نتایج جستجو برای: marching scale function
تعداد نتایج: 1733387 فیلتر نتایج به سال:
The fast marching method is used to compute a monotone front propagation of anisotropic nature by solving the eikonal equation. Due to the sequential nature of the original algorithm, parallel approaches presented so far were unconvincing. In this work, we introduce a shared-memory parallelization approach which is based on an overlapping domain decomposition technique. We introduce our paralle...
Collective motion has traditionally been studied in the lab in homogeneous, obstacle-free environments, with little work having been conducted with changing landscapes or topography. Here, the impact of spatial heterogeneity on the collective motion exhibited by marching desert locust nymphs was studied under controlled lab conditions. Our experimental circular arenas, incorporating a funnel-li...
This paper presents an adaptive modification of the Edge spinning method for polygonization of implicit surfaces. The method insists on the shape of triangles and the accuracy of resulting approximation as well. The main advantages of the triangulation presented are simplicity and the stable features that can be used for next expanding. The implementation is not complicated and only the standar...
We describe algorithms that produce accurate real-time interactive in-space views of the eight Thurston geometries using ray-marching. give a theoretical framework for our algorithms, independent geometry involved. In addition to scenes within X, we also consider quotient manifolds and orbifolds X/Γ. adapt Phong lighting model non-euclidean geometries. The most difficult part this is calculatio...
Marching Ridges is an algorithm for finding ridges of measurement functions defined for images, in which the ridges are defined as level sets of first derivatives of the measurement functions. Marching Ridges is both specific in its application to 2D and 3D medical images for the purpose of finding cores, and general in its theoretical application to finding ridges of intensity, boundary and me...
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a gene...
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