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[en] A STUDY OF TERRAIN-VISUALIZATION ALGORITHM / [pt] UM ESTUDO SOBRE UM ALGORITMO PARA VISUALIZAÇÃO DE TERRENOSEDINALDA MARIA DE SOUZA 22 August 2003 (has links)
[pt] Algoritmos para visualização interativa de terrenos são
complexos e, ao mesmo tempo, de grande importância para
muitas aplicações como jogos e planejamento de atividades
sobre terrenos. Em função desta complexidade e
importância, o tema merecido, na última década, muita
atenção da comunidade de pesquisadores em Computação
Gráfica e, conseqüentemente, muitas estratégias
têm sido desenvolvidas. Entre as mais bem sucedidas
estratégias, destacam-se os recentes trabalhos de Lindstrom
e Pascucci. O algoritmo proposto por estes autores possui
diversas implementações disponíveis na Internet e merece
ser reavaliado. Esta dissertação faz esta re-avaliação
através de uma implementação independente feita pela autora
e testada sobre uma base de terrenos reais. Com o objetivo
de tornar esta análise mais completa e dar suporte a
algumas conclusões, resultados comparativos de outros
algoritmos da área também são apresentados. / [en] Algorithms for the interactive visualization of terrains
are very complex and, at the same time, of great importance
to many applications, such as games and activity-planning
over terrains. Due to such complexity and importance, in the
past decade this subject has received great attention by
researchers on Computer Graphics. As a consequence, a
number of strategies have been developed. Among
the most successful strategies, one can highlight recent
works by Lindstrom and Pascucci. The algorithm proposed by
these authors has various implementations available in the
Internet and deserves to be reevaluated. The present work
makes such reevaluation by means of an independent
implementation developed by the author and tested over a
base or real terrains. With the purpose of making this
analysis more complete and to support some conclusions,
comparative results with other algorithms in the area are
also presented.
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Исследование дифракции плоской электромагнитной волны на теле вращения : магистерская диссертация / Study of electromagnetic plane wave diffraction from a solid of revolutionВекшин, П. А., Vekshin, P. A. January 2015 (has links)
Необходимость в написании программы для расчета рассеянного поля телом вращения возникла в связи с неоднозначностью решения рассеянного поля таких объектов средствами электродинамического моделирования FEKO и Ansoft HFSS. В частности, в HFSS при повороте объекта (конуса) и соответствующем изменении характеристик падающей волны (направления распространения и поляризации) количество сегментов могло меняться более, чем на порядок. Отметим, что в качестве подхода к решению использовался метод физической оптики. Трудности расчета в FEKO вызваны по большей части ресурсами компьютера, а также сложностью последующей трактовки и математической обработки полученных результатов. Программа, описываемая в работе, позволит подойти к решению рассеянного на теле вращения поля более индивидуально и избежать таких неоднозначностей, что могут встречаться при расчетах в пакетах электродинамического моделирования. По результатам рассмотрения ряда задач сделан выбор в пользу метода физической оптики и его численной реализации на базе алгоритмов MATLAB. / The solution of diffraction from perfectly conducting convex solids of revolution is considered. The main aim is obtainment of an optimal approach for diffraction solution from large-scale solids. The implementation of a numerical solution of diffraction with physical optics method using MATLAB is considered. The realized program allows description of the solid of revolution with the analytic form equation of the curve. The possibility of curve description with a few functions defined on disjoint intervals is taken into consideration. The surface meshing with the required value is assured. The measure method of scattering characteristics is touched upon. The experimental results of the solid with three equations of curve are presented. The results of MATLAB modeling are compared with the experimental ones. The upgradability of mathematical modeling algorithms is proposed.
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Exploiting contacts for interactive control of animated human charactersJain, Sumit 30 June 2011 (has links)
One of the common research goals in disciplines such as computer graphics and robotics is to understand the subtleties of human motion and develop tools for recreating natural and meaningful motion. Physical simulation of virtual human characters is a promising approach since it provides a testbed for developing and testing control strategies required to execute various human behaviors. Designing generic control algorithms for simulating a wide range of human activities, which can robustly adapt to varying physical environments, has remained a primary challenge.
This dissertation introduces methods for generic and robust control of virtual characters in an interactive physical environment. Our approach is to use the information of the physical contacts between the character and her environment in the control design. We leverage high-level knowledge of the kinematics goals and the interaction with the surroundings to develop active control strategies that robustly adapt to variations in the physical scene. For synthesizing intentional motion requiring long-term planning, we exploit properties of the physical model for creating efficient and robust controllers in an interactive framework. The control design leverages the reference motion capture data and the contact information with the environment for interactive long-term planning. Finally, we propose a compact soft contact model for handling contacts for rigid body virtual characters. This model aims at improving the robustness of existing control methods without adding any complexity to the control design and opens up possibilities for new control algorithms to synthesize agile human motion.
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Consensus Control for Power Sharing in an Islanded Microgrid Using an Adaptive Virtual Impedance ApproachAlsafran, Ahmed Sulaiman, . January 2020 (has links)
No description available.
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