scholarly journals Fast Simulation of Cloth Tearing

2014 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Marco Santos Souza ◽  
Aldo Wangenheim ◽  
Eros Comunello

Cloth simulation has many applications areas like computer animation, computer games or virtual reality. The simulation of cloth tearing is often a non-trivial process because it requires the capacity of dynamically updating different cloth representations and data structures. For interactive animations, this must be performed as fast as possible. We present a comprehensive description of a technique that can be used to simulate cloth being torn or cut. Despite simplistic and not physically accurate, it is fast and can provide visually pleasing results. Also, it can be easily adapted to work with nearly any cloth model. As an original contribution, we introduce an optimization of this technique by using an especially adapted half-edge data structure. We have implemented the techniques described in this paper in a physics simulator that was specially developed for a garment CAD system. Our tests have shown fast and attractive results.

2014 ◽  
Vol 513-517 ◽  
pp. 796-799
Author(s):  
Jun Hai Jiang ◽  
Xiao Hui Yang

CAD is presented in optical design, the use of object-oriented methods, optical lens structure described. Using object-oriented techniques to describe the object lens, and with VC++ language features to build such systems, construct a data structure of the optical system components. This method has a simple structure, portability, reusability of characteristics.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand

Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

2021 ◽  
Vol 13 (4) ◽  
pp. 559
Author(s):  
Milto Miltiadou ◽  
Neill D. F. Campbell ◽  
Darren Cosker ◽  
Michael G. Grant

In this paper, we investigate the performance of six data structures for managing voxelised full-waveform airborne LiDAR data during 3D polygonal model creation. While full-waveform LiDAR data has been available for over a decade, extraction of peak points is the most widely used approach of interpreting them. The increased information stored within the waveform data makes interpretation and handling difficult. It is, therefore, important to research which data structures are more appropriate for storing and interpreting the data. In this paper, we investigate the performance of six data structures while voxelising and interpreting full-waveform LiDAR data for 3D polygonal model creation. The data structures are tested in terms of time efficiency and memory consumption during run-time and are the following: (1) 1D-Array that guarantees coherent memory allocation, (2) Voxel Hashing, which uses a hash table for storing the intensity values (3) Octree (4) Integral Volumes that allows finding the sum of any cuboid area in constant time, (5) Octree Max/Min, which is an upgraded octree and (6) Integral Octree, which is proposed here and it is an attempt to combine the benefits of octrees and Integral Volumes. In this paper, it is shown that Integral Volumes is the more time efficient data structure but it requires the most memory allocation. Furthermore, 1D-Array and Integral Volumes require the allocation of coherent space in memory including the empty voxels, while Voxel Hashing and the octree related data structures do not require to allocate memory for empty voxels. These data structures, therefore, and as shown in the test conducted, allocate less memory. To sum up, there is a need to investigate how the LiDAR data are stored in memory. Each tested data structure has different benefits and downsides; therefore, each application should be examined individually.


2018 ◽  
Vol 18 (3-4) ◽  
pp. 470-483 ◽  
Author(s):  
GREGORY J. DUCK ◽  
JOXAN JAFFAR ◽  
ROLAND H. C. YAP

AbstractMalformed data-structures can lead to runtime errors such as arbitrary memory access or corruption. Despite this, reasoning over data-structure properties for low-level heap manipulating programs remains challenging. In this paper we present a constraint-based program analysis that checks data-structure integrity, w.r.t. given target data-structure properties, as the heap is manipulated by the program. Our approach is to automatically generate a solver for properties using the type definitions from the target program. The generated solver is implemented using a Constraint Handling Rules (CHR) extension of built-in heap, integer and equality solvers. A key property of our program analysis is that the target data-structure properties are shape neutral, i.e., the analysis does not check for properties relating to a given data-structure graph shape, such as doubly-linked-lists versus trees. Nevertheless, the analysis can detect errors in a wide range of data-structure manipulating programs, including those that use lists, trees, DAGs, graphs, etc. We present an implementation that uses the Satisfiability Modulo Constraint Handling Rules (SMCHR) system. Experimental results show that our approach works well for real-world C programs.


Author(s):  
Sudeep Sarkar ◽  
Dmitry Goldgof

There is a growing need for expertise both in image analysis and in software engineering. To date, these two areas have been taught separately in an undergraduate computer and information science curriculum. However, we have found that introduction to image analysis can be easily integrated in data-structure courses without detracting from the original goal of teaching data structures. Some of the image processing tasks offer a natural way to introduce basic data structures such as arrays, queues, stacks, trees and hash tables. Not only does this integrated strategy expose the students to image related manipulations at an early stage of the curriculum but it also imparts cohesiveness to the data-structure assignments and brings them closer to real life. In this paper we present a set of programming assignments that integrates undergraduate data-structure education with image processing tasks. These assignments can be incorporated in existing data-structure courses with low time and software overheads. We have used these assignment sets thrice: once in a 10-week duration data-structure course at the University of California, Santa Barbara and the other two times in 15-week duration courses at the University of South Florida, Tampa.


Author(s):  
Hugh I. Connacher ◽  
Sankar Jayaram ◽  
Kevin Lyons

Abstract Virtual reality is a technology which is often regarded as a natural extension to 3D computer graphics with advanced input and output devices. This technology has only recently matured enough to warrant serious engineering applications. The integration of this new technology with software systems for engineering, design and manufacturing will provide a new boost to the field of computer-aided engineering. One aspect of design and manufacturing which may be significantly affected by virtual reality is design for assembly. This paper presents the ideas behind a current research effort aimed at creating a virtual assembly design environment and integrating that environment with a commercial, parametric CAD system.


Algorithms ◽  
2018 ◽  
Vol 11 (8) ◽  
pp. 128 ◽  
Author(s):  
Shuhei Denzumi ◽  
Jun Kawahara ◽  
Koji Tsuda ◽  
Hiroki Arimura ◽  
Shin-ichi Minato ◽  
...  

In this article, we propose a succinct data structure of zero-suppressed binary decision diagrams (ZDDs). A ZDD represents sets of combinations efficiently and we can perform various set operations on the ZDD without explicitly extracting combinations. Thanks to these features, ZDDs have been applied to web information retrieval, information integration, and data mining. However, to support rich manipulation of sets of combinations and update ZDDs in the future, ZDDs need too much space, which means that there is still room to be compressed. The paper introduces a new succinct data structure, called DenseZDD, for further compressing a ZDD when we do not need to conduct set operations on the ZDD but want to examine whether a given set is included in the family represented by the ZDD, and count the number of elements in the family. We also propose a hybrid method, which combines DenseZDDs with ordinary ZDDs. By numerical experiments, we show that the sizes of our data structures are three times smaller than those of ordinary ZDDs, and membership operations and random sampling on DenseZDDs are about ten times and three times faster than those on ordinary ZDDs for some datasets, respectively.


2015 ◽  
Vol 2015 ◽  
pp. 1-8 ◽  
Author(s):  
Inanç Birol ◽  
Justin Chu ◽  
Hamid Mohamadi ◽  
Shaun D. Jackman ◽  
Karthika Raghavan ◽  
...  

De novoassembly of the genome of a species is essential in the absence of a reference genome sequence. Many scalable assembly algorithms use the de Bruijn graph (DBG) paradigm to reconstruct genomes, where a table of subsequences of a certain length is derived from the reads, and their overlaps are analyzed to assemble sequences. Despite longer subsequences unlocking longer genomic features for assembly, associated increase in compute resources limits the practicability of DBG over other assembly archetypes already designed for longer reads. Here, we revisit the DBG paradigm to adapt it to the changing sequencing technology landscape and introduce three data structure designs for spaced seeds in the form of paired subsequences. These data structures address memory and run time constraints imposed by longer reads. We observe that when a fixed distance separates seed pairs, it provides increased sequence specificity with increased gap length. Further, we note that Bloom filters would be suitable to implicitly store spaced seeds and be tolerant to sequencing errors. Building on this concept, we describe a data structure for tracking the frequencies of observed spaced seeds. These data structure designs will have applications in genome, transcriptome and metagenome assemblies, and read error correction.


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