Search results for: Terrain Rendering.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 111

Search results for: Terrain Rendering.

111 Implementation of Terrain Rendering on Mobile Device

Authors: S.A.M. Isa, M.S.M. Rahim, M.D. Kasmuni, D. Daman

Abstract:

Recently, there are significant improvements in the capabilities of mobile devices; rendering large terrain is tedious because of the constraint in resources of mobile devices. This paper focuses on the implementation of terrain rendering on mobile device to observe some issues and current constraints occurred. Experiments are performed using two datasets with results based on rendering speed and appearance to ascertain both the issues and constraints. The result shows a downfall of frame rate performance because of the increase of triangles. Since the resolution between computer and mobile device is different, the terrain surface on mobile device looks more unrealistic compared to on a computer. Thus, more attention in the development of terrain rendering on mobile devices is required. The problems highlighted in this paper will be the focus of future research and will be a great importance for 3D visualization on mobile device.

Keywords: Mobile Device, Mobile Rendering, OpenGL ES, Terrain Rendering.

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110 Terrain Evaluation Method for Hexapod Robot

Authors: Tomas Luneckas, Dainius Udris

Abstract:

In this paper a simple terrain evaluation method for hexapod robot is introduced. This method is based on feet coordinate evaluation when all are on the ground. Depending on the feet coordinate differences the local terrain evaluation is possible. Terrain evaluation is necessary for right gait selection and/or body position correction. For terrain roughness evaluation three planes are plotted: two of them as definition points use opposite feet coordinates, third coincides with the robot body plane. The leaning angle of body plane is evaluated measuring gravity force using three-axis accelerometer. Terrain roughness evaluation method is based on angle estimation between normal vectors of these planes. Aim of this work is to present a simple method for embedded robot controller, allowing to find the best further movement settings.

Keywords: Hexapod robot, pose estimation, terrain evaluation, terrain roughness.

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109 A Real-Time Rendering based on Efficient Updating of Static Objects Buffer

Authors: Youngjae Chun, Kyoungsu Oh

Abstract:

Real-time 3D applications have to guarantee interactive rendering speed. There is a restriction for the number of polygons which is rendered due to performance of a graphics hardware or graphics algorithms. Generally, the rendering performance will be drastically increased when handling only the dynamic 3d models, which is much fewer than the static ones. Since shapes and colors of the static objects don-t change when the viewing direction is fixed, the information can be reused. We render huge amounts of polygon those cannot handled by conventional rendering techniques in real-time by using a static object image and merging it with rendering result of the dynamic objects. The performance must be decreased as a consequence of updating the static object image including removing an static object that starts to move, re-rending the other static objects being overlapped by the moving ones. Based on visibility of the object beginning to move, we can skip the updating process. As a result, we enhance rendering performance and reduce differences of rendering speed between each frame. Proposed method renders total 200,000,000 polygons that consist of 500,000 dynamic polygons and the rest are static polygons in about 100 frames per second.

Keywords: Occlusion query, Real-time rendering, Temporal coherence.

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108 Experimental Parallel Architecture for Rendering 3D Model into MPEG-4 Format

Authors: Ajay Joshi, Surya Ismail

Abstract:

This paper will present the initial findings of a research into distributed computer rendering. The goal of the research is to create a distributed computer system capable of rendering a 3D model into an MPEG-4 stream. This paper outlines the initial design, software architecture and hardware setup for the system. Distributed computing means designing and implementing programs that run on two or more interconnected computing systems. Distributed computing is often used to speed up the rendering of graphical imaging. Distributed computing systems are used to generate images for movies, games and simulations. A topic of interest is the application of distributed computing to the MPEG-4 standard. During the course of the research, a distributed system will be created that can render a 3D model into an MPEG-4 stream. It is expected that applying distributed computing principals will speed up rendering, thus improving the usefulness and efficiency of the MPEG-4 standard

Keywords: Cluster, parallel architecture, rendering, MPEG-4.

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107 Researches on Simulation and Validation of Airborne Enhanced Ground Proximity Warning System

Authors: Ma Shidong, He Yuncheng, Wang Zhong, Yang Guoqing

Abstract:

In this paper, enhanced ground proximity warning simulation and validation system is designed and implemented. First, based on square grid and sub-grid structure, the global digital terrain database is designed and constructed. Terrain data searching is implemented through querying the latitude and longitude bands and separated zones of global terrain database with the current aircraft position. A combination of dynamic scheduling and hierarchical scheduling is adopted to schedule the terrain data, and the terrain data can be read and delete dynamically in the memory. Secondly, according to the scope, distance, approach speed information etc. to the dangerous terrain in front, and using security profiles calculating method, collision threat detection is executed in real-time, and provides caution and warning alarm. According to this scheme, the implementation of the enhanced ground proximity warning simulation system is realized. Simulations are carried out to verify a good real-time in terrain display and alarm trigger, and the results show simulation system is realized correctly, reasonably and stable.

Keywords: enhanced ground proximity warning system, digital terrain, look-ahead terrain alarm, terrain display, simulation and validation

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106 Video Mining for Creative Rendering

Authors: Mei Chen

Abstract:

More and more home videos are being generated with the ever growing popularity of digital cameras and camcorders. For many home videos, a photo rendering, whether capturing a moment or a scene within the video, provides a complementary representation to the video. In this paper, a video motion mining framework for creative rendering is presented. The user-s capture intent is derived by analyzing video motions, and respective metadata is generated for each capture type. The metadata can be used in a number of applications, such as creating video thumbnail, generating panorama posters, and producing slideshows of video.

Keywords: Motion mining, semantic abstraction, video mining, video representation.

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105 The Effect of Land Cover on Movement of Vehicles in the Terrain

Authors: Dana Kristalova, Jan Mazal

Abstract:

This article deals with geographical conditions in terrain and their effect on the movement of vehicles, their effect on speed and safety of movement of people and vehicles. Finding of the optimal routes outside the communication is studied in the Army environment, but it occur in civilian as well, primarily in crisis situation, or by the provision of assistance when natural disasters such as floods, fires, storms etc., have happened. These movements require the optimization of routes when effects of geographical factors should be included. The most important factor is the surface of a terrain. It is based on several geographical factors as are slopes, soil conditions, micro-relief, a type of surface and meteorological conditions. Their mutual impact has been given by coefficient of deceleration. This coefficient can be used for the commander`s decision. New approaches and methods of terrain testing, mathematical computing, mathematical statistics or cartometric investigation are necessary parts of this evaluation.

Keywords: Movement in a terrain, geographical factors, surface of a field, mathematical evaluation, optimization and searching paths.

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104 Evolved Strokes in Non Photo–Realistic Rendering

Authors: Ashkan Izadi, Vic Ciesielski

Abstract:

We describe a work with an evolutionary computing algorithm for non photo–realistic rendering of a target image. The renderings are produced by genetic programming. We have used two different types of strokes: “empty triangle" and “filled triangle" in color level. We compare both empty and filled triangular strokes to find which one generates more aesthetic pleasing images. We found the filled triangular strokes have better fitness and generate more aesthetic images than empty triangular strokes.

Keywords: Artificial intelligence, Evolutionary programming, Geneticprogramming, Non photo–realistic rendering.

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103 Terrain Classification for Ground Robots Based on Acoustic Features

Authors: Bernd Kiefer, Abraham Gebru Tesfay, Dietrich Klakow

Abstract:

The motivation of our work is to detect different terrain types traversed by a robot based on acoustic data from the robot-terrain interaction. Different acoustic features and classifiers were investigated, such as Mel-frequency cepstral coefficient and Gamma-tone frequency cepstral coefficient for the feature extraction, and Gaussian mixture model and Feed forward neural network for the classification. We analyze the system’s performance by comparing our proposed techniques with some other features surveyed from distinct related works. We achieve precision and recall values between 87% and 100% per class, and an average accuracy at 95.2%. We also study the effect of varying audio chunk size in the application phase of the models and find only a mild impact on performance.

Keywords: Terrain classification, acoustic features, autonomous robots, feature extraction.

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102 GPU-Based Volume Rendering for Medical Imagery

Authors: Hadjira Bentoumi, Pascal Gautron, Kadi Bouatouch

Abstract:

We present a method for fast volume rendering using graphics hardware (GPU). To our knowledge, it is the first implementation on the GPU. Based on the Shear-Warp algorithm, our GPU-based method provides real-time frame rates and outperforms the CPU-based implementation. When the number of slices is not sufficient, we add in-between slices computed by interpolation. This improves then the quality of the rendered images. We have also implemented the ray marching algorithm on the GPU. The results generated by the three algorithms (CPU-based and GPU-based Shear- Warp, GPU-based Ray Marching) for two test models has proved that the ray marching algorithm outperforms the shear-warp methods in terms of speed up and image quality.

Keywords: Volume rendering, graphics processors

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101 Walking Hexapod Robot in Disaster Recovery: Developing Algorithm for Terrain Negotiation and Navigation

Authors: Md. Masum Billah, Mohiuddin Ahmed, Soheli Farhana

Abstract:

In modern day disaster recovery mission has become one of the top priorities in any natural disaster management regime. Smart autonomous robots may play a significant role in such missions, including search for life under earth quake hit rubbles, Tsunami hit islands, de-mining in war affected areas and many other such situations. In this paper current state of many walking robots are compared and advantages of hexapod systems against wheeled robots are described. In our research we have selected a hexapod spider robot; we are developing focusing mainly on efficient navigation method in different terrain using apposite gait of locomotion, which will make it faster and at the same time energy efficient to navigate and negotiate difficult terrain. This paper describes the method of terrain negotiation navigation in a hazardous field.

Keywords: Walking robots, locomotion, hexapod robot, gait, hazardous field.

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100 The Influence of Project-Based Learning and Outcome-Based Education: Interior Design Tertiary Students in Focus

Authors: Omneya Messallam

Abstract:

Technology has been developed dramatically in most of the educational disciplines. For instance, digital rendering subject, which is being taught in both Interior and Architecture fields, is witnessing almost annually updated software versions. A lot of students and educators argued that there will be no need for manual rendering techniques to be learned. Therefore, the Interior Design Visual Presentation 1 course (ID133) has been chosen from the first level of the Interior Design (ID) undergraduate program, as it has been taught for six years continually. This time frame will facilitate sound observation and critical analysis of the use of appropriate teaching methodologies. Furthermore, the researcher believes in the high value of the manual rendering techniques. The course objectives are: to define the basic visual rendering principles, to recall theories and uses of various types of colours and hatches, to raise the learners’ awareness of the value of studying manual render techniques, and to prepare them to present their work professionally. The students are female Arab learners aged between 17 and 20. At the outset of the course, the majority of them demonstrated negative attitude, lacking both motivation and confidence in manual rendering skills. This paper is a reflective appraisal of deploying two student-centred teaching pedagogies which are: Project-based learning (PBL) and Outcome-based education (OBE) on ID133 students. This research aims of developing some teaching strategies to enhance the quality of teaching in this given course over an academic semester. The outcome of this research emphasized the positive influence of applying such educational methods on improving the quality of students’ manual rendering skills in terms of: materials, textiles, textures, lighting, and shade and shadow. Furthermore, it greatly motivated the students and raised the awareness of the importance of learning the manual rendering techniques.

Keywords: Manual renders, outcome-based education, project-based learning, personal competences, and visual presentation.

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99 LINUX Cluster Possibilities in 3-D PHOTO Quality Imaging and Animation

Authors: Arjun Jain, Himanshu Agrawal, Nalini Vasudevan

Abstract:

In this paper we present the PC cluster built at R.V. College of Engineering (with great help from the Department of Computer Science and Electrical Engineering). The structure of the cluster is described and the performance is evaluated by rendering of complex 3D Persistence of Vision (POV) images by the Ray-Tracing algorithm. Here, we propose an unexampled method to render such images, distributedly on a low cost scalable.

Keywords: PC cluster, parallel computations, ray tracing, persistence of vision, rendering.

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98 Efficient CT Image Volume Rendering for Diagnosis

Authors: HaeNa Lee, Sun K. Yoo

Abstract:

Volume rendering is widely used in medical CT image visualization. Applying 3D image visualization to diagnosis application can require accurate volume rendering with high resolution. Interpolation is important in medical image processing applications such as image compression or volume resampling. However, it can distort the original image data because of edge blurring or blocking effects when image enhancement procedures were applied. In this paper, we proposed adaptive tension control method exploiting gradient information to achieve high resolution medical image enhancement in volume visualization, where restored images are similar to original images as much as possible. The experimental results show that the proposed method can improve image quality associated with the adaptive tension control efficacy.

Keywords: Tension control, Interpolation, Ray-casting, Medical imaging analysis.

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97 Characterisation of Wind-Driven Ventilation in Complex Terrain Conditions

Authors: Daniel Micallef, Damien Bounaudet, Robert N. Farrugia, Simon P. Borg, Vincent Buhagiar, Tonio Sant

Abstract:

The physical effects of upstream flow obstructions such as vegetation on cross-ventilation phenomena of a building are important for issues such as indoor thermal comfort. Modelling such effects in Computational Fluid Dynamics simulations may also be challenging. The aim of this work is to establish the cross-ventilation jet behaviour in such complex terrain conditions as well as to provide guidelines on the implementation of CFD numerical simulations in order to model complex terrain features such as vegetation in an efficient manner. The methodology consists of onsite measurements on a test cell coupled with numerical simulations. It was found that the cross-ventilation flow is highly turbulent despite the very low velocities encountered internally within the test cells. While no direct measurement of the jet direction was made, the measurements indicate that flow tends to be reversed from the leeward to the windward side. Modelling such a phenomenon proves challenging and is strongly influenced by how vegetation is modelled. A solid vegetation tends to predict better the direction and magnitude of the flow than a porous vegetation approach. A simplified terrain model was also shown to provide good comparisons with observation. The findings have important implications on the study of cross-ventilation in complex terrain conditions since the flow direction does not remain trivial, as with the traditional isolated building case.

Keywords: Complex terrain, cross-ventilation, wind driven ventilation, Computational Fluid Dynamics (CFD), wind resource.

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96 Validation of the WAsP Model for a Terrain Surrounded by Mountainous Region

Authors: Mohammadamin Zanganeh, Vahid Khalajzadeh

Abstract:

The problems associated with wind predictions of WAsP model in complex terrain are already the target of several studies in the last decade. In this paper, the influence of surrounding orography on accuracy of wind data analysis of a train is investigated. For the case study, a site with complex surrounding orography is considered. This site is located in Manjil, one of the windiest cities of Iran. For having precise evaluation of wind regime in the site, one-year wind data measurements from two metrological masts are used. To validate the obtained results from WAsP, the cross prediction between each mast is performed. The analysis reveals that WAsP model can estimate the wind speed behavior accurately. In addition, results show that this software can be used for predicting the wind regime in flat sites with complex surrounding orography.

Keywords: Complex terrain, Meteorological mast, WAsPmodel, Wind prediction

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95 A Fast Silhouette Detection Algorithm for Shadow Volumes in Augmented Reality

Authors: Hoshang Kolivand, Mahyar Kolivand, Mohd Shahrizal Sunar, Mohd Azhar M. Arsad

Abstract:

Real-time shadow generation in virtual environments and Augmented Reality (AR) was always a hot topic in the last three decades. Lots of calculation for shadow generation among AR needs a fast algorithm to overcome this issue and to be capable of implementing in any real-time rendering. In this paper, a silhouette detection algorithm is presented to generate shadows for AR systems. Δ+ algorithm is presented based on extending edges of occluders to recognize which edges are silhouettes in the case of real-time rendering. An accurate comparison between the proposed algorithm and current algorithms in silhouette detection is done to show the reduction calculation by presented algorithm. The algorithm is tested in both virtual environments and AR systems. We think that this algorithm has the potential to be a fundamental algorithm for shadow generation in all complex environments.

Keywords: Silhouette detection, shadow volumes, real-time shadows, rendering, augmented reality.

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94 Heterogeneous-Resolution and Multi-Source Terrain Builder for CesiumJS WebGL Virtual Globe

Authors: Umberto Di Staso, Marco Soave, Alessio Giori, Federico Prandi, Raffaele De Amicis

Abstract:

The increasing availability of information about earth surface elevation (Digital Elevation Models DEM) generated from different sources (remote sensing, Aerial Images, Lidar) poses the question about how to integrate and make available to the most than possible audience this huge amount of data. In order to exploit the potential of 3D elevation representation the quality of data management plays a fundamental role. Due to the high acquisition costs and the huge amount of generated data, highresolution terrain surveys tend to be small or medium sized and available on limited portion of earth. Here comes the need to merge large-scale height maps that typically are made available for free at worldwide level, with very specific high resolute datasets. One the other hand, the third dimension increases the user experience and the data representation quality, unlocking new possibilities in data analysis for civil protection, real estate, urban planning, environment monitoring, etc. The open-source 3D virtual globes, which are trending topics in Geovisual Analytics, aim at improving the visualization of geographical data provided by standard web services or with proprietary formats. Typically, 3D Virtual globes like do not offer an open-source tool that allows the generation of a terrain elevation data structure starting from heterogeneous-resolution terrain datasets. This paper describes a technological solution aimed to set up a so-called “Terrain Builder”. This tool is able to merge heterogeneous-resolution datasets, and to provide a multi-resolution worldwide terrain services fully compatible with CesiumJS and therefore accessible via web using traditional browser without any additional plug-in.

Keywords: Terrain builder, WebGL, virtual globe, CesiumJS, tiled map service, TMS, height-map, regular grid, Geovisual analytics, DTM.

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93 Critical Terrain Slope Calculation for Locating Small Hydropower Plants

Authors: C. Vrekos, C. Evagelides, N. Samarinas, G. Arampatzis

Abstract:

As known, the water energy is a renewable and clean source of energy. Energy production from hydropower has been the first, and still is today a renewable source used to generate electricity. The optimal location and sizing of a small hydropower plant is a very important issue in engineering design which encourages investigation. The aim of this paper is to present a formula that can be utilized for locating the position of a small hydropower plant although there is a high dependence on economic, environmental, and social parameters. In this paper, the economic and technical side of the problem is considered. More specifically, there is a critical terrain slope that determines if the plant should be located at the end of the slope or not. Of course, this formula can be used for a first estimate and does not include detailed economic analysis. At the end, a case study is presented for the location of a small hydropower plant in order to demonstrate the validity of the proposed formula.

Keywords: Critical terrain slope, economic analysis, hydropower plant locating, renewable energy.

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92 Extracting Terrain Points from Airborne Laser Scanning Data in Densely Forested Areas

Authors: Ziad Abdeldayem, Jakub Markiewicz, Kunal Kansara, Laura Edwards

Abstract:

Airborne Laser Scanning (ALS) is one of the main technologies for generating high-resolution digital terrain models (DTMs). DTMs are crucial to several applications, such as topographic mapping, flood zone delineation, geographic information systems (GIS), hydrological modelling, spatial analysis, etc. Laser scanning system generates irregularly spaced three-dimensional cloud of points. Raw ALS data are mainly ground points (that represent the bare earth) and non-ground points (that represent buildings, trees, cars, etc.). Removing all the non-ground points from the raw data is referred to as filtering. Filtering heavily forested areas is considered a difficult and challenging task as the canopy stops laser pulses from reaching the terrain surface. This research presents an approach for removing non-ground points from raw ALS data in densely forested areas. Smoothing splines are exploited to interpolate and fit the noisy ALS data. The presented filter utilizes a weight function to allocate weights for each point of the data. Furthermore, unlike most of the methods, the presented filtering algorithm is designed to be automatic. Three different forested areas in the United Kingdom are used to assess the performance of the algorithm. The results show that the generated DTMs from the filtered data are accurate (when compared against reference terrain data) and the performance of the method is stable for all the heavily forested data samples. The average root mean square error (RMSE) value is 0.35 m.

Keywords: Airborne laser scanning, digital terrain models, filtering, forested areas.

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91 Dynamic Modeling of Intelligent Air-Cushion Tracked Vehicle for Swamp Peat

Authors: Altab Hossain, Ataur Rahman, A. K. M. Mohiuddin, Yulfian Aminanda

Abstract:

Modeling of the dynamic behavior and motion are renewed interest in the improved tractive performance of an intelligent air-cushion tracked vehicle (IACTV). This paper presents a new dynamical model for the forces on the developed small scale intelligent air-cushion tracked vehicle moving over swamp peat. The air cushion system partially supports the 25 % of vehicle total weight in order to make the vehicle ground contact pressure 7 kN/m2. As the air-cushion support system can adjust automatically on the terrain, so the vehicle can move over the terrain without any risks. The springdamper system is used with the vehicle body to control the aircushion support system on any undulating terrain by making the system sinusoidal form. Experiments have been carried out to investigate the relationships among tractive efficiency, slippage, traction coefficient, load distribution ratio, tractive effort, motion resistance and power consumption in given terrain conditions. Experiment and simulation results show that air-cushion system improves the vehicle performance by keeping traction coefficient of 71% and tractive efficiency of 62% and the developed model can meet the demand of transport efficiency with the optimal power consumption.

Keywords: Air-cushion system, ground contact pressure, slippage, power consumption.

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90 Adopting Procedural Animation Technology to Generate Locomotion of Quadruped Characters in Dynamic Environments

Authors: Zongyou He, Bashu Tsai, Chinhung Ko, Tainchi Lu

Abstract:

A procedural-animation-based approach which rapidly synthesize the adaptive locomotion for quadruped characters that they can walk or run in any directions on an uneven terrain within a dynamic environment was proposed. We devise practical motion models of the quadruped animals for adapting to a varied terrain in a real-time manner. While synthesizing locomotion, we choose the corresponding motion models by means of the footstep prediction of the current state in the dynamic environment, adjust the key-frames of the motion models relying on the terrain-s attributes, calculate the collision-free legs- trajectories, and interpolate the key-frames according to the legs- trajectories. Finally, we apply dynamic time warping to each part of motion for seamlessly concatenating all desired transition motions to complete the whole locomotion. We reduce the time cost of producing the locomotion and takes virtual characters to fit in with dynamic environments no matter when the environments are changed by users.

Keywords: Dynamic environment, motion synthesis, procedural animation, quadruped locomotion

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89 Using the Semantic Web in Ubiquitous and Mobile Computing: the Morfeo Experience

Authors: José M. Cantera, Miguel Jiménez, Genoveva López, Javier Soriano

Abstract:

With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called MorfeoSMC, enabling the development of mobility applications and services according to a channel model based on Services Oriented Architecture (SOA) principles. It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation of mobile Web contents. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering, as well as to exploit these semantic annotations in a novel user profile-aware content adaptation process. Semantic Web content adaptation is a way of adding value to and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).

Keywords: Semantic web, ubiquitous and mobile computing, web content transcoding, semantic markup, mobile computing middleware and services.

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88 Wind Interference Effect on Tall Building

Authors: Atul K. Desai, Jigar K. Sevalia, Sandip A. Vasanwala

Abstract:

When a building is located in an urban area, it is exposed to a wind of different characteristics then wind over an open terrain. This is development of turbulent wake region behind an upstream building. The interaction with upstream building can produce significant changes in the response of the tall building. Here, in this paper, an attempt has been made to study wind induced interference effects on tall building. In order to study wind induced interference effect (IF) on Tall Building, initially a tall building (which is termed as Principal Building now on wards) with square plan shape has been considered with different Height to Width Ratio and total drag force is obtained considering different terrain conditions as well as different incident wind direction. Then total drag force on Principal Building is obtained by considering adjacent building which is termed as Interfering Building now on wards with different terrain conditions and incident wind angle. To execute study, Computational Fluid Dynamics (CFD) Code namely Fluent and Gambit have been used.

Keywords: Computational Fluid Dynamics, Tall Building, Turbulent, Wake Region, Wind.

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87 Studies on Affecting Factors of Wheel Slip and Odometry Error on Real-Time of Wheeled Mobile Robots: A Review

Authors: D. Vidhyaprakash, A. Elango

Abstract:

In real-time applications, wheeled mobile robots are increasingly used and operated in extreme and diverse conditions traversing challenging surfaces such as a pitted, uneven terrain, natural flat, smooth terrain, as well as wet and dry surfaces. In order to accomplish such tasks, it is critical that the motion control functions without wheel slip and odometry error during the navigation of the two-wheeled mobile robot (WMR). Wheel slip and odometry error are disrupting factors on overall WMR performance in the form of deviation from desired trajectory, navigation, travel time and budgeted energy consumption. The wheeled mobile robot’s ability to operate at peak performance on various work surfaces without wheel slippage and odometry error is directly connected to four main parameters, which are the range of payload distribution, speed, wheel diameter, and wheel width. This paper analyses the effects of those parameters on overall performance and is concerned with determining the ideal range of parameters for optimum performance.

Keywords: Wheeled mobile robot (WMR), terrain, wheel slippage, odometry error, navigation.

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86 3D Dynamic Representation System for the Human Head

Authors: Laurenţiu Militeanu, Cristina Gena Dascâlu, D. Cristea

Abstract:

The human head representations usually are based on the morphological – structural components of a real model. Over the time became more and more necessary to achieve full virtual models that comply very rigorous with the specifications of the human anatomy. Still, making and using a model perfectly fitted with the real anatomy is a difficult task, because it requires large hardware resources and significant times for processing. That is why it is necessary to choose the best compromise solution, which keeps the right balance between the details perfection and the resources consumption, in order to obtain facial animations with real-time rendering. We will present here the way in which we achieved such a 3D system that we intend to use as a base point in order to create facial animations with real-time rendering, used in medicine to find and to identify different types of pathologies.

Keywords: 3D models, virtual reality.

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85 Semantic Mobility Channel (SMC): Ubiquitous and Mobile Computing Meets the Semantic Web

Authors: José M. Cantera, Miguel Jiménez, Genoveva López, Javier Soriano

Abstract:

With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation is exploited for either an individual element or a set of consecutive elements in a Web document and results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called SMC, enabling the development of mobility applications and services according to a channel model based on the principles of Services Oriented Architecture (SOA). It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation that prescribes a scheme for representing semantic markup files and a way of associating Web documents with these external annotations. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering. Semantic Web content adaptation is a way of adding value to Web contents and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).

Keywords: Semantic web, ubiquitous and mobile computing, web content transcoding. semantic mark-up, mobile computing, middleware and services.

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84 A Review on Light Shafts Rendering for Indoor Scenes

Authors: Hatam H. Ali, Mohd Shahrizal Sunar, Hoshang Kolivand, Mohd Azhar Bin M. Arsad

Abstract:

Rendering light shafts is one of the important topics in computer gaming and interactive applications. The methods and models that are used to generate light shafts play crucial role to make a scene more realistic in computer graphics. This article discusses the image-based shadows and geometric-based shadows that contribute in generating volumetric shadows and light shafts, depending on ray tracing, radiosity, and ray marching technique. The main aim of this study is to provide researchers with background on a progress of light scattering methods so as to make it available for them to determine the technique best suited to their goals. It is also hoped that our classification helps researchers find solutions to the shortcomings of each method.

Keywords: Shaft of lights, realistic images, image-based, and geometric-based.

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83 A New Method for Detection of Artificial Objects and Materials from Long Distance Environmental Images

Authors: H. Dujmic, V. Papic, H. Turic

Abstract:

The article presents a new method for detection of artificial objects and materials from images of the environmental (non-urban) terrain. Our approach uses the hue and saturation (or Cb and Cr) components of the image as the input to the segmentation module that uses the mean shift method. The clusters obtained as the output of this stage have been processed by the decision-making module in order to find the regions of the image with the significant possibility of representing human. Although this method will detect various non-natural objects, it is primarily intended and optimized for detection of humans; i.e. for search and rescue purposes in non-urban terrain where, in normal circumstances, non-natural objects shouldn-t be present. Real world images are used for the evaluation of the method.

Keywords: Landscape surveillance, mean shift algorithm, image segmentation, target detection.

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82 Effects of Crushed Waste Aggregate from the Manufacture of Clay Bricks on Rendering Cement Mortar Performance

Authors: Benmalek M. Larbi, R. Harbi, S. Boukor

Abstract:

This paper reports an experimental work that aimed to investigate the effects of clay brick waste, as part of fine aggregate, on rendering mortar performance. The brick, in crushed form, was from a local brick manufacturer that was rejected due to being of-standard. It was used to replace 33.33 %, 50 %, 66.66 % and 100 % by weight of the quarry sand in mortar. Effects of the brick replacement on the mortar key properties intended for wall plastering were investigated; these are workability, compressive strength, flexural strength, linear shrinkage, water absorption by total immersion and by capillary suction. The results showed that as the brick replacement level increased, the mortar workability reduced. The linear shrinkage increases over time and decreases with the introduction of brick waste. The compressive and flexural strengths decrease with the increase of brick waste because of their great water absorption.

Keywords: Clay brick waste, mortar, properties, quarry sand.

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