246 research outputs found

    The path integral measure, constraints and ghosts for massive gravitons with a cosmological constant

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    For massive gravity in a de Sitter background one encounters problems of stability when the curvature is larger than the graviton mass. I analyze this situation from the path integral point of view and show that it is related to the conformal factor problem of Euclidean quantum (massless) gravity. When a constraint for massive gravity is incorporated and the proper treatment of the path integral measure is taken into account one finds that, for particular choices of the DeWitt metric on the space of metrics (in fact, the same choices as in the massless case), one obtains the opposite bound on the graviton mass.Comment: LaTeX, 10 pages, to appear in Phys. Rev.

    Hard thermal loops with a background plasma velocity

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    I consider the calculation of the two and three-point functions for QED at finite temperature in the presence of a background plasma velocity. The final expressions are consistent with Lorentz invariance, gauge invariance and current conservation, pointing to a straightforward generalization of the hard thermal loop formalism to this physical situation. I also give the resulting expression for the effective action and identify the various terms.Comment: 11 pages, no figure

    Implications of warming temperatures for population outbreaks of a nonindigenous species (Membranipora membranacea, Bryozoa) in rocky subtidal ecosystems

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    To quantify and explore the role of temperature on population outbreaks of a nonindigenous bryozoan (Membranipora membranacea) in kelp beds in the western North Atlantic (Nova Scotia, Canada), we constructed an individual-based model using field-derived estimates for temperature-dependent colony settlement and growth. Using temperature as the single input variable, the model successfully simulated the timing of onset of settlement, colony abundance, colony size, and coverage on kelps. We used the model to examine the relative effect on the population of varying temperature by -2°C to +2°C each day. The timing of onset of settlement varied by 18 d °C with changes in temperature from January to August. Variations in temperature had nonlinear effects on the population, with an increase in daily temperature of 1°C and 2°C causing the cover of colonies on kelps to increase by factors of 9 and 62, respectively. Changes in winter and spring temperature had the most pronounced effects on the timing and abundance of colonies, while changes in summer temperature had the most pronounced effect on colony size and coverage on kelp blades. Outbreaks of this species will increase in frequency and intensity if temperatures warm as a result of climate change, causing defoliation of kelp beds and, thus, facilitating the invasion of other nonindigenous benthic species

    Collision Resolutions in Cloth Simulation

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    We present a new collision resolution scheme for cloth collisions. Our main concern is to find dynamically convincing resolutions, i.e. positions and velocities of cloth elements, for any kinds of collisions occuring in cloth simulation (cloth-cloth, cloth-rigid, and cloth-cloth-rigid). We define our cloth surface as connected faces of mass particles where each particle is controlled by its internal energy functions. Our collision resolution method finds appropriate next positions and velocities of particles by conserving the particles’ momentums as accurately as possible. Cloth-cloth collision resolution is a special case of deformable N-body collision resolution. So to solve deformable N-body collision resolutions, we propose a new collision resolution method, which groups cloth particles into parts and resolves collisions between parts using the law of momentum conservation. To resolve collisions, we solve a system of linear equations derived from the collision relationships. A system of linear equations is built using a scheme adapted from the simultaneous resolution method for rigid N-body collisions [1]. For the special case where we can find cyclic relationships in collisions, we solve a system of linear inequalities derived from the collision relationships

    Multi-Level Shape Representation Using Global Deformations and Locally Adaptive Finite Elements

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    We present a model-based method for the multi-level shape, pose estimation and abstraction of an object’s surface from range data. The surface shape is estimated based on the parameters of a superquadric that is subjected to global deformations (tapering and bending) and a varying number of levels of local deformations. Local deformations are implemented using locally adaptive finite elements whose shape functions are piecewise cubic functions with C1 continuity. The surface pose is estimated based on the model\u27s translational and rotational degrees of freedom. The algorithm first does a coarse fit, solving for a first approximation to the translation, rotation and global deformation parameters and then does several passes of mesh refinement, by locally subdividing triangles based on the distance between the given datapoints and the model. The adaptive finite element algorithm ensures that during subdivision the desirable finite element mesh generation properties of conformity, non-degeneracy and smoothness are maintained. Each pass of the algorithm uses physics-based modeling techniques to iteratively adjust the global and local parameters of the model in response to forces that are computed from approximation errors between the model and the data. We present results demonstrating the multi-level shape representation for both sparse and dense range data

    Texture Resampling While Ray-Tracing: Approximating the Convolution Region Using Caching

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    We present a cache-based approach to handling the difficult problem of performing visually acceptable texture resampling/filtering while ray-tracing. While many good methods have been proposed to handle the error introduced by the ray-tracing algorithm when sampling in screen space, handling this error in texture space has been less adequately addressed. Our solution is to introduce the Convolution Mask Approximation Module (CMAM). The CMAM locally approximates the convolution region in texture space as a set of overlapping texture triangles by using a texture sample caching system and ray tagging. Since the caching mechanism is hidden within the CMAM, the ray-tracing algorithm itself is unchanged while achieving an adequate level of texture filtering (area sampling as opposed to point sampling/interpolation in texture space). The CMAM is easily adapted to incorporate prefiltering methods such as MIP mapping and summed-area tables as well as direct convolution methods such as elliptical weighted average filtering

    Effects of the cosmological expansion on the bubble nucleation rate for relativistic first-order phase transitions

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    I calculate the first corrections to the dynamical pre-exponential factor of the bubble nucleation rate for a relativistic first-order phase transition in an expanding cosmological background by estimating the effects of the Hubble expansion rate on the critical bubbles of Langer's statistical theory of metastability. I also comment on possible applications and problems that arise when one considers the field theoretical extensions of these results (the Coleman-De Luccia and Hawking-Moss instantons and decay rates).Comment: 14 pages, LaTeX, no figures, final version to appear in PR

    Dynamic Simulation for Zero-Gravity Activities

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    Working and training for space activities is difficult in terrestrial environments. We approach this crucial aspect of space human factors through 3D computer graphics dynamics simulation of crewmembers, their tasks, and physics-based movement modeling. Such virtual crewmembers may be used to design tasks and analyze their physical workload to maximize success and safety without expensive physical mockups or partially realistic neutral-buoyancy tanks. Among the software tools we have developed are methods for fully articulated 3D human models and dynamic simulation. We are developing a fast recursive dynamics algorithm for dynamically simulating articulated 3D human models, which comprises kinematic chains - serial, closed-loop, and tree-structure - as well as the inertial properties of the segments. Motion planning is done by first solving the inverse kinematic problem to generate possible trajectories, and then by solving the resulting nonlinear optimal control problem. For example, the minimization of the torques during a simulation under certain constraints is usually applied and has its origin in the biomechanics literature. Examples of space activities shown are zero-gravity self orientation and ladder traversal. Energy expenditure is computed for the traversal task
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