6,271 research outputs found

    Enabling scalability by partitioning virtual environments using frontier sets

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    We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice versa. Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t0 Player1 is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other. In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set. The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers. Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge

    Using tracked mobile sensors to make maps of environmental effects

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    We present a study the results of a study of environmental carbon monoxide pollution that has uses a set of tracked, mobile pollution sensors. The motivating concept is that we will be able to map pollution and other properties of the real world a fine scale if we can deploy a large set of sensors with members of the general public who would carry them as they go about their normal everyday activities. To prove the viability of this concept we have to demonstrate that data gathered in an ad-hoc manner is reliable enough in order to allow us to build interesting geo-temporal maps. We present a trial using a small number of global positioning system-tracked CO sensors. From analysis of raw GPS logs we find some well-known spatial and temporal properties of CO. Further, by processing the GPS logs we can find fine-grained variations in pollution readings such as when crossing roads. We then discuss the space of possibilities that may be enabled by tracking sensors around the urban environment – both in getting at personal experience of properties of the environment and in making summative maps to predict future conditions. Although we present a study of CO, the techniques will be applicable to other environmental properties such as radio signal strength, noise, weather and so on

    Explaining Low Redshift Quasar Evolution

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    We have developed a flexible framework for constructing physical models of quasar evolution that can incorporate a wide variety of observational constraints, such as multi-wavelength quasar luminosity functions (QLFs), estimated masses and accretion rates of active black holes, space densities of quasar host galaxies, clustering measurements, and the mass function of black holes in the local universe. In this brief contribution we focus on the observed decline in the QLF break luminosity at z<2z<2, which can be explained either by a shift toward lower characteristic accretion rates at low zz or by preferential suppression of activity in higher mass black holes.Comment: 2 pages, 1 figure, to be published in the Proceedings of "Multiwavelength AGN Surveys", Cozumel, Dec 8 - 12, 200

    Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

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    © 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours

    Data visualization within urban models

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    Models of urban environments have many uses for town planning, pre-visualization of new building work and utility service planning. Many of these models are three-dimensional, and increasingly there is a move towards real-time presentation of such large models. In this paper we present an algorithm for generating consistent 3D models from a combination of data sources, including Ordnance Survey ground plans, aerial photography and laser height data. Although there have been several demonstrations of automatic generation of building models from 2D vector map data, in this paper we present a very robust solution that generates models that are suitable for real-time presentation. We then demonstrate a novel pollution visualization that uses these models

    Identification of MarvelD3 as a tight junction-associated transmembrane protein of the occludin family

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    Background: Tight junctions are an intercellular adhesion complex of epithelial and endothelial cells, and form a paracellular barrier that restricts the diffusion of solutes on the basis of size and charge. Tight junctions are formed by multiprotein complexes containing cytosolic and transmembrane proteins. How these components work together to form functional tight junctions is still not well understood and will require a complete understanding of the molecular composition of the junction. Results: Here we identify a new transmembrane component of tight junctions: MarvelD3, a four-span transmembrane protein. Its predicted transmembrane helices form a Marvel (MAL and related proteins for vesicle traffic and membrane link) domain, a structural motif originally discovered in proteins involved in membrane apposition and fusion events, such as the tight junction proteins occludin and tricellulin. In mammals, MarvelD3 is expressed as two alternatively spliced isoforms. Both isoforms exhibit a broad tissue distribution and are expressed by different types of epithelial as well as endothelial cells. MarvelD3 co-localises with occludin at tight junctions in intestinal and corneal epithelial cells. RNA interference experiments in Caco-2 cells indicate that normal MarvelD3 expression is not required for the formation of functional tight junctions but depletion results in monolayers with increased transepithelial electrical resistance. Conclusions: Our data indicate that MarvelD3 is a third member of the tight junction-associated occludin family of transmembrane proteins. Similar to occludin, normal expression of MarvelD3 is not essential for the formation of functional tight junctions. However, MarvelD3 functions as a determinant of epithelial paracellular permeability properties

    A Platform Independent Architecture for Virtual Characters and Avatars

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    We have developed a Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA), a character animation system that aims to be independent of any underlying graphics framework and so be easily portable. PIAVCA supports body animation based on a skeletal representation and facial animation based on morph targets

    The geology and mineralization of the Gortdrum District Ireland

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