274 research outputs found

    Robust object-based algorithms for direct shadow simulation

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    En informatique graphique, les algorithmes de gĂ©nĂ©rations d'ombres Ă©valuent la quantitĂ© de lumiĂšre directement perçue par une environnement virtuel. Calculer prĂ©cisĂ©ment des ombres est cependant coĂ»teux en temps de calcul. Dans cette dissertation, nous prĂ©sentons un nouveau systĂšme basĂ© objet robuste, qui permet de calculer des ombres rĂ©alistes sur des scĂšnes dynamiques et ce en temps interactif. Nos contributions incluent notamment le dĂ©veloppement de nouveaux algorithmes de gĂ©nĂ©ration d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problĂ©matique du calcul d'ombres directes. Tout d'abord, nous dĂ©finissons ce que sont les ombres directes dans le contexte gĂ©nĂ©ral du transport de la lumiĂšre. Nous Ă©tudions ensuite les techniques interactives qui gĂ©nĂšrent des ombres directes. Suite Ă  cette Ă©tude nous montrons que mĂȘmes les algorithmes dit physiquement rĂ©alistes se reposent sur des approximations. Nous mettons Ă©galement en avant, que malgrĂ© leur contraintes gĂ©omĂ©triques, les algorithmes d'ombres basĂ©es objet sont un bon point de dĂ©part pour rĂ©soudre notre problĂ©matique de gĂ©nĂ©ration efficace et robuste d'ombres directes. BasĂ© sur cette observation, nous Ă©tudions alors le systĂšme basĂ© objet existant et mettons en avant ses problĂšmes de robustesse. Nous proposons une nouvelle technique qui amĂ©liore la qualitĂ© des ombres gĂ©nĂ©rĂ©es par ce systĂšme en lui ajoutant une Ă©tape de mĂ©lange de pĂ©nombres. MalgrĂ© des propriĂ©tĂ©s et des rĂ©sultats convaincants, les limitations thĂ©oriques et de mise en oeuvre limite la qualitĂ© gĂ©nĂ©rale et les performances de cet algorithme. Nous prĂ©sentons ensuite un nouvel algorithme d'ombres basĂ©es objet. Cet algorithme combine l'efficacitĂ© de l'approche basĂ©e objet temps rĂ©el avec la prĂ©cision de sa gĂ©nĂ©ralisation au rendu hors ligne. Notre algorithme repose sur l'Ă©valuation locale du nombre d'objets entre deux points : la complexitĂ© de profondeur. Nous dĂ©crivons comment nous utilisons cet algorithme pour Ă©chantillonner la complexitĂ© de profondeur entre les surfaces visibles d'une scĂšne et une source lumineuse. Nous gĂ©nĂ©rons ensuite des ombres Ă  partir de cette information soit en modulant l'Ă©clairage direct soit en intĂ©grant numĂ©riquement l'Ă©quation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetĂ©es par des objets semi-opaque. Finalement, nous prĂ©sentons une mise en oeuvre efficace de notre systĂšme qui dĂ©montre que des ombres basĂ©es objet peuvent ĂȘtre gĂ©nĂ©rĂ©es de façon efficace et ce mĂȘme sur une scĂšne dynamique. En rendu temps rĂ©el, il est commun de reprĂ©senter des objets trĂšs dĂ©taillĂ©s encombinant peu de triangles avec des textures qui reprĂ©sentent l'opacitĂ© binaire de l'objet. Les techniques de gĂ©nĂ©ration d'ombres basĂ©es objet ne traitent pas de tels triangles dit "perforĂ©s". De par leur nature, elles manipulent uniquement les gĂ©omĂ©tries explicitement reprĂ©sentĂ©es par des primitives gĂ©omĂ©triques. Nous prĂ©sentons une nouvel algorithme basĂ© objet qui lĂšve cette limitation. Nous soulignons que notre mĂ©thode peut ĂȘtre efficacement combinĂ©e avec les systĂšmes existants afin de proposer un systĂšme unifiĂ© basĂ© objet qui gĂ©nĂšre des ombres Ă  la fois pour des maillages classiques et des gĂ©omĂ©tries perforĂ©es. La mise en oeuvre proposĂ©e montre finalement qu'une telle combinaison fournit une solution Ă©lĂ©gante, efficace et robuste Ă  la problĂ©matique gĂ©nĂ©rale de l'Ă©clairage direct et ce aussi bien pour des applications temps rĂ©el que des applications sensibles Ă  la la prĂ©cision du rĂ©sultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between twotwo points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications

    Path-tracing Monte Carlo Library for 3D Radiative Transfer in Highly Resolved Cloudy Atmospheres

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    Interactions between clouds and radiation are at the root of many difficulties in numerically predicting future weather and climate and in retrieving the state of the atmosphere from remote sensing observations. The large range of issues related to these interactions, and in particular to three-dimensional interactions, motivated the development of accurate radiative tools able to compute all types of radiative metrics, from monochromatic, local and directional observables, to integrated energetic quantities. In the continuity of this community effort, we propose here an open-source library for general use in Monte Carlo algorithms. This library is devoted to the acceleration of path-tracing in complex data, typically high-resolution large-domain grounds and clouds. The main algorithmic advances embedded in the library are those related to the construction and traversal of hierarchical grids accelerating the tracing of paths through heterogeneous fields in null-collision (maximum cross-section) algorithms. We show that with these hierarchical grids, the computing time is only weakly sensitivive to the refinement of the volumetric data. The library is tested with a rendering algorithm that produces synthetic images of cloud radiances. Two other examples are given as illustrations, that are respectively used to analyse the transmission of solar radiation under a cloud together with its sensitivity to an optical parameter, and to assess a parametrization of 3D radiative effects of clouds.Comment: Submitted to JAMES, revised and submitted again (this is v2

    CHOIX TECHNIQUES ET CONTRE-PRODUCTIVITE. LES DISPOSITIFS TECHNIQUES D'ASSAINISSEMENT DE BENARES

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    Nous abordons la question des conditions d'existence des dispositifs techniques de l'urbain. Ces techniques s'imposent à la vie urbaine et à tous les citadins. Elles sont pensées comme état de nature et allant de soi. Ainsi en est-il de l'alimentation en eau potable et de l'assainissement des eaux usées et des eaux de pluie. Ces dispositifs techniques font l'objet de projets, de choix (économiques, techniques, esthétiques, voire symboliques) et tous se justifient par leur efficacité à résoudre les problÚmes urbains, en l'occurrence pour ce qui nous intéresse ici, leur capacité à " assainir " la ville. Toutefois, il arrive bien souvent que ces techniques fonctionnent mais ne rendent jamais le service qui en justifie l'existence. Aussi, nous interrogerons l'existence des dispositifs techniques et les choix qui président à leur existence à partir des phénomÚnes de contre-productivité

    Soft Textured Shadow Volume

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    International audienceEfficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image-based shadows is inherently limited by the discrete property of their framework. On the other hand, object-based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object-based soft shadow algorithms. This results in unified object-based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes

    Avant-propo — La Revue de droit et le contenaire

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    Cartographier l’évolution du contenu de la revue Archives au moyen des techniques de fouille de textes et de bibliomĂ©trie

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    À l’occasion du 50e anniversaire de l’Association des archivistes du QuĂ©bec (AAQ), cinq professionnels de l’archivistique ont rĂ©alisĂ© une analyse du contenu de la revue Archives Ă  partir d’une approche basĂ©e sur des techniques de fouille de textes, complĂ©tĂ©e par une analyse bibliomĂ©trique. Ces techniques facilitent le traitement de grandes quantitĂ©s de donnĂ©es afin d’en extraire automatiquement certaines caractĂ©ristiques qui les ont renseignĂ©s tant sur l’évolution thĂ©matique de la revue que sur la place qu’occupe sa production dans l’espace archivistique scientifique et professionnel quĂ©bĂ©cois et international. Leur article offre une occasion de revenir sur les principales thĂ©matiques abordĂ©es dans la revue depuis les vingt derniĂšres annĂ©es en rendant compte de l’évolution des objets de recherche Ă©tudiĂ©s et, plus gĂ©nĂ©ralement, de la profession archivistique. Il permet Ă©galement de s’interroger sur les liens existants entre les auteurs et leurs institutions, et de faire le point sur l’acadĂ©misation ou la professionnalisation de la revue

    COMBINED CONDUCTIVE-RADIATIVE HEAT TRANSFER ANALYSIS IN COMPLEX GEOMETRY USING THE MONTE CARLO METHOD

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    Deterministic methods are commonly used to solve the heat balance equation in three-dimensional (3D) geometries. This article presents a preliminary study to the use of a stochastic method for the computation of the temperature in complex 3D geometries where the combined conductive and radiative heat transfers are coupled in the porous solid phase. The Monte Carlo algorithm and its results are validated by a comparison with the results obtained with a conventional finite-volume method

    Mechanical loss in state-of-the-art amorphous optical coatings

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    We present the results of mechanical characterizations of many different high-quality optical coatings made of ion-beam-sputtered titania-doped tantala and silica, developed originally for interferometric gravitational-wave detectors. Our data show that in multi-layer stacks (like high-reflection Bragg mirrors, for example) the measured coating dissipation is systematically higher than the expectation and is correlated with the stress condition in the sample. This has a particular relevance for the noise budget of current advanced gravitational-wave interferometers, and, more generally, for any experiment involving thermal-noise limited optical cavities.Comment: 31 pages, 14 figure

    Measurements of mechanical thermal noise and energy dissipation in optical dielectric coatings

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    In recent years an increasing number of devices and experiments are shown to be limited by mechanical thermal noise. In particular sub-Hertz laser frequency stabilization and gravitational wave detectors, that are able to measure fluctuations of 1E-18 m/rtHz or less, are being limited by thermal noise in the dielectric coatings deposited on mirrors. In this paper we present a new measurement of thermal noise in low absorption dielectric coatings deposited on micro-cantilevers and we compare it with the results obtained from the mechanical loss measurements. The coating thermal noise is measured on the widest range of frequencies with the highest signal to noise ratio ever achieved. In addition we present a novel technique to deduce the coating mechanical losses from the measurement of the mechanical quality factor which does not rely on the knowledge of the coating and substrate Young moduli. The dielectric coatings are deposited by ion beam sputtering. The results presented here give a frequency independent loss angle of (4.70 ±\pm 0.2)x1E-4 with a Young's modulus of 118 GPa for annealed tantala from 10 Hz to 20 kHz. For as-deposited silica, a weak frequency dependence (~ f^{-0.025}) is observed in this frequency range, with a Young's modulus of 70 GPa and an internal damping of (6.0 ±\pm 0.3)x1E-4 at 16 kHz, but this value decreases by one order of magnitude after annealing and the frequency dependence disappears.Comment: Accepted for publication in Phys. Rev.

    ‘Teachers’ to ‘academics’: the implementation of a modernisation project at one UK post-92 university

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    Among the many external forces that have impacted upon institutions, league tables have been the dynamic to which universities across the world are now responding. Following the appointment of a new vice-chancellor at one post-92 UK university, a modernisation project was introduced aimed at maximising the institutions’ research standing. For the institutional actors, the university’s lecturers, this modernisation project demanded a change in their working practices from one which had focused on teaching related activities to a situation where an emphasis was to be placed upon research. This study examines how university teachers at this institution understood and responded to the modernisation project to acquire research skills and provides an insight into a path-breaking strategic plan that was enacted within an historically dependent setting. It muses on the dialectics of institutional path dependency and the path breaking effect of a modernisation project that was stimulated by new managerialism
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