51 research outputs found

    One-Dimensional Fuzzy Dark Matter Models: Structure Growth and Asymptotic Dynamics

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    This paper investigates the feasibility of simulating Fuzzy Dark Matter (FDM) with a reduced number of spatial dimensions. Our aim is to set up a realistic, yet numerically inexpensive, toy model in (1+1)(1+1)-dimensional space time, that - under well controlled system conditions - is capable of realizing important aspects of the full-fledged (3+1)(3+1)-FDM phenomenology by means of one-dimensional analogues. Based on the coupled, nonlinear and nonlocal (3+1)(3+1)-Schr\"odinger-Poisson equation under periodic boundary conditions, we derive two distinct one-dimensional models that differ in their transversal matter distribution and consequently in their nonlocal interaction along the single dimension of interest. We show that these discrepancies change the relaxation process of initial states as well as the asymptotic, i.e., thermalized and virialized, equilibrium state. Our investigation includes the dynamical evolution of artificial initial conditions for non-expanding space, as well as cosmological initial conditions in expanding space. The findings of this work are relevant for the interpretation of numerical simulation data modelling nonrelativistic fuzzy cold dark matter in reduced dimensions, in the quest for testing such models and for possible laboratory implementations of them.Comment: 24 pages, 14 figures, accepted for publication in Physical Review

    ACM Transactions on Graphics

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    We present FlexMolds, a novel computational approach to automatically design flexible, reusable molds that, once 3D printed, allow us to physically fabricate, by means of liquid casting, multiple copies of complex shapes with rich surface details and complex topology. The approach to design such flexible molds is based on a greedy bottom-up search of possible cuts over an object, evaluating for each possible cut the feasibility of the resulting mold. We use a dynamic simulation approach to evaluate candidate molds, providing a heuristic to generate forces that are able to open, detach, and remove a complex mold from the object it surrounds. We have tested the approach with a number of objects with nontrivial shapes and topologies

    Conception And Parametric Design Workflow For A Timber Large-Spanned Reversible Grid Shell To Shelter The Archaeological Site Of The Roman Shipwrecks In Pisa

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    Reciprocal structures or nexorade are composed by the assembling of groups of three or more beams mutually connected by mono-lateral T joints in a way that any relative movement is suppressed. This kind of structures can be easily built in relatively unprepared sites, dismantled, transported and re-used even by not specialized handcraft. For these reasons, reciprocal structures have been widely used in the past for military purposes, and nowadays they seem to satisfy very well the different requirements of a quick and temporary shelter of a large archaeological area when they are shaped as grid shells. This paper proposes the design of a reversible, reciprocal framed grid shell to shelter the archaeological site of the Roman Shipwrecks in Pisa. The structure must protect excavations and archaeologists from the weather and provide an easy access to visitors. Additionally, it must allow for easy disassembling and moving to another site. The design choices aim at optimizing both structural efficiency and esthetical qualities. A parametric workflow for both the form finding and the digital fabrication processes has been developed, and a prototype of accommodative steel T-joint for timber reciprocal beams has been realized. Finally, a model using CNC-cutting tested the structural feasibility of such a design approach

    Automatic Construction of Quad-Based Subdivision Surfaces Using Fitmaps

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    Almost Isometric Mesh Parameterization through Abstract Domains

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    Simple quad domains for field aligned mesh parametrization

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    We present a method for the global parametrization of meshes that preserves alignment to a cross field in input while obtaining a parametric domain made of few coarse axis-aligned rectangular patches, which form an abstract base complex without T-junctions. The method is based on the topological simplification of the cross field in input, followed by global smoothing

    Global parametrization of range image sets

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    We present a method to globally parameterize a surface represented by height maps over a set of planes (range images). In contrast to other parametrization techniques, we do not start with a manifold mesh. The parametrization we compute defines a manifold structure, it is seamless and globally smooth, can be aligned to geometric features and shows good quality in terms of angle and area preservation, comparable to current parametrization techniques for meshes. Computing such global seamless parametrization makes it possible to perform quad remeshing, texture mapping and texture synthesis and many other types of geometry processing operations. Our approach is based on a formulation of the Poisson equation on a manifold structure defined for the surface by the range images. Construction of such global parametrization requires only a way to project surface data onto a set of planes, and can be applied directly to implicit surfaces, nonmanifold surfaces, very large meshes, and collections of range scans. We demonstrate application of our technique to all these geometry types

    Reconstructing head models from photographs for individualized 3D-audio processing

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    International audienceVisual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three-dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key-points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation
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