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This paper proposes an Artificial Plasmodium Algorithm (APA) mimicked a contraction wave of a plasmodium of physarum polucephalum. Plasmodia can live using the contracion wave in their body to communicate to others and transport a nutriments. In the APA, each plasmodium has two information as the wave information: the direction and food index. We apply the APA to 4 types of mazes and confirm that the APA can solve the mazes.
Binary relations with certain properties such as biorders, equivalences or difunctional relations can be represented as particular matrices. In order for these properties to be identified usually a rearrangement of rows and columns is required in order to reshape it into a recognisable normal form. Most algorithms performing these transformations are working on binary matrix representations of the underlying relations. This paper presents an approach to use the RLE-compressed matrix representation as a data structure for storing relations to test whether they are biorders in a hopefully more efficient way.
Competitions for Benchmarking: Task and Functionality Scoring Complete Performance Assessment
(2015)
Dieser Tagungsband enthält die Beiträge zum 12. Workshop zum Thema Virtuelle und Erweiterte Realität der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. Der Workshop dient zum Informations- und Ideenaustausch deutschsprachigen WissenschaftlerInnen, zusätzlich bietet der Workshop den idealen Rahmen aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung einem fachkundigen Publikum zur Diskussion zu stellen. Insbesondere wollen wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience of motion in the real world. Frequently, there are strong arguments for supporting body-centered self-motion cues as they may improve orientation and spatial judgments, and reduce motion sickness. Yet, how these cues can be introduced while the user is not moving around physically is not well understood. Actuated solutions such as motion platforms can be an option, but they are expensive and difficult to maintain. Alternatively, within this article we focus on the effect of upper-body tilt while users are seated, as previous work has indicated positive effects on self-motion perception. We report on two studies that investigated the effects of static and dynamic upper body leaning on perceived distances traveled and self-motion perception (vection). Static leaning (i.e., keeping a constant forward torso inclination) had a positive effect on self-motion, while dynamic torso leaning showed mixed results. We discuss these results and identify further steps necessary to design improved embodied locomotion control techniques that do not require actuated motion platforms.
We propose a high-performance GPU implementation of Ray Histogram Fusion (RHF), a denoising method for stochastic global illumination rendering. Based on the CPU implementation of the original algorithm, we present a naive GPU implementation and the necessary optimization steps. Eventually, we show that our optimizations increase the performance of RHF by two orders of magnitude when compared to the original CPU implementation and one order of magnitude compared to the naive GPU implementation. We show how the quality for identical rendering times relates to unfiltered path tracing and how much time is needed to achieve identical quality when compared to an unfiltered path traced result. Finally, we summarize our work and describe possible future applications and research based on this.
This presentation gives an overview of current research in the area of high quality rendering and visualization at the Institute of Visual Computing (IVC). Our research facility has some unique software and hardware installations of which we will describe a large, ultra- high resolution (72 megapixel) video wall in this presentation.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
A recent trend in interactive environments are large, ultra high resolution displays (LUHRDs). Compared to other large interactive installations, like the CAVE tm , LUHRDs are usually flat or (slightly) curved and have a significantly higher resolution, offering new research and application opportunities.
This tutorial provides information for researchers and engineers who plan to install and use a large ultra-high resolution display. We will give detailed information on the hardware and software of recently created and established installations and will show the variety of possible approaches. Also, we will talk about rendering software, rendering techniques and interaction for LUHRDs, as well as applications.