A new meta-heuristics is introduced here: the Multi-Particle Collision Algorithm (M-PCA). The M-PCA is based on the implementation of a function optimization algorithm driven for a collision process of multiple particles. A parallel version for the M-PCA is also described. The complexity for PCA, M-PCA, and a parallel implementation for the MPCA is developed. The efficiency for optimization for PCA and M-PCA is evaluated for some test functions. The performance of the parallel implementation of the M-PCA is also presented. The results with M-PCA produced better optimized solutions for all test functions analyzed.
Introduction and Related WorkIn many editing tools, especially sketch-based modeling, it is important to have real-time feedback to help improve the editing quality. This importance is emphasized particularly in sketch-based terrain modeling, being able to see the terrain morphing at the same time the drawing edition occurs constitutes a great user experience (see Figure 1(a)). In this work, we propose a real-time terrain modeling tool by combining a fast GPU-based terrain solver [Hnaidi et al. 2010] with a lightweight CPU-based data structure. Our tool is capable of dynamically generate multi-resolution heightmaps, enabling it to tessellate different parts of the terrain at different resolutions.
Direct interactive manipulation of 3D objects is very important in Computer Graphics. The user interface to deal with this problem poses a difficult problem because of the high number of degrees of freedom involved, associated with the loss of depth in the viewing projection.This paper introduces a new technique to specify displacement vectors in the three-dimensional space. The technique is built on top of the arcball interface introduced in [7]. In fact, it constitutes a novel use of the arcball. We also discuss an implementation of the proposed technique in an interactive interface to specify displacement vectors in a widget for surface warping in 3D space.Category: Human Computer Interface.
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