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Kinds of Textures Selected AbstractsRHYTHMIC AND IRREGULAR MOVEMENT OF THE FIRST MOLAR WHILE EATING FOODS WITH DIFFERENT TEXTURESJOURNAL OF TEXTURE STUDIES, Issue 3 2000MICHIKO TOGASHI ABSTRACT The three-dimensional movement of a tooth, any tooth, while naturally eating, was measured by an apparatus developed in our laboratory. The movement of the first molar on the usually used side is reported here. The mastication movements are divided into two parts, namely the rhythmical chewing period during which there are mastication pressure loads on the molar and the irregularly pulsated moving period in preparation for the swallowing followed by the rhythmical one during which there is no more pressure on it. The amplitudes of the up and down movements of the molar are 10,22mm for the rhythmical chewing period which are bigger than those for the irregularly moving period. The rhythmical chewing periods are distributed around 10,40 s depending on 14 kinds of food texture, and also on the size of the food, in a fairly similar manner for the participants. The period is longer for tough foods and bigger samples. The irregularly pulsated moving periods are widely distributed, 2,45s, and depend both on the food texture and on the participant. The irregular moving periods are longer for foods which scatter in the mouth or adhere to the teeth when chewing. The ingestion difficulty of the food was divided into two groups. One is where it is difficult to break down the food with the teeth and the other is where it is difficult to prepare for swallowing. [source] Occlusion Textures for Plausible Soft Shadows,COMPUTER GRAPHICS FORUM, Issue 1 2008E. Eisemann Abstract This paper presents a new approach to compute plausible soft shadows for complex dynamic scenes and rectangular light sources. We estimate the occlusion at each point of the scene using prefiltered occlusion textures, which dynamically approximate the scene geometry. The algorithm is fast and its performance independent of the light's size. Being image-based, it is mostly independent of the scene complexity and type. No a priori information is needed, and there is no caster/receiver separation. This makes the method appealing and easy to use. [source] Dynamic Textures for Image-based Rendering of Fine-Scale 3D Structure and Animation of Non-rigid MotionCOMPUTER GRAPHICS FORUM, Issue 3 2002Dana Cobza The problem of capturing real world scenes and then accurately rendering them is particularly difficult for fine-scale 3D structure. Similarly, it is difficult to capture, model and animate non-rigid motion. We present a method where small image changes are captured as a time varying (dynamic) texture. In particular, a coarse geometry is obtained from a sample set of images using structure from motion. This geometry is then used to subdivide the scene and to extract approximately stabilized texture patches. The residual statistical variability in the texture patches is captured using a PCA basis of spatial filters. The filters coefficients are parameterized in camera pose and object motion. To render new poses and motions, new texture patches are synthesized by modulating the texture basis. The texture is then warped back onto the coarse geometry. We demonstrate how the texture modulation and projective homography-based warps can be achieved in real-time using hardware accelerated OpenGL. Experiments comparing dynamic texture modulation to standard texturing are presented for objects with complex geometry (a flower) and non-rigid motion (human arm motion capturing the non-rigidities in the joints, and creasing of the shirt). Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Image Based Rendering [source] Hardware-Based Volumetric Knit-WearCOMPUTER GRAPHICS FORUM, Issue 3 2002Katja Daubert We present a hardware-based, volumetric approach for rendering knit wear at very interactive rates. A single stitch is represented by a volumetric texture with each voxel storing the main direction of the strands of yarn inside it. We render the knit wear in layers using an approximation of the Banks model. Our hardware implementation allows specular and diffuse material properties to change from one voxel to the next. This enables us to represent yarn made up of different components or render garments with complicated color patterns. Furthermore, our approach can handle self-shadowing of the stitches, and can easily be adapted to also include view-independent scattering. The resulting shader lends itself naturally to mip-mapping, and requires no reordering of the base geometry, making it versatile and easy to use. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Hardware Applications Volumetric Textures [source] The Synthesis of Rock Textures in Chinese Landscape PaintingCOMPUTER GRAPHICS FORUM, Issue 3 2001Der-Lor Way In Chinese landscape painting, rock textures portray the orientation of mountains and contribute to the atmosphere. Many landscape-painting skills are required according to the type of rock. Landscape painting is the major theme of Chinese painting. Over the centuries, masters of Chinese landscape painting developed various texture strokes. Hemp-fiber and axe-cut are two major types of texture strokes. A slightly sinuous and seemingly broken line, the hemp-fiber stroke is used for describing the gentle slopes of rock formations whereas the axe-cut stroke best depicts hard, rocky surfaces. This paper presents a novel method of synthesizing rock textures in Chinese landscape painting, useful not only to artists who want to paint interactively, but also in automated rendering of natural scenes. The method proposed underwrites the complete painting process after users have specified only the contour and parameters. [source] Book Review: Orientations and Rotations Computations in Crystallographic Textures.CRYSTAL RESEARCH AND TECHNOLOGY, Issue 3 2005By Adam Morawiec No abstract is available for this article. [source] Urban Textural Analysis from Remote Sensor Data: Lacunarity Measurements Based on the Differential Box Counting MethodGEOGRAPHICAL ANALYSIS, Issue 4 2006Soe W. Myint Lacunarity is related to the spatial distribution of gap or hole sizes. For low lacunarity, all gap sizes are the same and geometric objects are deemed homogeneous; conversely, for high lacunarity, gap sizes are variable and objects are therefore heterogeneous. Textures that are homogeneous at small scales can be quite heterogeneous at large scales and vice versa, and hence, lacunarity can be considered a scale-dependent measure of heterogeneity or texture. In this article, we use a lacunarity method based on a differential box counting approach to identify urban land-use and land-cover classes from satellite sensor data. Our methodology focuses on two different gliding box methods to compute lacunarity values and demonstrate a mirror extension approach for a local moving window. The extension approach overcomes, or at least minimizes, the boundary problem. The results from our study suggest that the overlapping box approach is more effective than the skipping box approach, but that there is no significant difference between window sizes. Our work represents a contribution to not only advances in textural and spatial metrics as used in remote-sensing pattern interpretation but also for broadening understanding of the computational geometry of nonlinear shape models of which lacunarity is the reciprocal of fractal theory. [source] Deformation, mass transfer and mineral reactions in an eclogite facies shear zone in a polymetamorphic metapelite (Monte Rosa nappe, western Alps)JOURNAL OF METAMORPHIC GEOLOGY, Issue 2 2004L. M. Keller Abstract This study analyses the mineralogical and chemical transformations associated with an Alpine shear zone in polymetamorphic metapelites from the Monte Rosa nappe in the upper Val Loranco (N-Italy). In the shear zone, the pre-Alpine assemblage plagioclase + biotite + kyanite is replaced by the assemblage garnet + phengite + paragonite at eclogite facies conditions of about 650 °C at 12.5 kbar. Outside the shear zone, only minute progress of the same metamorphic reaction was attained during the Alpine metamorphic overprint and the pre-Alpine mineral assemblage is largely preserved. Textures of incomplete reaction, such as garnet rims at former grain contacts between pre-existing plagioclase and biotite, are preserved in the country rocks of the shear zone. Reaction textures and phase relations indicate that the Alpine metamorphic overprint occurred under largely anhydrous conditions in low strain domains. In contrast, the mineralogical changes and phase equilibrium diagrams indicate water saturation within the Alpine shear zones. Shear zone formation occurred at approximately constant volume but was associated with substantial gains in silica and losses in aluminium and potassium. Changes in mineral modes associated with chemical alteration and progressive deformation indicate that plagioclase, biotite and kyanite were not only consumed in the course of the garnet-and phengite-producing reactions, but were also dissolved ,congruently' during shear zone formation. A large fraction of the silica liberated by plagioclase, biotite and kyanite dissolution was immediately re-precipitated to form quartz, but the dissolved aluminium- and potassium-bearing species appear to have been stable in solution and were removed via the pore fluid. The reaction causes the localization of deformation by producing fine-grained white mica, which forms a mechanically weak aggregate. [source] Unique Orientation Textures Induced by Confined Crystal Growth of Poly(vinylidene fluoride) in Oriented Blends with Polyamide 6MACROMOLECULAR CHEMISTRY AND PHYSICS, Issue 5 2007Akira Kaito Abstract Unique orientation textures have been induced by the confined crystal growth of PVDF in drawn films of PVDF/PA6 blends. Oriented films of PVDF/PA6 blends were prepared by uniaxially drawing melt-mixed blends. The drawn films with fixed lengths were heat-treated at 180,°C for 3 minutes to melt the PVDF component, followed by non-isothermal crystallization of PVDF at a cooling rate of 0.5,°C,·,min,1. The crystal orientation was studied by WAXD. When PVDF was melted and recrystallized in the drawn films of the PVDF/PA6,=,50/50 blend at a slow cooling rate, the crystal b- axis of the , -crystalline form of PVDF was oriented in the drawing direction, forming orthogonal orientation textures. SEM showed that stretched domains of PVDF with diameters of 0.2,0.5 µm were dispersed in the PA6 phase in the drawn films of the PVDF/PA6,=,50/50 blend. Spatial confinement of the crystal growth resulted in the alignment of the crystal b- axis along the long axis of the domains, because PVDF is crystallized in thin cylindrical domains. The orientation behavior is different from the oriented crystallization of PVDF/PA11 (Y. Li, A. Kaito, Macromol. Rapid Commun. 2003, 24, 255), in which transcrystallization from the interface causes the a- axis orientation to be in the drawing direction. It is thought that the domain size influenced the mechanism of oriented crystallization and the resultant crystal orientation. [source] Mechanistic Investigation into the Unique Orientation Textures of Poly(vinylidene fluoride) in Blends with Nylon 11MACROMOLECULAR RAPID COMMUNICATIONS, Issue 10 2003Yongjin Li Abstract Self-seeded crystallization experiments were carried out to detect the mechanism of the unique orientation behavior of poly(vinylidene fluoride) (PVDF) in oriented PVDF/nylon 11 blends. It was found that primary nuclei have no effects on the final orientation textures adopted by PVDF. The results show that the PVDF crystal orientation in the oriented blends is determined in the early stage of crystal growth, thus a trans crystallization mechanism is preferred. Isothermal crystallization kinetics for the self-seeded and non-self-seeded crystallization at 145,°C. [source] Vapor-condensed phase processes in the early solar systemMETEORITICS & PLANETARY SCIENCE, Issue 1 2010Lawrence GROSSMAN Many refractory inclusions in CM2 chondrites contain a relatively SiO2 -poor assemblage (spinel, hibonite, grossite, perovskite, corundum) that represents a high-temperature stage of condensation, and some may be pristine condensates that escaped later melting. Compact Type A and Type B refractory inclusions, consisting of spinel, melilite, perovskite, Ca-rich clinopyroxene ± anorthite, in CV3 chondrites are more SiO2 -rich and equilibrated with the solar nebular gas at a slightly lower temperature. Textures of many of these objects indicate that they underwent melting after condensation, crystallizing into the same phase assemblage as their precursors. The Ti3+/Ti4+ ratio of their pyroxene indicates that this process occurred in a gas whose oxygen fugacity () was approximately 8.5 log units below that of the iron-wüstite buffer, making them the only objects in chondrites known to have formed in a system whose composition was close to that of the sun. Relative to CI chondrites, these inclusions are uniformly enriched in a group of elements (e.g., Ca, REE, Zr, Ta, Ir) that are chemically diverse except for their high condensation temperatures in a system of solar composition. The enrichment factor, 17.5, can be interpreted to mean that these objects represent either the first 5.7 wt% of the condensable matter to condense during nebular cooling or the residue after vaporization of 94.3% of a CI chondrite precursor. The Mg and Si isotopic compositions of Types A and B inclusions are mass-fractionated by up to 10 and 4 ,/amu, respectively. When interpreted in terms of Rayleigh fractionation during evaporation of Mg and Si from the inclusions while they were molten, the isotopic compositions imply that up to 60% of the Mg and up to 25% of the Si were evaporated, and that approximately 80% of the enrichment in refractory (CaO+Al2O3) relative to more volatile (MgO+SiO2) in the average inclusion is due to initial condensation and approximately 20% due to subsequent evaporation. The mineralogical composition, including the Ti3+/Ti4+ ratio of the pyroxene, in Inti, a particle sampled from Comet Wild 2 by the Stardust spacecraft, is nearly identical to that of a Type B inclusion, indicating that comets contain not only the lowest-temperature condensates in the form of ices but the highest-temperature condensates as well. The FeO/(FeO+MgO) ratios of olivine and pyroxene in the matrix and chondrules of carbonaceous and ordinary chondrites are too high to be made in a system of solar composition, requiring s only 1 or 2 log units below iron-wüstite, more than 105 times higher than that of a solar gas. Various ways have been devised to generate cosmic gases sufficiently oxidizing to stabilize significant FeO in olivine at temperatures above those where Fe-Mg interdiffusion in olivine ceases. One is by vertical settling of dust toward the nebular midplane, enriching a region in dust relative to gas. Because dust is enriched in oxygen compared to carbon and hydrogen relative to solar composition, a higher results from total vaporization of the region, but the factor by which theoretical models have so far enriched the dust is 10 times too low. Another is by transporting icy bodies from the outer part of the nebula into the hot, inner part where vaporization of water ice occurs. Not only does this method fail to make the needed by a factor of 30,1000 but it also ignores simultaneous evaporation of carbon-bearing ices that would make the even lower. [source] Furstyling on angle-split shell texturesCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 2-3 2009Bin Sheng Abstract This paper presents a new method for modeling and rendering fur with a wide variety of furstyles. We simulate virtual fur using shell textures,a multiple layers of textured slices for its generality and efficiency. As shell textures usually suffer from the inherent visual gap errors due to the uniform discretization nature, we present the angle-split shell textures (ASST) approach, which classifies the shell textures into different types with different numbers of texture layers, by splitting the angle space of the viewing angles between fur orientation and view direction. Our system can render the fur with biological patterns, and utilizes vector field and scalar field on ASST to control the geometric variations of the furry shape. Users can intuitively shape the fur by applying the combing, blowing, and interpolating effects in real time. Our approach is intuitive to implement without using complex data structures, with real-time performance for dynamic fur appearances. Copyright © 2009 John Wiley & Sons, Ltd. [source] Fast display of large-scale forest with fidelityCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 2 2006Huaisheng Zhang Abstract We propose a new hierarchical representation for a forest model, namely hierarchical layered depth mosaics (HLDM). Each node in the HLDM comprises a number of discrete textured quadrilaterals, called depth mosaics (DMs). The DMs are generated from the sampled depth images of the polygonal tree models. Meanwhile, their textures are compressed by a new approach accounting for occlusion. Our rendering procedure traverses the HLDM and renders the appropriate nodes according to a view-dependent selection criterion. A blending scheme is adopted to mitigate the visual ,popping' caused by the transition of levels of detail. The experiment demonstrates that the viewer could interactively walk or fly above the forest with fidelity. Copyright © 2006 John Wiley & Sons, Ltd. [source] Using particles for 3D texture sculptingCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 4 2001ich Bene Abstract Particle systems have been used in computer graphics for many different purposes, including visual simulation of fur, grass, hair, and similar fuzzy textures and shapes. The underlying theories used in these algorithms are usually quite complex and are mostly based on simulation of diffuse-limited aggregation, cellular development, reaction-diffusion models, etc. This leads to high time complexity of these algorithms. The purpose of this paper is to show that collision detection and distance keeping among moving particles can generate similar realistic textures efficiently. This approach is easy to implement, sufficiently fast allowing for interactive modeling, and inherits the major features from the previously published techniques. We first construct a scene consisting of generators of particles, attractors, and cutters. The generators generate oriented particles, and the attractors attract or repulse them. When collision with the cutter is detected, the particle performs an action according to its state and position in the 3D space. Every particle has assigned a table of possible actions that is used for solving these critical states. Trajectories of the particles are then used as a resulting shape of the texture. Copyright © 2001 John Wiley & Sons, Ltd. [source] Time-Adaptive Lines for the Interactive Visualization of Unsteady Flow Data SetsCOMPUTER GRAPHICS FORUM, Issue 8 2009N. Cuntz I.3.3 [Computer Graphics]: Line and Curve Generation; I.3.1 [Computer Graphics]: Parallel Processing Abstract The quest for the ideal flow visualization reveals two major challenges: interactivity and accuracy. Interactivity stands for explorative capabilities and real-time control. Accuracy is a prerequisite for every professional visualization in order to provide a reliable base for analysis of a data set. Geometric flow visualization has a long tradition and comes in very different flavors. Among these, stream, path and streak lines are known to be very useful for both 2D and 3D flows. Despite their importance in practice, appropriate algorithms suited for contemporary hardware are rare. In particular, the adaptive construction of the different line types is not sufficiently studied. This study provides a profound representation and discussion of stream, path and streak lines. Two algorithms are proposed for efficiently and accurately generating these lines using modern graphics hardware. Each includes a scheme for adaptive time-stepping. The adaptivity for stream and path lines is achieved through a new processing idea we call ,selective transform feedback'. The adaptivity for streak lines combines adaptive time-stepping and a geometric refinement of the curve itself. Our visualization is applied, among others, to a data set representing a simulated typhoon. The storage as a set of 3D textures requires special attention. Both algorithms explicitly support this storage, as well as the use of precomputed adaptivity information. [source] Dominant Texture and Diffusion Distance ManifoldsCOMPUTER GRAPHICS FORUM, Issue 2 2009Jianye Lu Abstract Texture synthesis techniques require nearly uniform texture samples, however identifying suitable texture samples in an image requires significant data preprocessing. To eliminate this work, we introduce a fully automatic pipeline to detect dominant texture samples based on a manifold generated using the diffusion distance. We define the characteristics of dominant texture and three different types of outliers that allow us to efficiently identify dominant texture in feature space. We demonstrate how this method enables the analysis/synthesis of a wide range of natural textures. We compare textures synthesized from a sample image, with and without dominant texture detection. We also compare our approach to that of using a texture segmentation technique alone, and to using Euclidean, rather than diffusion, distances between texture features. [source] Ptex: Per-Face Texture Mapping for Production RenderingCOMPUTER GRAPHICS FORUM, Issue 4 2008Brent Burley Explicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline. [source] Lazy Solid Texture SynthesisCOMPUTER GRAPHICS FORUM, Issue 4 2008Yue Dong Abstract Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre-computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre-process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects. [source] Occlusion Textures for Plausible Soft Shadows,COMPUTER GRAPHICS FORUM, Issue 1 2008E. Eisemann Abstract This paper presents a new approach to compute plausible soft shadows for complex dynamic scenes and rectangular light sources. We estimate the occlusion at each point of the scene using prefiltered occlusion textures, which dynamically approximate the scene geometry. The algorithm is fast and its performance independent of the light's size. Being image-based, it is mostly independent of the scene complexity and type. No a priori information is needed, and there is no caster/receiver separation. This makes the method appealing and easy to use. [source] Texture Synthesis using Exact Neighborhood MatchingCOMPUTER GRAPHICS FORUM, Issue 2 2007M. Sabha Abstract In this paper we present an elegant pixel-based texture synthesis technique that is able to generate visually pleasing results from source textures of both stochastic and structured nature. Inspired by the observation that the most common artifacts that occur when synthesizing textures are high-frequency discontinuities, our technique tries to avoid these artifacts by forcing at least one of the direct neighboring pixels in each causal neighborhood to match within a predetermined threshold. This does not only avoid deterioration of the visual quality, but also results in faster synthesis timings. We demonstrate our technique on a variety of stochastic and structured textures. [source] Pinchmaps: textures with customizable discontinuitiesCOMPUTER GRAPHICS FORUM, Issue 3 2005Marco Tarini First page of article [source] GPU-Based Nonlinear Ray TracingCOMPUTER GRAPHICS FORUM, Issue 3 2004Daniel Weiskopf In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented by textures. Ray integration is based on an iterative numerical solution of ordinary differential equations whose initial values are determined during ray setup. To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration. Finally, we discuss a variety of applications that range from the visualization of dynamical systems to the general relativistic visualization in astrophysics and the rendering of the continuous refraction in media with varying density. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism [source] Reanimating Faces in Images and VideoCOMPUTER GRAPHICS FORUM, Issue 3 2003V. Blanz This paper presents a method for photo-realistic animation that can be applied to any face shown in a single imageor a video. The technique does not require example data of the person's mouth movements, and the image to beanimated is not restricted in pose or illumination. Video reanimation allows for head rotations and speech in theoriginal sequence, but neither of these motions is required. In order to animate novel faces, the system transfers mouth movements and expressions across individuals, basedon a common representation of different faces and facial expressions in a vector space of 3D shapes and textures. This space is computed from 3D scans of neutral faces, and scans of facial expressions. The 3D model's versatility with respect to pose and illumination is conveyed to photo-realistic image and videoprocessing by a framework of analysis and synthesis algorithms: The system automatically estimates 3D shape andall relevant rendering parameters, such as pose, from single images. In video, head pose and mouth movements aretracked automatically. Reanimated with new mouth movements, the 3D face is rendered into the original images. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation [source] Rendering: Input and OutputCOMPUTER GRAPHICS FORUM, Issue 3 2001H. Rushmeier Rendering is the process of creating an image from numerical input data. In the past few years our ideas about methods for acquiring the input data and the form of the output have expanded. The availability of inexpensive cameras and scanners has influenced how we can obtain data needed for rendering. Input for rendering ranges from sets of images to complex geometric descriptions with detailed BRDF data. The images that are rendered may be simply arrays of RGB images, or they may be arrays with vectors or matrices of data defined for each pixel. The rendered images may not be intended for direct display, but may be textures for geometries that are to be transmitted to be rendered on another system. A broader range of parameters now need to be taken into account to render images that are perceptually consistent across displays that range from CAVEs to personal digital assistants. This presentation will give an overview of how new hardware and new applications have changed traditional ideas of rendering input and output. [source] The Synthesis of Rock Textures in Chinese Landscape PaintingCOMPUTER GRAPHICS FORUM, Issue 3 2001Der-Lor Way In Chinese landscape painting, rock textures portray the orientation of mountains and contribute to the atmosphere. Many landscape-painting skills are required according to the type of rock. Landscape painting is the major theme of Chinese painting. Over the centuries, masters of Chinese landscape painting developed various texture strokes. Hemp-fiber and axe-cut are two major types of texture strokes. A slightly sinuous and seemingly broken line, the hemp-fiber stroke is used for describing the gentle slopes of rock formations whereas the axe-cut stroke best depicts hard, rocky surfaces. This paper presents a novel method of synthesizing rock textures in Chinese landscape painting, useful not only to artists who want to paint interactively, but also in automated rendering of natural scenes. The method proposed underwrites the complete painting process after users have specified only the contour and parameters. [source] Incremental Updates for Rapid Glossy Global IlluminationCOMPUTER GRAPHICS FORUM, Issue 3 2001Xavier Granier We present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical radiosity with clustering and particle tracing for diffuse and non-diffuse transport respectively. We present a new algorithm which chooses between reconstructing specular effects such as caustics on the diffuse radiosity mesh, or special purpose caustic textures, when high frequencies are present. Algorithms are presented to choose the resolution of these textures and to reconstruct the high-frequency non-diffuse lighting effects. We use a dynamic spatial data structure to restrict the number of particles re-emitted during the local modifications of the scene. By combining this incremental particle trace with a line-space hierarchy for incremental update of diffuse illumination, we can locally modify complex scenes rapidly. We also develop an algorithm which, by permitting slight quality degradation during motion, achieves quasi-interactive updates. We present an implementation of our new method and its application to indoors and outdoors scenes. [source] Three-Dimensional Surface Texture Characterization of Portland Cement Concrete PavementsCOMPUTER-AIDED CIVIL AND INFRASTRUCTURE ENGINEERING, Issue 3 2007Ala Abbas Ten PCC field cores of varying surface textures were included in the analysis. X-ray Computed Tomography (CT) was used to scan the upper portion of these cores, resulting in a stack of two-dimensional grayscale images. Image processing techniques were utilized to isolate the void pixels from the solid pixels and reconstruct the three-dimensional surface topography. The resulting three-dimensional surfaces were reduced to two-dimensional "map of heights" images, whereby the grayscale intensity of each pixel within the image represented the vertical location of the surface at that point with respect to the lowest point on the surface. The "map of heights" images were analyzed using four mathematical methods, namely the Hessian model, the Fast Fourier transform (FFT), the wavelet analysis, and the power spectral density (PSD). Results obtained using these methods were compared to the mean profile depth (MPD) computed in accordance with ASTM E1845. [source] Low temperature hydrothermal growth and optical properties of ZnO nanorodsCRYSTAL RESEARCH AND TECHNOLOGY, Issue 1 2009J. H. Yang Abstract Well-faceted hexagonal ZnO nanorods have been synthesized by a simple hydrothermal method at relative low temperature (90°C) without any catalysts or templates. Zinc oxide (ZnO) nanorods were grown in an aqueous solution that contained Zinc chloride (ZnCl2, Aldrich, purity 98%) and ammonia (25%). Most of the ZnO nanorods show the perfect hexagonal cross section and well-faceted top and side surfaces. The diameter of ZnO nanorods decreased with the reaction time prolonging. The samples have been characterized by X-ray powder diffraction (XRD) and scanning electron microscopy (SEM) measurement. XRD pattern confirmed that the as-prepared ZnO was the single-phase wurtzite structure formation. SEM results showed that the samples were rod textures. The surface-related optical properties have been investigated by photoluminescence (PL) spectrum and Raman spectrum. Photoluminescence measurements showed each spectrum consists of a weak band ultraviolet (UV) band and a relatively broad visible light emission peak for the samples grown at different time. It has been found that the green emission in Raman measurement may be related to surface states. (© 2009 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim) [source] Cholecystokinin receptor antagonists increase the rat pup's preference toward maternal-odor and rug textureDEVELOPMENTAL PSYCHOBIOLOGY, Issue 3 2001Michal Shayit Abstract The role of the cholecystokinin (CCK) system in mediating the infant's natural preferences toward maternal-related stimuli was examined by peripheral administration of selective CCKA and CCKB receptor antagonists (Devazepide and L-365,260, respectively) to 11,12-day-old rats and presenting them with a 3-minute preference test. In Experiment 1, the choice was between two floor textures, rug and plywood; the time spent on the relatively preferred side (rug) was measured. In Experiment 2, the odor of maternal faces emanated from one end of the test arena; time spent near that end was measured. These sensory stimuli were chosen as they represent olfactory and tactile aspects of the dam and nest. Compared to controls, both CCK receptor antagonists selectively increased the time spent on the preferred side, in both experiments, without affecting axillary temperature or locomotor activity. The results suggest that CCK may mediate and attenuate the infant's attraction toward naturally preferred stimuli. © 2001 John Wiley & Sons, Inc. Dev Psychobiol 38: 164,173, 2001 [source] Organization and mode of secretion of the granular prismatic microstructure of Entodesma navicula (Bivalvia: Mollusca)ACTA ZOOLOGICA, Issue 2 2009Elizabeth M. Harper The term homogeneous has been applied to molluscan microstructures that lack a readily discernible microstructure and as a result, it has become rather a ,dustbin' term, covering a multitude of unrelated finely crystalline textures. Here we investigate in detail the outer ,homogeneous' layer of the lyonsiid bivalve Entodesma navicula. The apparently equigranular crystals (up to 10 µm) are, in fact, short prisms which grow in a dense organic matrix with their c -axes and fibre axes coincident, perpendicular to the growth surface. These prisms are distinct from the aragonitic prisms grown by other bivalves in both their morphology and their mode of growth and so we propose the term granular prismatic microstructure. The organic content of granular prisms (7.4%) is the highest yet recorded for any molluscan microstructure and it is apparent that the short prisms have grown within a gel-filled space. Although this high organic content is likely to make the microstructure metabolically expensive to produce, it has the benefit of making the valves very flexible. This may be advantageous in the intertidal zone inhabited by E. navicula by allowing a tight seal between the valves. [source] |