconstrucción virtual de la antigua ciudad romana de Tarragona (Tarraco) para ofrecer un entorno interactivo en el que los visitantes a la exposición puedan navegar por diferentes partes de la ciudad así como interactuar con humanoides virtuales representando romanos que ayudarán al usuario a recopilar información histórica y aprender mediante un sencillo juego interactivo.Peer ReviewedPostprint (author’s final draft

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    One-context Unification with STG-Compressed Terms is in NP

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    One-context unification is an extension of first-order term unification in which a variable of arity one standing for a context may occur in the input terms. This problem arises in areas like program analysis, term rewriting and XML processing and is known to be solvable in nondeterministic polynomial time. We prove that this problem can be solved in nondeterministic polynomial time also when the input is compressed using Singleton Tree Grammars (STG’s). STG’s are a grammar-based compression method for terms that generalizes the directed acyclic graph representation. They have been recently considered as an efficient in-memory representation for large terms, since several operations on terms can be performed efficiently on their STG representation without a prior decompression
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