An interactive water fountain.
A realistic water source in your pocket with full control.
Controls:
UP/DOWN - go closer/further
LEFT/RIGHT - rotate
# - stop rotation
1/7 - rotate camera up/down
3/9 - change water pressure
4/6 - change water rendering complexity
2/8 - ascend/descend
0 - bullet time
5 - 25 FPS limiter on/off
* - HUD on/off
Behavioral models are used in games and computer graphics for
realistic simulation of massive crowds. In this paper, we present a
GPU based implementation of Reynolds [1987] algorithm for simulating
flocks of birds and propose an extension to consider environment
self occlusion. We performed several experiments and
the results showed that the proposed approach runs up to three
times faster than the original algorithm when simulating high density
crowds, without compromising significantly the original crowd
behavior.
Three-dimensional real-time graphics are a prevalent technology nowadays, thanks
to the steady rise of processing power and specialized graphics hardware. One of the
goals of computer graphics most sought after and difficult to achieve is to reproduce realistic outdoor environments featuring dense forests.
This paper presents an interactive technique that
produces static hairstyles by generating individual hair strands
of the desired shape and color, subject to the presence of gravity
and collisions. A variety of hairstyles can be generated by
adjusting the wisp parameters, while the deformation is solved
efficiently, accounting for the effects of gravity and collisions.
Wisps are generated employing statistical approaches. As for
hair deformation, we propose a method which is based on
physical simulation concepts but is simplified to efficiently
solve the static shape of hair. On top of the statistical wisp
model and the deformation solver, a constraint-based styler
is proposed to model artificial features that oppose the natural
flow of hair under gravity and hair elasticity, such as a hairpin.
Our technique spans a wider range of human hairstyles than
previously proposed methods, and the styles generated by this
technique are fairly realistic.
This a very simple baseband simulator for SC-FDMA system. This simulator is part of the upcoming book “Single Carrier FDMA: A New Air Interface for Long Term Evolution” (Wiley, Nov. 2008) which I co-authored with professor David J. Goodman at Polytechnic University.
The purpose of this simulator is to give some concrete idea of how SC-FDMA system works. It does lack many realistic and sophisticated features such as channel coding, time-varying fading channel model, soft decision decoding, etc. Regardless, I am hoping that it will help you understand SC-FDMA which is a fairly new development in 3GPP LTE.
Reconstruction- and example-based super-resolution
(SR) methods are promising for restoring a high-resolution
(HR) image from low-resolution (LR) image(s). Under large
magnification, reconstruction-based methods usually fail
to hallucinate visual details while example-based methods
sometimes introduce unexpected details. Given a generic
LR image, to reconstruct a photo-realistic SR image and
to suppress artifacts in the reconstructed SR image, we
introduce a multi-scale dictionary to a novel SR method
that simultaneously integrates local and non-local priors.
The local prior suppresses artifacts by using steering kernel regression to predict the target pixel from a small local
area. The non-local prior enriches visual details by taking
a weighted average of a large neighborhood as an estimate
of the target pixel. Essentially, these two priors are complementary to each other. Experimental results demonstrate
that the proposed method can produce high quality SR recovery both quantitatively and perceptually.
In this paper we revisit hybrid analog-digital precoding systems with emphasis on their modelling
and radio-frequency (RF) losses, to realistically evaluate their benefits in 5G system implementations.
For this, we decompose the analog beamforming networks (ABFN) as a bank of commonly used RF
components and formulate realistic model constraints based on their S-parameters. Specifically, we
concentrate on fully-connected ABFN (FC-ABFN) and Butler networks for implementing the discrete
Fourier transform (DFT) in the RF domain. The results presented in this paper reveal that the performance
and energy efficiency of hybrid precoding systems are severely affected, once practical factors are
considered in the overall design. In this context, we also show that Butler RF networks are capable of
providing better performances than FC-ABFN for systems with a large number of RF chains.
There exist two essentially different approaches to the study of dynamical systems, based on
the following distinction:
time-continuous nonlinear differential equations ? time-discrete maps
One approach starts from time-continuous differential equations and leads to time-discrete
maps, which are obtained from them by a suitable discretization of time. This path is
pursued, e.g., in the book by Strogatz [Str94]. 1 The other approach starts from the study of
time-discrete maps and then gradually builds up to time-continuous differential equations,
see, e.g., [Ott93, All97, Dev89, Has03, Rob95]. After a short motivation in terms of nonlinear
differential equations, for the rest of this course we shall follow the latter route to dynamical
systems theory. This allows a generally more simple way of introducing the important
concepts, which can usually be carried over to a more complex and physically realistic
context.
This introductory chapter is devoted to reviewing the fundamental ideas of
control from a multivariable point of view. In some cases, the mathematics
and operations on systems (modelling, pole placement, etc.), as previously
treated in introductory courses and textbooks, convey to the readers an un-
realistic image of systems engineering. The simplifying assumptions, simple
examples and “perfect” model set-up usually used in these scenarios present
the control problem as a pure mathematical problem, sometimes losing the
physical meaning of the involved concepts and operations. We try to empha-
sise the engineering implication of some of these concepts and, before entering
into a detailed treatment of the different topics, a general qualitative overview
is provided in this chapter.