In order to advance the scientific understanding of carbon exchange with the land surface, build an effective carbon monitoring system, and contribute to quantitatively based U.S. climate change policy interests, fine spatial and temporal quantification of fossil fuel CO(2) emissions, the primary greenhouse gas, is essential. Called the "Hestia Project", this research effort is the first to use bottom-up methods to quantify all fossil fuel CO(2) emissions down to the scale of individual buildings, road segments, and industrial/electricity production facilities on an hourly basis for an entire urban landscape. Here, we describe the methods used to quantify the on-site fossil fuel CO(2) emissions across the city of Indianapolis, IN. This effort combines a series of data sets and simulation tools such as a building energy simulation model, traffic data, power production reporting, and local air pollution reporting. The system is general enough to be applied to any large U.S. city and holds tremendous potential as a key component of a carbon-monitoring system in addition to enabling efficient greenhouse gas mitigation and planning. We compare the natural gas component of our fossil fuel CO(2) emissions estimate to consumption data provided by the local gas utility. At the zip code level, we achieve a bias-adjusted Pearson r correlation value of 0.92 (p < 0.001).
Procedural modelling deals with (semi-)automatic content generation by means of a program or procedure. Among other advantages, its data compression and the potential to generate a large variety of detailed content with reduced human intervention, have made procedural modelling attractive for creating virtual environments increasingly used in movies, games and simulations. We survey procedural methods that are useful to generate features of virtual worlds, including terrains, vegetation, rivers, roads, buildings and entire cities. In this survey, we focus particularly on the degree of intuitive control and of interactivity offered by each procedural method, because these properties are instrumental for their typical users: designers and artists. We identify the most promising research results that have been recently achieved, but we also realize that there is far from widespread acceptance of procedural methods among non-technical, creative professionals. We conclude by discussing some of the most important challenges of procedural modelling.
Figure 1: The support material generated by the built-in 3D printing software for MakerBot R Replicator TM 2 a) and the amount of support material b). Our solution c) reduces the amount of the support material d), leads to faster printing, and higher quality of the fabricated model. AbstractWe introduce an optimization framework for the reduction of support structures required by 3D printers based on Fused Deposition Modeling (FDM) technology. The printers need to connect overhangs with the lower parts of the object or the ground in order to print them. Since the support material needs to be printed first and discarded later, optimizing its volume can lead to material and printing time savings. We present a novel, geometry-based approach that minimizes the support material while providing sufficient support. Using our approach, the input 3D model is first oriented into a position with minimal area that requires support. Then the points in this area that require support are detected. For these points the supporting structure is progressively built while attempting to minimize the overall length of the support structure. The resulting structure has a tree-like shape that effectively supports the overhangs. We have tested our algorithm on the MakerBot R Replicator TM 2 printer and we compared our solution to the embedded software solution in this printer and to Autodesk R Meshmixer TM software. Our solution reduced printing time by an average of 29.4% (ranging from 13.9% to 49.5%) and the amount of material by 40.5% (ranging from 24.5% to 68.1%).
Medical procedures often involve the use of the tactile sense to manipulate organs or tissues by using special tools. Doctors require extensive preparation in order to perform them successfully; for example, research shows that a minimum of 750 operations are needed to acquire sufficient experience to perform medical procedures correctly. Haptic devices have become an important training alternative and they have been considered to improve medical training because they let users interact with virtual environments by adding the sense of touch to the simulation. Previous articles in the field state that haptic devices enhance the learning of surgeons compared to current training environments used in medical schools (corpses, animals, or synthetic skin and organs). Consequently, virtual environments use haptic devices to improve realism. The goal of this paper is to provide a state of the art review of recent medical simulators that use haptic devices. In particular we focus on stitching, palpation, dental procedures, endoscopy, laparoscopy, and orthopaedics. These simulators are reviewed and compared from the viewpoint of used technology, the number of degrees of freedom, degrees of force feedback, perceived realism, immersion, and feedback provided to the user. In the conclusion, several observations per area and suggestions for future work are provided.
Procedural tree models have been popular in computer graphics for their ability to generate a variety of output trees from a set of input parameters and to simulate plant interaction with the environment for a realistic placement of trees in virtual scenes. However, defining such models and their parameters is a difficult task. We propose an inverse modelling approach for stochastic trees that takes polygonal tree models as input and estimates the parameters of a procedural model so that it produces trees similar to the input. Our framework is based on a novel parametric model for tree generation and uses Monte Carlo Markov Chains to find the optimal set of parameters. We demonstrate our approach on a variety of input models obtained from different sources, such as interactive modelling systems, reconstructed scans of real trees and developmental models.
Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specic tasks. Each terrain synthesizer is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. The training sets are built automatically with a view that the terrain synthesizers learn the generation from features that are easy to sketch. During the authoring process, the artist rst creates a rough sketch of the main terrain features, such as rivers, valleys and ridges, and the algorithm automatically synthesizes a terrain corresponding to the sketch using the learned features of the training samples. Moreover, an erosion synthesizer can also generate terrain evolution by erosion at a very low computational cost. Our framework allows for an easy terrain authoring and provides a high level of realism for a minimum sketch cost. We show various examples of terrain synthesis created by experienced as well as inexperienced users who are able to design a vast variety of complex terrains in a very short time.
This paper presents a new technique for modification of 3D terrains by hydraulic erosion. It efficiently couples fluid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically-based erosion model adopted from an Eulerian approach. The eroded sediment is associated with the SPH particles and is advected both implicitly, due to the particle motion, and explicitly, through an additional velocity field, which accounts for the sediment transfer between the particles. We propose a new donor-acceptor scheme for the explicit advection in SPH. Boundary particles associated to the terrain are used to mediate sediment exchange between the SPH particles and the terrain itself. Our results show that this particle-based method is efficient for the erosion of dense, large, and sparse fluid. Our implementation provides interactive results for scenes with up to 25,000 particles.
International audience3D modeling remains a notoriously difficult task for novices despite significant research effort to provide intuitive and automated systems. We tackle this problem by combining the strengths of two popular domains: sketch-based modeling and procedural modeling. On the one hand, sketch-based modeling exploits our ability to draw but requires detailed, unambiguous drawings to achieve complex models. On the other hand, procedural modeling automates the creation of precise and detailed geometry but requires the tedious definition and parameterization of procedural models. Our system uses a collection of simple procedural grammars, called snippets, as building blocks to turn sketches into realistic 3D models. We use a machine learning approach to solve the inverse problem of finding the procedural model that best explains a user sketch. We use non-photorealistic rendering to generate artificial data for training con-volutional neural networks capable of quickly recognizing the procedural rule intended by a sketch and estimating its parameters. We integrate our algorithm in a coarse-to-fine urban modeling system that allows users to create rich buildings by successively sketching the building mass, roof, facades, windows, and ornaments. A user study shows that by using our approach non-expert users can generate complex buildings in just a few minutes
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