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"abstract": "Image steganography aims to hide secret images into a container image, where the secret is hidden from human vision and can be restored when necessary. Previous image steganography methods are limited in hiding capacity and robustness, commonly vulnerable to distortion on container images such as Gaussian noise, Poisson noise, and lossy compression. This paper presents a novelflow-basedframe-work for robust invertible image steganography, dubbed as RIIS. A conditional normalizing flow is introduced to model the distribution of the redundant high-frequency component with the condition of the container image. Moreover, a well-designed container enhancement module (CEM) also contributes to the robust reconstruction. To regulate the net-work parameters for different distortion levels, a distortion-guided modulation (DGM) is implemented over flow-based blocks to make it a one-size-fits-all model. In terms of both clean and distorted image steganography, extensive experi-ments reveal that the proposed RIIS efficiently improves the robustness while maintaining imperceptibility and capacity. As far as we know, we are the first to propose a learning-based scheme to enhance the robustness of image steganog-raphy in the literature. The guarantee of steganography ro-bustness significantly broadens the application of steganog-raphy in real-world applications.",
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"content": "This paper proposes a 3D model authenticate algorithm. Tamper detection, Tamper Localization and Recovery can be achieved. The Tamper detection is achieved by fragile watermarking under a precision limit. The Tamper Localization is achieved by partitioning the model into several Authentication Units (AU). The robust features are chosen since they are invariant after watermark embedding. Data is embedded by modulating the x-coordinate values of some selected vertices according to a certain order. Furthermore, the portion of the model which is not illegally modified can be recovered perfectly using reversible watermarking technique. Experimental results demonstrate the effectiveness of the proposed authentication algorithm.",
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"content": "The invariant used as an index has shown many advantages over the pose dependent methods in model-based object recognition. Although perspective and even weak perspective invariants do not exist for general three dimensional point sets from a single view invariants do exist for structured three dimensional point sets. However, such invariants are not easy to derive. The 3D invariant structure proposed by Rothwell (1993) requires seven points that lie on the vertices of a six-sided polyhedron and is applicable to position free objects. A new special structure for calculating invariants of three dimensional objects is developed by the authors (1995). In comparison, the proposed algorithm requires only six points on adjacent (virtual) planes that provides two sets of four coplanar points and does not require the position free condition. Hence it is applicable to a wider class of objects This paper is the extension of previous work to discuss how to use the projection to the base plane to obtain invariant conditions for the more general situation. The algorithm is demonstrated on images of real scenes.",
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"abstract": "In this paper, a watermarking approach for the 3D models is proposed by embedding double watermarks. It is designed for the sender to check the copyright ownership (robustness) and for the receiver to verify the authentication of the received data (frangibility). The watermark is embedded at one time to possess the robust and fragile attributes by perturbing the distance between the vertices of the model to the center of the model. We keep a balance appropriately between the strength of the watermark signal and the local geometric features of the model. We also introduce a vertex-weighted skill in the watermark extraction process that makes watermark detection more robust against attacks. Experiments show that this approach not only is able to withstand common attacks on 3D models such as polygon mesh simplifications, addition of random noise, model cropping, translation, rotation, scaling as well as a combination of these attacks, but also can detect and locate tampered vertices.",
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"content": "In this paper, a watermarking approach for the 3D models is proposed by embedding double watermarks. It is designed for the sender to check the copyright ownership (robustness) and for the receiver to verify the authentication of the received data (frangibility). The watermark is embedded at one time to possess the robust and fragile attributes by perturbing the distance between the vertices of the model to the center of the model. We keep a balance appropriately between the strength of the watermark signal and the local geometric features of the model. We also introduce a vertex-weighted skill in the watermark extraction process that makes watermark detection more robust against attacks. Experiments show that this approach not only is able to withstand common attacks on 3D models such as polygon mesh simplifications, addition of random noise, model cropping, translation, rotation, scaling as well as a combination of these attacks, but also can detect and locate tampered vertices.",
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"title": "An OFB-Based Fragile Watermarking Scheme for 3D Polygonal Meshes",
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"abstract": "Watermarking is an important technique for protecting the ownership and authorization of digital content. In this paper, an output feedback (OFB) based fragile watermarking scheme for 3D models in spatial domain is proposed. The proposed scheme employs the output feedback (OFB) to generate the embedded watermark. The least significant bit (LSB) substitution technique is employed for watermark data embedding. Instead of the hash function, the tampering region can be verified and located by the output feedback (OFB) based watermark check. The output feedback (OFB) based watermark is embedded to achieve both the authentication and verification. Experimental results show that the proposed scheme can achieve authentication of the original model and tampering detection of the stego model with insignificant visual distortion. Moreover, the verification information is not needed for verification task of the proposed scheme.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Watermarking is an important technique for protecting the ownership and authorization of digital content. In this paper, an output feedback (OFB) based fragile watermarking scheme for 3D models in spatial domain is proposed. The proposed scheme employs the output feedback (OFB) to generate the embedded watermark. The least significant bit (LSB) substitution technique is employed for watermark data embedding. Instead of the hash function, the tampering region can be verified and located by the output feedback (OFB) based watermark check. The output feedback (OFB) based watermark is embedded to achieve both the authentication and verification. Experimental results show that the proposed scheme can achieve authentication of the original model and tampering detection of the stego model with insignificant visual distortion. Moreover, the verification information is not needed for verification task of the proposed scheme.",
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"abstract": "For obtaining better curvature distributions of subdivision surfaces, various improvements for Loop's subdivision scheme on triangular surface meshes have been made. A careful analysis shows that the fast evaluation technique of the subdivision surface proposed by Stam is no longer usable to these improved schemes. This paper describes a fast evaluating algorithm for improved Loop's subdivision surfaces. The algorithm is applicable to a vast class of subdivision schemes for triangular surface meshes. Using the proposed algorithm, one can evaluate the subdivision surface at any domain point for any set of input subdivision masks and a control mesh.",
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"abstract": "One of the essential Interpolation constraints on subdivision surfaces is curve interpolation. Subdivision surfaces through predefined meshes of curves can now be generated using either some variations of existing subdivision schemes or (in our case) polygonal complexes. This paper goes one step further; given a sequence of cross sectional curves (ci), each defined by a uniform cubic B-spline control polygon (cpi), we present a technique for generating a lofted subdivision surface through these curves. The advantages of using polygonal complexes coupled with subdivision surfaces are that curves do not have to be compatible and that it is possible to locally control the cross curvature of a given cross section.",
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"abstract": "The Catmull-Clark subdivision surface was designed to generalize the bi-cubic B-spline surface to the meshes of arbitrary topology. In this paper, the error bound of Catmull-Clark subdivision surface is estimated. By using the first-order difference of control points, we define the distance between two control meshes and derive an error estimation formula for Catmull-Clark subdivision surface. Meanwhile, we prove that the control meshes of Catmull-Clark surface converge in an exponential rate.",
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"abstract": "Most shape analysis methods use meshes to discretize the shape and functions on it by piecewise linear functions. Fine meshes are then necessary to represent smooth shapes and compute accurate curvatures or Laplace-Beltrami eigenfunctions at large computational costs. We avoid this bottleneck by representing smooth shapes as subdivision surfaces and using the subdivision scheme to parametrize smooth surface functions with few control parameters. We propose a model to fit a subdivision surface to input samples that, unlike previous methods, can be applied to noisy and partial scans from depth sensors. The task is formulated as an optimization problem with robust data terms and solved with a sequential quadratic program that outperforms the solvers previously used to fit subdivision surfaces to noisy data. Our experiments show that the compression of a subdivision representation does not affect the accuracy of the Laplace-Beltrami operator and allows to compute shape descriptors, geodesics, and shape matchings at a fraction of the computational cost of mesh representations.",
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"title": "A new representation for collision avoidance and detection",
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"abstract": "By combining the simplicity of the sphere and the power of the motion of hierarchy of detail, a novel model is proposed with applications to collision avoidance and detection in 3D. The model is based on a double spherical representation for solid bodies. First, each element making up the robot and the obstacles is approximated by a set of exterior spheres which are automatically defined. Second, another set composed of interior spheres is generated. These representations define a hierarchy, since they can be redefined as many times as necessary; starting with two spheres per element, the approximation may be improved until it contains hundreds of spheres. Moreover, they converge to a zero-error representation. The proposed models leads to a simple treatment for the problem of collision detection, and it is further applied to collision-free path planning for manipulators in 3D.<>",
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{
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"content": "By combining the simplicity of the sphere and the power of the motion of hierarchy of detail, a novel model is proposed with applications to collision avoidance and detection in 3D. The model is based on a double spherical representation for solid bodies. First, each element making up the robot and the obstacles is approximated by a set of exterior spheres which are automatically defined. Second, another set composed of interior spheres is generated. These representations define a hierarchy, since they can be redefined as many times as necessary; starting with two spheres per element, the approximation may be improved until it contains hundreds of spheres. Moreover, they converge to a zero-error representation. The proposed models leads to a simple treatment for the problem of collision detection, and it is further applied to collision-free path planning for manipulators in 3D.<>",
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"normalizedAbstract": "By combining the simplicity of the sphere and the power of the motion of hierarchy of detail, a novel model is proposed with applications to collision avoidance and detection in 3D. The model is based on a double spherical representation for solid bodies. First, each element making up the robot and the obstacles is approximated by a set of exterior spheres which are automatically defined. Second, another set composed of interior spheres is generated. These representations define a hierarchy, since they can be redefined as many times as necessary; starting with two spheres per element, the approximation may be improved until it contains hundreds of spheres. Moreover, they converge to a zero-error representation. The proposed models leads to a simple treatment for the problem of collision detection, and it is further applied to collision-free path planning for manipulators in 3D.",
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"doi": "10.1109/ISECS.2009.238",
"title": "A Uniform Method for Computing the Distance between Ellipsoids",
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"abstract": "In this paper, a uniform method is presented for computing the minimum translational distance (MTD) between a pair of ellipsoids. This article deduces a necessary and sufficient condition of the witness point-pair which achieve MTD value and reliable criteria for determining their spatial relation. Experimental results show the algorithm converge after a few iteration whether two objects overlap or not and perform better than other algorithms.",
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"content": "In this paper, a uniform method is presented for computing the minimum translational distance (MTD) between a pair of ellipsoids. This article deduces a necessary and sufficient condition of the witness point-pair which achieve MTD value and reliable criteria for determining their spatial relation. Experimental results show the algorithm converge after a few iteration whether two objects overlap or not and perform better than other algorithms.",
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"proceeding": {
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"title": "Proceedings 1988 IEEE International Symposium on Intelligent Control",
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"id": "12OmNqGRG9C",
"doi": "10.1109/ISIC.1988.65450",
"title": "A representation scheme for rapid 3D collision detection",
"normalizedTitle": "A representation scheme for rapid 3D collision detection",
"abstract": "A scheme is presented for the representation of objects for the rapid detection of collisions in a dynamic 3D environment, such as when a proposed path for a robot-carried object is tested for collisions with obstacles along the path. The successive spherical approximation (SSA) representation provides a representation scheme which allows rapid collision detection while still providing for the exact representation of dynamic objects. The hierarchy of representation levels is based on the subdivision of a sphere. The degree of approximation of the SSA representation decreases as the scheme traverses down the representation tree. The creation of the SSA representation is illustrated using an object database containing boundary representations. The use of the SSA hierarchical representation for rapid and exact collision detection between 3D objects and the environment is shown by considering the collision detection problem between stationary and moving objects. It is shown that there is little additional cost incurred by allowing changes in position and orientation of the objects. The contribution of the SSA representation is that it leads to a time-efficient, hybrid collision detection scheme.<>",
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"abstract": "In order to overcome the defects of the anchor rod as insufficient anti-pull force, low elongation, low stability during construction and difficulty for drilling the rock stratum to be anchored, this paper innovates on the conventional anchor rod by introducing the newly-developed construction technology of guide-hole implantable branch-provided rock anchor rods, and presents its technology principles, the application scope, the technological characteristics, the construction process and the operating points. The construction technology improves the anchoring force of the anchor rod per unit length, overcomes the problem of insufficient anti-pull force, relatively reduces the anchor rod and the rock stratum drilling depth, facilitates the drilling and anchoring construction, and achieves excellent economic benefits and has wide popularization value.",
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"affiliation": "Department of Civil Engineering, Zhejiang University City College, Hangzhou, China",
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"affiliation": "Jining Polytech., Jining, China",
"fullName": "Chao Sun",
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"affiliation": "Department of Civil Engineering, Zhejiang University City College, Hangzhou 310015,China",
"fullName": "Yongliang Cui",
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"affiliation": "Department of Civil Engineering, Zhejiang University City College, Hangzhou 310015,China",
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"affiliation": "Inst. of Civil Eng. & Constr., Anhui Univ. City of Sci. & Technol., Huainan, China",
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"abstract": "Single-crystalline ZnO submicrometer rods have been synthesized by a simple hydrothermal method and characterized by means of X-ray diffraction (XRD), field-emission scanning electron microscopy (FESEM), transmission electron microscopy (TEM), select area electron diffraction (SAED) and photoluminescence (PL). The results show that the as-synthesized product is pure-phase hexagonal wurtzite ZnO and the morphology of the ZnO is rod shaped with an average diameter of 0.8um and length of 10um. The room temperature PL spectrum of the ZnO submicrometer rods exhibits a strong blue emission at 440nm and three weak emission bands centered at 410nm, 467nm and 565nm, respectively.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Single-crystalline ZnO submicrometer rods have been synthesized by a simple hydrothermal method and characterized by means of X-ray diffraction (XRD), field-emission scanning electron microscopy (FESEM), transmission electron microscopy (TEM), select area electron diffraction (SAED) and photoluminescence (PL). The results show that the as-synthesized product is pure-phase hexagonal wurtzite ZnO and the morphology of the ZnO is rod shaped with an average diameter of 0.8um and length of 10um. The room temperature PL spectrum of the ZnO submicrometer rods exhibits a strong blue emission at 440nm and three weak emission bands centered at 410nm, 467nm and 565nm, respectively.",
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"normalizedAbstract": "Single-crystalline ZnO submicrometer rods have been synthesized by a simple hydrothermal method and characterized by means of X-ray diffraction (XRD), field-emission scanning electron microscopy (FESEM), transmission electron microscopy (TEM), select area electron diffraction (SAED) and photoluminescence (PL). The results show that the as-synthesized product is pure-phase hexagonal wurtzite ZnO and the morphology of the ZnO is rod shaped with an average diameter of 0.8um and length of 10um. The room temperature PL spectrum of the ZnO submicrometer rods exhibits a strong blue emission at 440nm and three weak emission bands centered at 410nm, 467nm and 565nm, respectively.",
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"fullName": "Zhaoji Zhang",
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"doi": "10.1109/ROBOT.1988.12088",
"title": "The GEC Tetrabot-a new serial-parallel assembly robot",
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"abstract": "An assembly robot, the GEC Tetrabot (tetrahedral robot) is presented. It includes a parallel structure consisting of 3 threaded actuator rods which form the edges of a tetrahedron. The equilateral triangle base is part of the support structure for the manipulator. Each threaded rod is free to pivot at its attachment point about 2 axes which are perpendicular to the rod axis. The rods are driven in axial translation via a recirculating ball screw assembly, which minimises friction. a 3 axis wrist, attached to the lower end of the radial arm, provides the remaining 3 degrees of freedom. The wrist mechanism is conventional, comprising three further links arranged serially. The design thus combines the advantages of serial and parallel mechanisms, leading to a stiffer, faster, more accurate robot.<>",
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"content": "This paper presents a spring net approach to multi-agent systems (MAS) and computer networks (CN), which transforms the parallel optimization problem in MAS and CN into the evolutionary deformation process of a class of crossbar composite spring nets (CCSN). The proposed spring net is essentially different from the elastic net developed by Durbin and Willshaw and subsequently extended byClaudia, Burr, Stone, et al. The mathematical and physical models of the CCSN used for parallel optimization in MAS and CN are discussed. The CCSN approach outperforms over the elastic net and other optimization methods currently used in MAS and CN in terms of the ability to deal with a variety of complicated social interactionsand autonomous behaviors that may occur in MAS and CN.",
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"doi": "10.1109/ICASSP.1995.479722",
"title": "Unified approach to snakes, elastic nets and Kohonen maps",
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"abstract": "Snakes, elastic nets and Kohonen networks are well known algorithms which were developed in different contexts. However, these algorithms share common features allowing one to ask what is the relationship among them and suggesting their use in problems which have traditionally been tackled by only one of them. The paper addresses the problem of edge linking and proposes a new class of nonlinear recursive algorithms, based on a general cost function, which includes snakes, Kohonen maps, and elastic nets as special cases. This class provides an unified framework for several existing algorithms in pattern recognition and active contours and allows the design of new recursive schemes.",
"abstracts": [
{
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"content": "Snakes, elastic nets and Kohonen networks are well known algorithms which were developed in different contexts. However, these algorithms share common features allowing one to ask what is the relationship among them and suggesting their use in problems which have traditionally been tackled by only one of them. The paper addresses the problem of edge linking and proposes a new class of nonlinear recursive algorithms, based on a general cost function, which includes snakes, Kohonen maps, and elastic nets as special cases. This class provides an unified framework for several existing algorithms in pattern recognition and active contours and allows the design of new recursive schemes.",
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{
"affiliation": "INESC, Polytech. Inst. of Lisbon, Portugal",
"fullName": "A.J. Abruntes",
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"affiliation": "Dept. of Electr. Eng., Dayton Univ., OH, USA",
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"title": "2016 3rd International Conference on Information Science and Control Engineering (ICISCE)",
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"article": {
"id": "12OmNzQR1nX",
"doi": "10.1109/ICISCE.2016.26",
"title": "A New Image Processing Enabled Approach for Detection of Scratch Defects for Wire-Type Objects",
"normalizedTitle": "A New Image Processing Enabled Approach for Detection of Scratch Defects for Wire-Type Objects",
"abstract": "This paper presents an approach for the surface inspection of wire-type objects. The research aims to detect scratch defect of a wire rod. Scratch defect is caused by many reasons such as poor quality of raw material or malfunction of rolling process. The defects are very difficult to detect accurately due to the scale-covered background and uneven illumination. The inspection system is based on vision technology. Image processing algorithms are applied for detecting scratch defects of wire rod. The detection algorithm is mainly divided into three steps. First, use wavelet transform to have texture analysis. In order to obtain more details, we take the approximation subimage at resolution level one as source image. Then, explain the Fast Line Segment Detector method and the detected results are illustrated using real defects from steel wire rods. But the complex backgrounds in images of wire rods inevitably result in false positive and false negative defects. Finally, apply postprocessing based on detection results. Compared with the classical methods, the results show that the applied algorithms have a good performance on scratch defect detection of wire rod. Moreover, it has an effective execution time proportional to the number of pixels in the image.",
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"content": "This paper presents an approach for the surface inspection of wire-type objects. The research aims to detect scratch defect of a wire rod. Scratch defect is caused by many reasons such as poor quality of raw material or malfunction of rolling process. The defects are very difficult to detect accurately due to the scale-covered background and uneven illumination. The inspection system is based on vision technology. Image processing algorithms are applied for detecting scratch defects of wire rod. The detection algorithm is mainly divided into three steps. First, use wavelet transform to have texture analysis. In order to obtain more details, we take the approximation subimage at resolution level one as source image. Then, explain the Fast Line Segment Detector method and the detected results are illustrated using real defects from steel wire rods. But the complex backgrounds in images of wire rods inevitably result in false positive and false negative defects. Finally, apply postprocessing based on detection results. Compared with the classical methods, the results show that the applied algorithms have a good performance on scratch defect detection of wire rod. Moreover, it has an effective execution time proportional to the number of pixels in the image.",
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"fullName": "Yulong Cui",
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"affiliation": null,
"fullName": "Guannan He",
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"title": "Electromagnetic Force Analysis of Turbogenerator Stator End Winding",
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"abstract": "The whole structure of large turbogenerator is very complex. This paper mainly analyzes the electromagnetic force on stator end winding of turbogenerator. Based on the involute model of stator end winding wire rod, the concrete mathematical analytical formula is established. The electromagnetic force of wire rod of different rods, at different times and the electromagnetic force at different positions of the same wire rod are analyzed. It is of great significance to the optimization design and operation maintenance of stator end windings of large turbogenerator.",
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"content": "The whole structure of large turbogenerator is very complex. This paper mainly analyzes the electromagnetic force on stator end winding of turbogenerator. Based on the involute model of stator end winding wire rod, the concrete mathematical analytical formula is established. The electromagnetic force of wire rod of different rods, at different times and the electromagnetic force at different positions of the same wire rod are analyzed. It is of great significance to the optimization design and operation maintenance of stator end windings of large turbogenerator.",
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"affiliation": "Chongqing University of Posts and Telecommunications",
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"proceeding": {
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"content": "We present a new collision resolution scheme for cloth collisions. Our main concern is to find dynamically convincing resolutions, i.e. positions and velocities of cloth elements, for any kinds of collisions occuring in cloth simulation (cloth-cloth, cloth-rigid, anti cloth-cloth-rigid). We define our cloth surface as connected faces of mass particles, where each particle is controlled by its internal energy functions. Our collision resolution method finds appropriate next positions and velocities of particles by conserving the particles' momentums as accurately as possible. Cloth-cloth collision resolution is a special case of deformable N-body collision resolution. So to solve deformable N-body collision resolutions, we propose a new collision resolution method which groups cloth particles into parts and resolves collisions between parts using the law of momentum conservation. To resolve collisions, we solve a system of linear equations derived from the collision relationships. A system of linear equations is built using a scheme adapted from the simultaneous resolution method for rigid N-body collisions. For the special case where we can,find cyclic relationships in collisions, we solve a system of linear inequalities derived from the collision relationships.",
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"abstract": "Cloth simulation is an important research area in Computer Graphics worldwide at present, and the study, which processes surface intersection during the course of cloth collision, is a difficulty in cloth simulation. We present a global optimization algorithm close to the reality and minimizing intersection contour lines, in order to improve authenticity of the results of cloth surface intersection processing of the cloth simulation. This algorithm, which is based on pre-time process of the construction of the model of cloth, the collision detection and later process of the collision response, disposes emphatically the situation of cloth surface intersection, using the method globally minimizing intersection contour lines, and also evaluates and optimizes the results of processing. Experimental results show that this method is superior to previous researches in two aspects: the simulation authenticity and real-time, and can increase verisimilitude of the production in the domain of cloth animation.",
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"title": "Implementing Fast Cloth Simulation with Collision Response",
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"abstract": "Providing realistic, high-resolution and highfidelityrepresentation of motions ia essential in the clothsimulation problem. In order to make high resolution simulationstractable, several algorithms have been developed thatmanage cloth-object interactions efficiently through specializeddata structures such as AABB trees. However, implementationrestrictions on single CPU architectures impose certain limitson quality and performance in high-demanding simulations,motivating the study of new implementation techniques. Inthis paper we address several critical issues in high resolutioncloth simulation, enabling us to represent and simulateintricate folds and wrinkles. We employ AABB hierarchiesto optimize detection and response in cloth-object collisions.By employing a multi-processor approach on multi-threadedCPU and an emerging multi-core GPU-CUDA architecture, wequantitatively evaluate the workload and computational effortof the cloth simulation application. In addition to this quantitativeperformance evaluation on multi-processor architectureswe illustrate the potential of our approach by presenting avariety of high-quality and high-resolution simulations of clothbehavior under different cloth-object interactions.",
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"abstract": "Physically-based method is the most popular approach for simulating textile. For obtaining realistic cloth animation, some related factors need to be considered, including animation model, material properties, integration technique etc. Internal and external forces are accumulated from which accelerations are computed based on dynamic equation. An integration method is then used to update velocities and positions of the object. In this paper, we proposed a novel method to simulate cloth animation. The in-plane forces are derived based on continuum model, and out-of-plane forces are added discretely. We use implicit integration method to solve motion equation. In addition, constraints are imposed to avoid penetration. Compared with other existing method, the proposed method can simulate the non-uniform wrinkled cloth with different material property, but also is stability.",
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"abstract": "Mesh simplification algorithms play an important role in computer graphics. In particular, view-dependent simplification methods are utilized widely to reduce the geometric complexity of large outdoor scenes. The so called continuous level of detail technique, for instance, is prevalent in the area of terrain rendering. In this paper we apply the latter technique to the more general volumetric case. We propose a volume rendering algorithm, which constructs a hierarchical tetrahedral mesh from regular volume data in a view-dependent fashion. The popping effect which generally arises from view-dependent algorithms is addressed by a new fast method for the smooth interpolation of the mesh hierarchy. We demonstrate the performance of our algorithm by displaying clouds in real-time. Here, the application of the pre-integration technique allows for a wide range of cloud appearance and guarantees accurate compositing. Additionally, we show how to utilize our algorithm for the accelerated display of ground fog in terrain rendering scenarios.",
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"content": "Many applications, such as games, demand massive collections of trees and vegetation in general. The solutions for rendering these environments fall into two possible categories: controlling the amount of geometry displayed, and billboard-based solutions. Using the full geometry is prohibitively expensive when dense forests are needed, therefore level-of-detail solutions are commonly used to reduce the amount of polygons in the scene, however demanding more processing or increased texture memory usage. On the other hand, dynamic billboards rely on render-to-texture operations, which are also costly. We describe an alternative hybrid solution that does not use full geometry, but instead builds trees from textured billboards and simple geometry. By using a simple rule-based L-system and a small set of textures, we can achieve realistically looking visual results of dense vegetation adequate for close to far distance viewing. Our approach provides controlled tree variability and employs fewer polygons than current techniques.",
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"content": "Graph coloring has been broadly used to discover concurrency in parallel computing, where vertices with the same color represent subtasks that can be processed simultaneously. To speedup graph coloring for large scaledatasets, parallel algorithms have been proposed to leverage the massive hardware resources on modern multicore CPUs or GPGPUs. Existing GPU implementations either have limited performance or yield unsatisfactory coloring quality (too many colors assigned). We present a high performance parallel graph coloring implementation on GPGPUs with good coloring quality. Our approach employs the speculative greedy algorithm which usually yields better quality than the method based on maximal independent set. In order to achieve high performance on GPGPUs, we adapt the algorithm to improve work efficiency and reduce overhead, and incorporate several optimization techniques which reduce memory access latency and atomic operation overhead. Our method is evaluated with both synthetic and real-world graphs on the NVIDIA GPU. Experimental results show that our proposed implementations outperform the sequential implementation (3.0× speedup) and the existing GPU implementation from the NVIDIA CUSPARSE library (1.5× speedup), while yielding good coloring quality close to the sequential implementation.",
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"abstract": "Graphs, generally used as data structures in computer science applications, have steadily shown a growth in mapping various types of relationships, from maps to computer networks to social networks. As graph layouts and visualizations have been at the forefront of graph drawing research for decades, it consequently led to aesthetic heuristics that not only generated better visualizations and aesthetically appealing graphs but also improved readability and understanding of the graphs. A variety of approaches examines aesthetics of nodes, edges, or graph layout, and related readability metrics. In this paper we focus on the edge crossing problem and propose a solution that incorporates Gestalt principles to improve graph aesthetics and readability. We introduce the concept of breaks in edges at edge crossings. A break is a gap in an edge drawing occurring in the vicinity of an edge crossing. At every edge crossing, one of the incident edges is broken, which will prevent any unintentional Gestalts that occur at edge crossings that reduce the readability of a graph drawing. We present our preliminary results and user studies that show that this technique could play a role in improving graph readability.",
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"abstract": "Graph-coloring is an NP-hard problem which has a myriad of applications. Register allocation, which is a crucial phase of a good optimizing compiler, relies on graph coloring. Hence, an efficient graph-coloring algorithm is of paramount importance. In this work we try to 'learn' a good heuristic for coloring interference graphs that are used in the register allocation phase. We aim to handle moderate-sized interference graphs which have 100 nodes or less. For such graphs we can get the optimal allocation of colors to the nodes. Such optimal coloring is then used to train our Deep Learning (DL) network which is based on several layers of LSTM that output a color for each node of the graph. However, the trained network may allocate the same color to the nodes connected by an edge resulting in an invalid coloring of the interference graph. Since it is difficult to encode constraints in an LSTM to avoid invalid coloring, we augment our deep learning network with a color correction phase that runs after the colors have been allocated by the DL network. Thus, our algorithm is approximate or hybrid in nature consisting of a mix of a DL algorithm followed by a more traditional correction phase. The color correction phase handles the edges with invalid coloring by first trying to reuse a color allocated to other nodes that are not connected to the invalid nodes, failing which it adds a totally new color - thereby breaking the invalid allocation. Our experience with many graphs shows that around 10%-30% edges may get an invalid coloring. We have trained our DL network using several thousand random graphs of varying sparsity(density). On application of our approximate algorithm to various popular graphs found in literature we see that our algorithm does very well when compared to the optimal coloring of these graphs. We have also run our algorithm against LLVM's popular greedy register allocator (GRA) for several SPEC CPU 2017 benchmarks and notice that the approximate algorithm performs on par or better than GRA for most of these benchmarks.",
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"abstract": "Progressive coding of 3D textured graphic models using a joint mesh-texture optimization technique is investigated in this work. The mesh and texture data of a model are first fed into their respective compression modules to result in a series of levels of details. Then, for a given viewpoint, a rate-distortion surface is generated using these mesh and texture data. Afterwards, an optimal path over the rate-distortion surface is determined by the steepest descent algorithm. To achieve progressive transmission, the mesh and texture are transmitted in a certain ratio along the optimal path to provide the best visual quality for the given viewpoint. For further generalization, a layered sampling algorithm is proposed to deal with an arbitrary viewing angle. The performance of the proposed joint mesh-texture progressive coding algorithm is demonstrated by experimental results.",
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"normalizedAbstract": "With the increasing computational power of current supercomputers, the size of data produced by scientific simulations is rapidly growing. To reduce the storage footprint and facilitate scalable post-hoc analyses of such scientific data sets, various data reduction/summarization methods have been proposed over the years. Different flavors of sampling algorithms exist to sample the high-resolution scientific data, while preserving important data properties required for subsequent analyses. However, most of these sampling algorithms are designed for univariate data and cater to post-hoc analyses of single variables. In this work, we propose a multivariate sampling strategy which preserves the original variable relationships and enables different multivariate analyses directly on the sampled data. Our proposed strategy utilizes principal component analysis to capture the variance of multivariate data and can be built on top of any existing state-of-the-art sampling algorithms for single variables. In addition, we also propose variants of different data partitioning schemes (regular and irregular) to efficiently model the local multivariate relationships. Using two real-world multivariate data sets, we demonstrate the efficacy of our proposed multivariate sampling strategy with respect to its data reduction capabilities as well as the ease of performing efficient post-hoc multivariate analyses.",
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"affiliation": "Los Alamos National Laboratory,New Mexico,USA",
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"abstract": "Automatic detection of meaningful isosurfaces is important for producing informative visualizations of volume data, especially when no information about the data origin and imaging protocol is available. We propose a computationally efficient method for the automated detection of intensity transitions in volume data. In this approach, the dominant transitions correspond to clear maxima in cumulative Laplacian-weighted gray value histograms. Only one pass through the data volume is required to compute the histogram. Several other features which may be useful for exploration of data of unknown origin can be efficiently computed in a similar manner, e.g. enclosed volume, isosurface area, mean gradient. The detected intensity transitions can be used for setting of visualization parameters for surface rendering, as well as for direct volume rendering of 3-D datasets. When using surface rendering, the detected dominant intensity transition values correspond to the optimal surface isovalues for extraction of boundaries of the objects of interest. In direct volume rendering, such transitions are important for generation of the transfer functions, which are used to assign visualization properties to data voxels and determine the appearance of the rendered image. The proposed method is illustrated by examples with synthetic data as well as real biomedical datasets.",
"abstracts": [
{
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"content": "Automatic detection of meaningful isosurfaces is important for producing informative visualizations of volume data, especially when no information about the data origin and imaging protocol is available. We propose a computationally efficient method for the automated detection of intensity transitions in volume data. In this approach, the dominant transitions correspond to clear maxima in cumulative Laplacian-weighted gray value histograms. Only one pass through the data volume is required to compute the histogram. Several other features which may be useful for exploration of data of unknown origin can be efficiently computed in a similar manner, e.g. enclosed volume, isosurface area, mean gradient. The detected intensity transitions can be used for setting of visualization parameters for surface rendering, as well as for direct volume rendering of 3-D datasets. When using surface rendering, the detected dominant intensity transition values correspond to the optimal surface isovalues for extraction of boundaries of the objects of interest. In direct volume rendering, such transitions are important for generation of the transfer functions, which are used to assign visualization properties to data voxels and determine the appearance of the rendered image. The proposed method is illustrated by examples with synthetic data as well as real biomedical datasets.",
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"Volume Rendering",
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"fullName": "Vladimir Pekar",
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