A system of systems(SoS)composes a set of independent constituent systems(CSs),where the degree of authority to control the independence of CSs varies,depending on different SoS types.Key researchers describe four SoS...A system of systems(SoS)composes a set of independent constituent systems(CSs),where the degree of authority to control the independence of CSs varies,depending on different SoS types.Key researchers describe four SoS types with descending levels of central authority:directed,acknowledged,collaborative and virtual.Although the definitions have been recognized in SoS engineering,what is challenging is the difficulty of translating these definitions into models and simulation environments.Thus,we provide a goal-based method including a mathematical baseline to translate these definitions into more effective agent-based modeling and simulations.First,we construct the theoretical models of CS and SoS.Based on the theoretical models,we analyze the degree of authority influenced by SoS characteristics.Next,we propose a definition of SoS types by quantitatively explaining the degree of authority.Finally,we recognize the differences between acknowledged SoS and collaborative SoS using a migrating waterfowl flock by an agentbased model(ABM)simulation.This paper contributes to the SoS body of knowledge by increasing our understanding of the degree of authority in an SoS,so we may identify suitable SoS types to achieve SoS goals by modeling and simulation.展开更多
The construction of traditional finite element geometry (i.e., the meshing procedure) is time consuming and creates geometric errors. The drawbacks can be over- came by the Isogeometric Analysis (IGA), which integ...The construction of traditional finite element geometry (i.e., the meshing procedure) is time consuming and creates geometric errors. The drawbacks can be over- came by the Isogeometric Analysis (IGA), which integrates the computer aided design and structural analysis in a unified way. A new IGA beam element is developed by integrating the displacement field of the element, which is approximated by the NURBS basis, with the internal work formula of Euler-Bernoulli beam theory with the small deformation and elastic assumptions. Two cases of the strong coupling of IGA elements, "beam to beam" and "beam to shell", are also discussed. The maximum relative errors of the deformation in the three directions of can- tilever beam benchmark problem between analytical solu- tions and IGA solutions are less than 0.1%, which illustrate the good performance of the developed IGA beam element. In addition, the application of the developed IGA beam element in the Root Mean Square (RMS) error analysis of reflector antenna surface, which is a kind of typical func- tional surface whose precision is closely related to the product's performance, indicates that no matter how coarse the discretization is, the IGA method is able to achieve the accurate solution with less degrees of freedom than stan- dard Finite Element Analysis (FEA). The proposed research provides an effective alternative to standard FEA for shape error analysis of functional surface.展开更多
This paper presents pattern formation in generalized cellular automata (GCA) by varying parameters of classic “game of life”. Different dynamic behaviors are classified. The influence of remembrance of dynamic behav...This paper presents pattern formation in generalized cellular automata (GCA) by varying parameters of classic “game of life”. Different dynamic behaviors are classified. The influence of remembrance of dynamic behavior of GCA is also studied. Experiments show the emergence of the self-organizing patterns that is analogous with life forms at the edge of chaos, which consist of certain nontrivial structure and go through periods of growth, maturity and death. We describe these experiments and discuss their potential as alternative way for creating artificial life and generative art, and as a new method for pattern genesis.展开更多
Although VSLAM/VISLAM has achieved great success,it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an ...Although VSLAM/VISLAM has achieved great success,it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an appropriate benchmark.For AR applications in practice,a variety of challenging situations(e.g.,fast motion,strong rotation,serious motion blur,dynamic interference)may be easily encountered since a home user may not carefully move the AR device,and the real environment may be quite complex.In addition,the frequency of camera lost should be minimized and the recovery from the failure status should be fast and accurate for good AR experience.Existing SLAM datasets/benchmarks generally only provide the evaluation of pose accuracy and their camera motions are somehow simple and do not fit well the common cases in the mobile AR applications.With the above motivation,we build a new visual-inertial dataset as well as a series of evaluation criteria for AR.We also review the existing monocular VSLAM/VISLAM approaches with detailed analyses and comparisons.Especially,we select 8 representative monocular VSLAM/VISLAM approaches/systems and quantitatively evaluate them on our benchmark.Our dataset,sample code and corresponding evaluation tools are available at the benchmark website http://www.zjucvg.net/eval-vislam/.展开更多
Three-dimensional(3D)modeling is an important topic in computer graphics and computer vision.In recent years,the introduction of consumer-grade depth cameras has resulted in profound advances in 3D modeling.Starting w...Three-dimensional(3D)modeling is an important topic in computer graphics and computer vision.In recent years,the introduction of consumer-grade depth cameras has resulted in profound advances in 3D modeling.Starting with the basic data structure,this survey reviews the latest developments of 3D modeling based on depth cameras,including research works on camera tracking,3D object and scene reconstruction,and high-quality texture reconstruction.We also discuss the future work and possible solutions for 3D modeling based on the depth camera.展开更多
Paper-cutting is one of the most fantastic Chinese folk arts. With the aid of computers, digital paper-cutting has become a popular topic in the field of NPR research. This paper will make a comprehensive survey of re...Paper-cutting is one of the most fantastic Chinese folk arts. With the aid of computers, digital paper-cutting has become a popular topic in the field of NPR research. This paper will make a comprehensive survey of related references in four as- pects-image-based paper-cutting, paper-cutting based on computer graphics, paper architectures and paper-cutting animation and it shows that the imitation of the masters' artistic styles of paper-cutting will be the trend of future study.展开更多
We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previ...We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previous GPU acceleration algorithm and tessel- lation shader algorithms.展开更多
Background A photometric stereo method aims to recover the surface normal of a 3D object observed under varying light directions.It is an ill-defined problem because the general reflectance properties of the surface a...Background A photometric stereo method aims to recover the surface normal of a 3D object observed under varying light directions.It is an ill-defined problem because the general reflectance properties of the surface are unknown.Methods This paper reviews existing data-driven methods,with a focus on their technical insights into the photometric stereo problem.We divide these methods into two categories,per-pixel and all-pixel,according to how they process an image.We discuss the differences and relationships between these methods from the perspective of inputs,networks,and data,which are key factors in designing a deep learning approach.Results We demonstrate the performance of the models using a popular benchmark dataset.Conclusions Data-driven photometric stereo methods have shown that they possess a superior performance advantage over traditional methods.However,these methods suffer from various limitations,such as limited generalization capability.Finally,this study suggests directions for future research.展开更多
Isogeometric analysis(IGA)is introduced to establish the direct link between computer-aided design and analysis.It is commonly implemented by Galerkin formulations(isogeometric Galerkin,IGA-G)through the use of nonuni...Isogeometric analysis(IGA)is introduced to establish the direct link between computer-aided design and analysis.It is commonly implemented by Galerkin formulations(isogeometric Galerkin,IGA-G)through the use of nonuniform rational B-splines(NURBS)basis functions for geometric design and analysis.Another promising approach,isogeometric collocation(IGA-C),working directly with the strong form of the partial differential equation(PDE)over the physical domain defined by NURBS geometry,calculates the derivatives of the numerical solution at the chosen collocation points.In a typical IGA,the knot vector of the NURBS numerical solution is only determined by the physical domain.A new perspective on the IGAmethod is proposed in this study to improve the accuracy and convergence of the solution.Solving the PDE with IGA can be regarded as fitting the load function defined on the NURBS geometry(right-hand side)with derivatives of the NURBS numerical solution(left-hand side).Moreover,the design of the knot vector has a close relationship to theNURBS functions to be fitted in the area of data fitting in geometric design.Therefore,the detected feature points of the load function are integrated into the initial knot vector of the physical domainto construct thenewknot vector of thenumerical solution.Then,they are connected seamlessly with the IGA-C framework for its great potential combining the accuracy and smoothness merits with the computational efficiency,which we call isogeometric collocation by fitting load function(IGACL).In numerical experiments,we implement our method to solve 1D,2D,and 3D PDEs and demonstrate the improvement in accuracy by comparing it with the standard IGA-C method.We also verify the superiority in the accuracy of our knot selection scheme when employed in the IGA-G method,which we call isogeometric Galerkin by fitting load function(IGA-GL).展开更多
Traditional MEMS (microelectromechanical system) design methodology is not a structured method and has become an obstacle for MEMS creative design. In this paper, a novel method of mask synthesis and verification for ...Traditional MEMS (microelectromechanical system) design methodology is not a structured method and has become an obstacle for MEMS creative design. In this paper, a novel method of mask synthesis and verification for surface mi- cro-machined MEMS is proposed, which is based on the geometric model of a MEMS device. The emphasis is focused on syn- thesizing the masks at the basis of the layer model generated from the geometric model of the MEMS device. The method is comprised of several steps: the correction of the layer model, the generation of initial masks and final masks including multi-layer etch masks, and mask simulation. Finally some test results are given.展开更多
With the development of electronic equipment to high accuracy, high density, high frequency, and atrocious ser- vice environment, the functional surface in this type of equipment has increasingly serious problems,
Computational aesthetics,which bridges science and art,is emerging as a new interdisciplinary field.This paper concentrates on two main aspects of computational aesthetics:aesthetic measurement and quantification,gene...Computational aesthetics,which bridges science and art,is emerging as a new interdisciplinary field.This paper concentrates on two main aspects of computational aesthetics:aesthetic measurement and quantification,generative art,and then proposes a design generation framework.On aesthetic measurement and quantification,we review different types of features used in measurement,the currently used evaluation methods,and their applications.On generative art,we focus on both fractal art and abstract paintings modeled on well-known artists’styles.In general,computational aesthetics exploits computational methods for aesthetic expressions.In other words,it enables computer to appraise beauty and ugliness and also automatically generate aesthetic images.Computational aesthetics has been widely applied to many areas,such as photography,fine art,Chinese hand-writing,web design,graphic design,and industrial design.We finally propose a design generation methodology,utilizing techniques from both aesthetic measurements and generative art.展开更多
Recovering human pose from RGB images and videos has drawn increasing attention in recent years owing to minimum sensor requirements and applicability in diverse fields such as human-computer interaction,robotics,vide...Recovering human pose from RGB images and videos has drawn increasing attention in recent years owing to minimum sensor requirements and applicability in diverse fields such as human-computer interaction,robotics,video analytics,and augmented reality.Although a large amount of work has been devoted to this field,3D human pose estimation based on monocular images or videos remains a very challenging task due to a variety of difficulties such as depth ambiguities,occlusion,background clutters,and lack of training data.In this survey,we summarize recent advances in monocular 3D human pose estimation.We provide a general taxonomy to cover existing approaches and analyze their capabilities and limitations.We also present a summary of extensively used datasets and metrics,and provide a quantitative comparison of some representative methods.Finally,we conclude with a discussion on realistic challenges and open problems for future research directions.展开更多
In isogeometric analysis,it is frequently required to handle the geometric models enclosed by four-sided or non-four-sided boundary patches,such as trimmed surfaces.In this paper,we develop a Gregory solid based metho...In isogeometric analysis,it is frequently required to handle the geometric models enclosed by four-sided or non-four-sided boundary patches,such as trimmed surfaces.In this paper,we develop a Gregory solid based method to parameterize those models.First,we extend the Gregory patch representation to the trivariate Gregory solid representation.Second,the trivariate Gregory solid representation is employed to interpolate the boundary patches of a geometric model,thus generating the polyhedral volume parametrization.To improve the regularity of the polyhedral volume parametrization,we formulate the construction of the trivariate Gregory solid as a sparse optimization problem,where the optimization objective function is a linear combination of some terms,including a sparse term aiming to reduce the negative Jacobian area of the Gregory solid.Then,the alternating direction method of multipliers(ADMM)is used to solve the sparse optimization problem.Lots of experimental examples illustrated in this paper demonstrate the effectiveness and efficiency of the developed method.展开更多
The emergence of third generation mobile system (3G) makes video transmission in wireless environment possible, and the latest 3GPP/3GPP2 standards require 3G terminals support H.264/AVC. Due to high packet loss rate ...The emergence of third generation mobile system (3G) makes video transmission in wireless environment possible, and the latest 3GPP/3GPP2 standards require 3G terminals support H.264/AVC. Due to high packet loss rate in wireless envi- ronment, error resilience for 3G terminals is necessary. Moreover, because of the hardware restrictions, 3G mobile terminals support only part of H.264/AVC error resilience tool. This paper analyzes various error resilience tools and their functions, and presents 2 error resilience strategies for 3G mobile streaming video services and mobile conversational services. Performances of the proposed error resilience strategies were tested using off-line common test conditions. Experiments showed that the proposed error resilience strategies can yield reasonably satisfactory results.展开更多
Developing effective visual analytics systems demands care in characterization of domain problems and integration of visualization techniques and computational models.Urban visual analytics has already achieved remark...Developing effective visual analytics systems demands care in characterization of domain problems and integration of visualization techniques and computational models.Urban visual analytics has already achieved remarkable success in tackling urban problems and providing fundamental services for smart cities.To promote further academic research and assist the development of industrial urban analytics systems,we comprehensively review urban visual analytics studies from four perspectives.In particular,we identify 8 urban domains and 22 types of popular visualization,analyze 7 types of computational method,and categorize existing systems into 4 types based on their integration of visualization techniques and computational models.We conclude with potential research directions and opportunities.展开更多
Background Real-time 3D rendering and interaction is important for virtual reality(VR)experimental education.Unfortunately,standard end-computing methods prohibitively escalate computational costs.Thus,reducing or dis...Background Real-time 3D rendering and interaction is important for virtual reality(VR)experimental education.Unfortunately,standard end-computing methods prohibitively escalate computational costs.Thus,reducing or distributing these requirements needs urgent attention,especially in light of the COVID-19 pandemic.Methods In this study,we design a cloud-to-end rendering and storage system for VR experimental education comprising two models:background and interactive.The cloud server renders items in the background and sends the results to an end terminal in a video stream.Interactive models are then lightweight-rendered and blended at the end terminal.An improved 3D warping and hole-filling algorithm is also proposed to improve image quality when the user's viewpoint changes.Results We build three scenes to test image quality and network latency.The results show that our system can render 3D experimental education scenes with higher image quality and lower latency than any other cloud rendering systems.Conclusions Our study is the first to use cloud and lightweight rendering for VR experimental education.The results demonstrate that our system provides good rendering experience without exceeding computation costs.展开更多
Landmarks on human body models are of great significance for applications such as digital anthropometry and clothing design.The diversity of pose and shape of human body models and the semantic gap make landmarking a ...Landmarks on human body models are of great significance for applications such as digital anthropometry and clothing design.The diversity of pose and shape of human body models and the semantic gap make landmarking a challenging problem.Inthis paper,a learning-based method is proposed to locate landmarks on human body models by analyzing the relationship between geometric descriptors and semantic labels of landmarks.A shape alignmentalgorithm is proposed to align human body models to break symmetric ambiguity.A symmetry-awaredescriptor is proposed based on the structure of the human body models,which is robust to both pose and shape variations in human body models.AnAdaBoost regression algorithm is adopted to establish the correspondence between several descriptors and semantic labels of the landmarks.Quantitative and qualitative analyses and comparisons show that the proposed method can obtain more accurate landmarks and distinguish symmetrical landmarks semantically.Additionally,a dataset of landmarked human body models is also provided,containing 271 human body models collected from current human body datasets;each model has 17 landmarks labeled manually.展开更多
Analyzing the vulnerability of power systems in cascading failures is generally regarded as a challenging problem. Although existing studies can extract some critical rules, they fail to capture the complex subtleties...Analyzing the vulnerability of power systems in cascading failures is generally regarded as a challenging problem. Although existing studies can extract some critical rules, they fail to capture the complex subtleties under different operational conditions. In recent years, several deep learning methods have been applied to address this issue. However, most of the existing deep learning methods consider only the grid topology of a power system in terms of topological connections, but do not encompass a power system’s spatial information such as the electrical distance to increase the accuracy in the process of graph convolution. In this paper, we construct a novel power-weighted line graph that uses power system topology and spatial information to optimize the edge weight assignment of the line graph. Then we propose a multi-graph convolutional network(MGCN) based on a graph classification task, which preserves a power system’s spatial correlations and captures the relationships among physical components. Our model can better handle the problem with power systems that have parallel lines, where our method can maintain desirable accuracy in modeling systems with these extra topology features. To increase the interpretability of the model, we present the MGCN using layer-wise relevance propagation and quantify the contributing factors of model classification.展开更多
This paper presents a new algorithm for line clipping against a polygonal window by exploiting the local relationship between each line segment and the polygon. Firstly, a minimal enclosing box (MEB) of the polygon is...This paper presents a new algorithm for line clipping against a polygonal window by exploiting the local relationship between each line segment and the polygon. Firstly, a minimal enclosing box (MEB) of the polygon is adopted to reject the in- visible line segments located outside the MEB. Secondly, a 45° rotated box is used to encode the endpoint of the line segment, and then reject a portion of the invisible segments crossing polygon corners. Finally, instead of encoding the endpoints of all line segments with respect to the polygonal window, each vertex of the polygon is encoded, taking the line segment to be clipped as reference. For efficient encoding of the polygon vertices, a new concept, termed with slope adaptive virtual box, is introduced regarding each line segment. Such a box can not only conveniently reject all totally invisible lines lying outside the MEB con- veniently, but also precisely identify the edges of the polygon with which the line segment potentially intersects. With the sum- mation of the vertex codes, it can be verified whether the line segment is separated from or potentially intersects the polygon window. Based on the product of the codes of adjacent vertices, singular cases of intersection can be solved accurately. Experi- mental results demonstrate the efficiency and stability of the new algorithm.展开更多
基金supported by the National Key Research and Development Program of China(61873236)the Natural Science Foundation of Zhejiang Province(LZ21F020003,LY18F030001)the Civil Aerospace Pre-research Project(D020101).
文摘A system of systems(SoS)composes a set of independent constituent systems(CSs),where the degree of authority to control the independence of CSs varies,depending on different SoS types.Key researchers describe four SoS types with descending levels of central authority:directed,acknowledged,collaborative and virtual.Although the definitions have been recognized in SoS engineering,what is challenging is the difficulty of translating these definitions into models and simulation environments.Thus,we provide a goal-based method including a mathematical baseline to translate these definitions into more effective agent-based modeling and simulations.First,we construct the theoretical models of CS and SoS.Based on the theoretical models,we analyze the degree of authority influenced by SoS characteristics.Next,we propose a definition of SoS types by quantitatively explaining the degree of authority.Finally,we recognize the differences between acknowledged SoS and collaborative SoS using a migrating waterfowl flock by an agentbased model(ABM)simulation.This paper contributes to the SoS body of knowledge by increasing our understanding of the degree of authority in an SoS,so we may identify suitable SoS types to achieve SoS goals by modeling and simulation.
基金Supported by National Natural Science Foundation of China(Grant Nos.51490663,51475418,51521064)Zhejiang Provincal Key Development Program of China(Grant No.2017C01045)
文摘The construction of traditional finite element geometry (i.e., the meshing procedure) is time consuming and creates geometric errors. The drawbacks can be over- came by the Isogeometric Analysis (IGA), which integrates the computer aided design and structural analysis in a unified way. A new IGA beam element is developed by integrating the displacement field of the element, which is approximated by the NURBS basis, with the internal work formula of Euler-Bernoulli beam theory with the small deformation and elastic assumptions. Two cases of the strong coupling of IGA elements, "beam to beam" and "beam to shell", are also discussed. The maximum relative errors of the deformation in the three directions of can- tilever beam benchmark problem between analytical solu- tions and IGA solutions are less than 0.1%, which illustrate the good performance of the developed IGA beam element. In addition, the application of the developed IGA beam element in the Root Mean Square (RMS) error analysis of reflector antenna surface, which is a kind of typical func- tional surface whose precision is closely related to the product's performance, indicates that no matter how coarse the discretization is, the IGA method is able to achieve the accurate solution with less degrees of freedom than stan- dard Finite Element Analysis (FEA). The proposed research provides an effective alternative to standard FEA for shape error analysis of functional surface.
基金Project supported by the National Basic Research Program (973) of China (No. 2002CB312103), and Excellent Young Teacher Program of MOE, China
文摘This paper presents pattern formation in generalized cellular automata (GCA) by varying parameters of classic “game of life”. Different dynamic behaviors are classified. The influence of remembrance of dynamic behavior of GCA is also studied. Experiments show the emergence of the self-organizing patterns that is analogous with life forms at the edge of chaos, which consist of certain nontrivial structure and go through periods of growth, maturity and death. We describe these experiments and discuss their potential as alternative way for creating artificial life and generative art, and as a new method for pattern genesis.
基金the National Key Research and Development Program of China(2016YFB1001501)NSF of China(61672457)+1 种基金the Fundamental Research Funds for the Central Universities(2018FZA5011)Zhejiang University-SenseTime Joint Lab of 3D Vision.
文摘Although VSLAM/VISLAM has achieved great success,it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an appropriate benchmark.For AR applications in practice,a variety of challenging situations(e.g.,fast motion,strong rotation,serious motion blur,dynamic interference)may be easily encountered since a home user may not carefully move the AR device,and the real environment may be quite complex.In addition,the frequency of camera lost should be minimized and the recovery from the failure status should be fast and accurate for good AR experience.Existing SLAM datasets/benchmarks generally only provide the evaluation of pose accuracy and their camera motions are somehow simple and do not fit well the common cases in the mobile AR applications.With the above motivation,we build a new visual-inertial dataset as well as a series of evaluation criteria for AR.We also review the existing monocular VSLAM/VISLAM approaches with detailed analyses and comparisons.Especially,we select 8 representative monocular VSLAM/VISLAM approaches/systems and quantitatively evaluate them on our benchmark.Our dataset,sample code and corresponding evaluation tools are available at the benchmark website http://www.zjucvg.net/eval-vislam/.
基金National Natural Science Foundation of China(61732016).
文摘Three-dimensional(3D)modeling is an important topic in computer graphics and computer vision.In recent years,the introduction of consumer-grade depth cameras has resulted in profound advances in 3D modeling.Starting with the basic data structure,this survey reviews the latest developments of 3D modeling based on depth cameras,including research works on camera tracking,3D object and scene reconstruction,and high-quality texture reconstruction.We also discuss the future work and possible solutions for 3D modeling based on the depth camera.
文摘Paper-cutting is one of the most fantastic Chinese folk arts. With the aid of computers, digital paper-cutting has become a popular topic in the field of NPR research. This paper will make a comprehensive survey of related references in four as- pects-image-based paper-cutting, paper-cutting based on computer graphics, paper architectures and paper-cutting animation and it shows that the imitation of the masters' artistic styles of paper-cutting will be the trend of future study.
基金Supported by the National Natural Science Foundation of China(61170138 and 61472349)
文摘We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previous GPU acceleration algorithm and tessel- lation shader algorithms.
文摘Background A photometric stereo method aims to recover the surface normal of a 3D object observed under varying light directions.It is an ill-defined problem because the general reflectance properties of the surface are unknown.Methods This paper reviews existing data-driven methods,with a focus on their technical insights into the photometric stereo problem.We divide these methods into two categories,per-pixel and all-pixel,according to how they process an image.We discuss the differences and relationships between these methods from the perspective of inputs,networks,and data,which are key factors in designing a deep learning approach.Results We demonstrate the performance of the models using a popular benchmark dataset.Conclusions Data-driven photometric stereo methods have shown that they possess a superior performance advantage over traditional methods.However,these methods suffer from various limitations,such as limited generalization capability.Finally,this study suggests directions for future research.
基金supported by the National Natural Science Foundation of China under Grant Nos.61872316,62272406,61932018the National Key R&D Plan of China under Grant No.2020YFB1708900.
文摘Isogeometric analysis(IGA)is introduced to establish the direct link between computer-aided design and analysis.It is commonly implemented by Galerkin formulations(isogeometric Galerkin,IGA-G)through the use of nonuniform rational B-splines(NURBS)basis functions for geometric design and analysis.Another promising approach,isogeometric collocation(IGA-C),working directly with the strong form of the partial differential equation(PDE)over the physical domain defined by NURBS geometry,calculates the derivatives of the numerical solution at the chosen collocation points.In a typical IGA,the knot vector of the NURBS numerical solution is only determined by the physical domain.A new perspective on the IGAmethod is proposed in this study to improve the accuracy and convergence of the solution.Solving the PDE with IGA can be regarded as fitting the load function defined on the NURBS geometry(right-hand side)with derivatives of the NURBS numerical solution(left-hand side).Moreover,the design of the knot vector has a close relationship to theNURBS functions to be fitted in the area of data fitting in geometric design.Therefore,the detected feature points of the load function are integrated into the initial knot vector of the physical domainto construct thenewknot vector of thenumerical solution.Then,they are connected seamlessly with the IGA-C framework for its great potential combining the accuracy and smoothness merits with the computational efficiency,which we call isogeometric collocation by fitting load function(IGACL).In numerical experiments,we implement our method to solve 1D,2D,and 3D PDEs and demonstrate the improvement in accuracy by comparing it with the standard IGA-C method.We also verify the superiority in the accuracy of our knot selection scheme when employed in the IGA-G method,which we call isogeometric Galerkin by fitting load function(IGA-GL).
基金Project supported by the National Natural Science Foundation of China (Nos. 60273057 and 60403049) and the National Basic Re-search Program (973) of China (No. 2002CB312106)
文摘Traditional MEMS (microelectromechanical system) design methodology is not a structured method and has become an obstacle for MEMS creative design. In this paper, a novel method of mask synthesis and verification for surface mi- cro-machined MEMS is proposed, which is based on the geometric model of a MEMS device. The emphasis is focused on syn- thesizing the masks at the basis of the layer model generated from the geometric model of the MEMS device. The method is comprised of several steps: the correction of the layer model, the generation of initial masks and final masks including multi-layer etch masks, and mask simulation. Finally some test results are given.
文摘With the development of electronic equipment to high accuracy, high density, high frequency, and atrocious ser- vice environment, the functional surface in this type of equipment has increasingly serious problems,
基金supported by the National Social Science Fund Art Project(No.17BG134)Natural Science Foundation of the Beijing Municipal Education Committee(No.KM201710050001)+1 种基金National NSFC project(Grant number 61772463)National NSFC project(Grant number 61572348).
文摘Computational aesthetics,which bridges science and art,is emerging as a new interdisciplinary field.This paper concentrates on two main aspects of computational aesthetics:aesthetic measurement and quantification,generative art,and then proposes a design generation framework.On aesthetic measurement and quantification,we review different types of features used in measurement,the currently used evaluation methods,and their applications.On generative art,we focus on both fractal art and abstract paintings modeled on well-known artists’styles.In general,computational aesthetics exploits computational methods for aesthetic expressions.In other words,it enables computer to appraise beauty and ugliness and also automatically generate aesthetic images.Computational aesthetics has been widely applied to many areas,such as photography,fine art,Chinese hand-writing,web design,graphic design,and industrial design.We finally propose a design generation methodology,utilizing techniques from both aesthetic measurements and generative art.
基金National Natural Science Foundation of China(61806176)the Fundamental Research Funds for the Central Universities(2019QNA5022).
文摘Recovering human pose from RGB images and videos has drawn increasing attention in recent years owing to minimum sensor requirements and applicability in diverse fields such as human-computer interaction,robotics,video analytics,and augmented reality.Although a large amount of work has been devoted to this field,3D human pose estimation based on monocular images or videos remains a very challenging task due to a variety of difficulties such as depth ambiguities,occlusion,background clutters,and lack of training data.In this survey,we summarize recent advances in monocular 3D human pose estimation.We provide a general taxonomy to cover existing approaches and analyze their capabilities and limitations.We also present a summary of extensively used datasets and metrics,and provide a quantitative comparison of some representative methods.Finally,we conclude with a discussion on realistic challenges and open problems for future research directions.
基金supported by the National Natural Science Foundation of China(No.61872316)the National Key R&D Program of China(No.2016YFB1001501)the Fundamental Research Funds for the Central Universities(No.2017XZZX009-03)
文摘In isogeometric analysis,it is frequently required to handle the geometric models enclosed by four-sided or non-four-sided boundary patches,such as trimmed surfaces.In this paper,we develop a Gregory solid based method to parameterize those models.First,we extend the Gregory patch representation to the trivariate Gregory solid representation.Second,the trivariate Gregory solid representation is employed to interpolate the boundary patches of a geometric model,thus generating the polyhedral volume parametrization.To improve the regularity of the polyhedral volume parametrization,we formulate the construction of the trivariate Gregory solid as a sparse optimization problem,where the optimization objective function is a linear combination of some terms,including a sparse term aiming to reduce the negative Jacobian area of the Gregory solid.Then,the alternating direction method of multipliers(ADMM)is used to solve the sparse optimization problem.Lots of experimental examples illustrated in this paper demonstrate the effectiveness and efficiency of the developed method.
基金Project supported by the National Natural Science Foundation of China (Nos. 60473106 and 60333010), China Ministry of Education(No. 20030335064), and China Ministry of Science and Technology(No. 2003AA4Z1020)
文摘The emergence of third generation mobile system (3G) makes video transmission in wireless environment possible, and the latest 3GPP/3GPP2 standards require 3G terminals support H.264/AVC. Due to high packet loss rate in wireless envi- ronment, error resilience for 3G terminals is necessary. Moreover, because of the hardware restrictions, 3G mobile terminals support only part of H.264/AVC error resilience tool. This paper analyzes various error resilience tools and their functions, and presents 2 error resilience strategies for 3G mobile streaming video services and mobile conversational services. Performances of the proposed error resilience strategies were tested using off-line common test conditions. Experiments showed that the proposed error resilience strategies can yield reasonably satisfactory results.
基金This work was supported by National Natural Science Foundation of China(62072400)the Collaborative Innovation Center of Artificial Intel-ligence by MOE and Zhejiang Provincial Government(ZJU),and the Zhejiang Lab(2021KE0AC02)。
文摘Developing effective visual analytics systems demands care in characterization of domain problems and integration of visualization techniques and computational models.Urban visual analytics has already achieved remarkable success in tackling urban problems and providing fundamental services for smart cities.To promote further academic research and assist the development of industrial urban analytics systems,we comprehensively review urban visual analytics studies from four perspectives.In particular,we identify 8 urban domains and 22 types of popular visualization,analyze 7 types of computational method,and categorize existing systems into 4 types based on their integration of visualization techniques and computational models.We conclude with potential research directions and opportunities.
基金the National Key Research and Development Project of China(2018YFB1004904)National Natural Science Foundation of China(U1909204).
文摘Background Real-time 3D rendering and interaction is important for virtual reality(VR)experimental education.Unfortunately,standard end-computing methods prohibitively escalate computational costs.Thus,reducing or distributing these requirements needs urgent attention,especially in light of the COVID-19 pandemic.Methods In this study,we design a cloud-to-end rendering and storage system for VR experimental education comprising two models:background and interactive.The cloud server renders items in the background and sends the results to an end terminal in a video stream.Interactive models are then lightweight-rendered and blended at the end terminal.An improved 3D warping and hole-filling algorithm is also proposed to improve image quality when the user's viewpoint changes.Results We build three scenes to test image quality and network latency.The results show that our system can render 3D experimental education scenes with higher image quality and lower latency than any other cloud rendering systems.Conclusions Our study is the first to use cloud and lightweight rendering for VR experimental education.The results demonstrate that our system provides good rendering experience without exceeding computation costs.
基金jointly supported by the National Natural Science Foundation of China under Grant Nos.61732015,61932018,and 61472349.
文摘Landmarks on human body models are of great significance for applications such as digital anthropometry and clothing design.The diversity of pose and shape of human body models and the semantic gap make landmarking a challenging problem.Inthis paper,a learning-based method is proposed to locate landmarks on human body models by analyzing the relationship between geometric descriptors and semantic labels of landmarks.A shape alignmentalgorithm is proposed to align human body models to break symmetric ambiguity.A symmetry-awaredescriptor is proposed based on the structure of the human body models,which is robust to both pose and shape variations in human body models.AnAdaBoost regression algorithm is adopted to establish the correspondence between several descriptors and semantic labels of the landmarks.Quantitative and qualitative analyses and comparisons show that the proposed method can obtain more accurate landmarks and distinguish symmetrical landmarks semantically.Additionally,a dataset of landmarked human body models is also provided,containing 271 human body models collected from current human body datasets;each model has 17 landmarks labeled manually.
基金Project supported by the National Natural Science Foundation of China (No.U1866602)the Natural Science Foundation of Zhejiang Province,China (No.LZ22F020015)。
文摘Analyzing the vulnerability of power systems in cascading failures is generally regarded as a challenging problem. Although existing studies can extract some critical rules, they fail to capture the complex subtleties under different operational conditions. In recent years, several deep learning methods have been applied to address this issue. However, most of the existing deep learning methods consider only the grid topology of a power system in terms of topological connections, but do not encompass a power system’s spatial information such as the electrical distance to increase the accuracy in the process of graph convolution. In this paper, we construct a novel power-weighted line graph that uses power system topology and spatial information to optimize the edge weight assignment of the line graph. Then we propose a multi-graph convolutional network(MGCN) based on a graph classification task, which preserves a power system’s spatial correlations and captures the relationships among physical components. Our model can better handle the problem with power systems that have parallel lines, where our method can maintain desirable accuracy in modeling systems with these extra topology features. To increase the interpretability of the model, we present the MGCN using layer-wise relevance propagation and quantify the contributing factors of model classification.
基金Project supported by the National Natural Science Foundation of China(No. 60021201), and the Research Fund for the Doctoral Program of Higher Education (No. 2002335093), China
文摘This paper presents a new algorithm for line clipping against a polygonal window by exploiting the local relationship between each line segment and the polygon. Firstly, a minimal enclosing box (MEB) of the polygon is adopted to reject the in- visible line segments located outside the MEB. Secondly, a 45° rotated box is used to encode the endpoint of the line segment, and then reject a portion of the invisible segments crossing polygon corners. Finally, instead of encoding the endpoints of all line segments with respect to the polygonal window, each vertex of the polygon is encoded, taking the line segment to be clipped as reference. For efficient encoding of the polygon vertices, a new concept, termed with slope adaptive virtual box, is introduced regarding each line segment. Such a box can not only conveniently reject all totally invisible lines lying outside the MEB con- veniently, but also precisely identify the edges of the polygon with which the line segment potentially intersects. With the sum- mation of the vertex codes, it can be verified whether the line segment is separated from or potentially intersects the polygon window. Based on the product of the codes of adjacent vertices, singular cases of intersection can be solved accurately. Experi- mental results demonstrate the efficiency and stability of the new algorithm.