37,829 research outputs found

    One-dimensional kinetic description of nonlinear traveling-pulse (soliton) and traveling-wave disturbances in long coasting charged particle beams

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    This paper makes use of a one-dimensional kinetic model to investigate the nonlinear longitudinal dynamics of a long coasting beam propagating through a perfectly conducting circular pipe with radius rwr_{w}. The average axial electric field is expressed as Ez=(/z)ϕ=ebg0λb/zebg2rw23λb/z3\langle E_{z}\rangle=-(\partial/\partial z)\langle\phi\rangle=-e_{b}g_{0}\partial\lambda_{b}/\partial z-e_{b}g_{2}r_{w}^{2}\partial^{3}\lambda_{b}/\partial z^{3}, where g0g_{0} and g2g_{2} are constant geometric factors, λb(z,t)=dpzFb(z,pz,t)\lambda_{b}(z,t)=\int dp_{z}F_{b}(z,p_{z},t) is the line density of beam particles, and Fb(z,pz,t)F_{b}(z,p_{z},t) satisfies the 1D Vlasov equation. Detailed nonlinear properties of traveling-wave and traveling-pulse (solitons) solutions with time-stationary waveform are examined for a wide range of system parameters extending from moderate-amplitudes to large-amplitude modulations of the beam charge density. Two classes of solutions for the beam distribution function are considered, corresponding to: (a) the nonlinear waterbag distribution, where Fb=const.F_{b}=const. in a bounded region of pzp_{z}-space; and (b) nonlinear Bernstein-Green-Kruskal (BGK)-like solutions, allowing for both trapped and untrapped particle distributions to interact with the self-generated electric field Ez\langle E_{z}\rangle. .Comment: 42 pages, 17 figure

    Inclusion agglomeration in electrified molten metal: thermodynamic consideration

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    The effect of electric current on inclusion agglomeration in molten metal has been investigated. It is found that the agglomeration is dependent on the electric current density, distance between inclusions and orientation of electric field. Electric current retards the agglomeration unless two inclusions are aligned along or closely to the current flow streamlines and the distance between inclusions is less than a critical value. The mechanism is also validated in the computation of cluster agglomeration. The numerical results provide a comprehensive indication for the current-induced inclusion removal and current-induced inclusion elongation. When the inclusions are in long-thin shape, the calculation predicts the current-induced microstructure alignment and current-induced microstructure refinement phenomena

    A sketch-based gesture interface for rough 3D stick figure animation

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    This paper introduces a novel gesture interface for sketching out rough 3D stick figure animation. This interface can allow users to draw stick figures with the system automatic assistance in figure proportion control. Given a 2D hand-drawn stick figure under a parallel view, there is a challenge to reconstruct a unique 3D pose from a set of candidates. Our system utilizes figure perspective rendering, and introduces the concept of ‘thickness contrast’ as a sketch gesture combined with some other constraints/assumptions for pose recovery. The resulting pose can be further corrected, based on physical constraints of human body. Once obtaining a series of 3D stick figure poses, user can easily sketch out motion paths and timing, and add their preferable sound/background. The resulting 3D animation can be automatically synthesized in VRML. This system has been tested on a variety of input devices: electric whiteboard, tablet PC, as well as a standard mouse

    Sketch-based virtual human modelling and animation

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    Animated virtual humans created by skilled artists play a remarkable role in today’s public entertainment. However, ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. We developed a new method and a novel sketching interface, which enable anyone who can draw to “sketch-out” 3D virtual humans and animation. We devised a “Stick FigureFleshing-outSkin Mapping” graphical pipeline, which decomposes the complexity of figure drawing and considerably boosts the modelling and animation efficiency. We developed a gesture-based method for 3D pose reconstruction from 2D stick figure drawings. We investigated a “Creative Model-based Method”, which performs a human perception process to transfer users’ 2D freehand sketches into 3D human bodies of various body sizes, shapes and fat distributions. Our current system supports character animation in various forms including articulated figure animation, 3D mesh model animation, and 2D contour/NPR animation with personalised drawing styles. Moreover, this interface also supports sketch-based crowd animation and 2D storyboarding of 3D multiple character interactions. A preliminary user study was conducted to support the overall system design. Our system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
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