scholarly journals High Quality Volume Rendering Using the Empty Space Jittering and the Sampling Alignment Method

2013 ◽  
Vol 16 (7) ◽  
pp. 852-861
Author(s):  
Heewon Kye
2012 ◽  
Vol 542-543 ◽  
pp. 1434-1437
Author(s):  
Xiao Ping Xiao ◽  
Zi Sheng Li ◽  
Wei Gong

Aiming at the problem that rendering 3D Julia sets on CPU is slowly, a method of rendering 3D Julia sets on GPU is presented in this paper. After introducing the advantages of GPU and the operations of quaternion, the generating process of 3D Julia sets is discussed in detail. Ray tracing volume rendering algorithm is applied to obtain high quality 3D Julia sets, and escaping time algorithm is used to generate the discreet data of Julia sets, of which normal is estimated according to the original of ray and accelerated by using unbounding sphere algorithm, and the graphics examples are given to illustrate this algorithm. Finally, the factors of affecting rendering speed and refined effect are summarized. The results show that the speed of 3D Julia sets rendering on GPU is much faster than CPU, and the interactivity of rendering process is also enhanced.


2002 ◽  
Vol 42 (supplement2) ◽  
pp. S96
Author(s):  
A. Hijikata ◽  
T. Noguti ◽  
M. Go

2008 ◽  
Vol 13 (2) ◽  
pp. 21-36 ◽  
Author(s):  
Vincent Vidal ◽  
Xing Mei ◽  
Philippe Decaudin
Keyword(s):  

2004 ◽  
Vol 28 (1) ◽  
pp. 51-58 ◽  
Author(s):  
S. Guthe ◽  
W. Strasser

Retos ◽  
2021 ◽  
Vol 44 ◽  
pp. 53-63
Author(s):  
Matheus De Oliveira Jaime ◽  
Leandro Rechenchosky ◽  
Vanessa Menezes Menegassi ◽  
Paulo Henrique Borges ◽  
João Cláudio Braga Pereira Machado ◽  
...  

The aim of this study was to investigate the influence of the opponent’s quality on teams’ offensive efficacy of a Brazilian youth football team. The sample comprised 1.304 offensive sequences, from a U-17 team of the Paraná championship. The offensive sequences were divided according to the opponent’s quality (“high quality”, “intermediate quality” and “low quality”). Team’s offensive patterns were analysed through Lag Sequential Analysis. Thus, SoccerEye and SDIS-GSEQ software’s were used (p≤.05; z≥1.96). Offensive patterns with efficacy occurred mainly from directly ball recoveries (lag -5: z=3.13; lag -3: z=2.93), with progression through ball conduction (lag -4: z=2.85; lag -3: z=2.40; lag -2: z=2.64) and dribble (lag -5: 2.62; lag -2: z=2.51; lag -1: z=2.13; 1.97), playing between the lines against the opponent's last defenders’ line (lag -1: z=3.42; 2.72; 2.05; lag 0: z=4.65; 5.06; 3.15; 3.02) or performing rupture unmarks for the empty space between the goalkeeper and the last defensive line (lag -4: z=3.11; lag -1: z=3.48; lag 0: z=4.13; 7.80). Pressed numerical equality in game centre at defensive zones stimulated the possession loss (lag -2: z= 2.06; lag -1: z=3.01; lag 0: z=3.41; 1.96), demonstrating the importance of the numerical and spatial relationship for the effectiveness of actions. The opponent’s quality generated some oscillations in the patterns, nonetheless, in most patterns this team maintained similar behaviours. Considering this youth team, it is suggested that players be encouraged, regardless of the opponent's quality, to advance quickly from the defensive field; dominates the spaces between the lines; perform dribble, ball conduction and rupture unmarks towards the space between the goalkeeper and the opponent's last defensive line; in addition to pressing the opponent into their own field.  Resumen: El objetivo de este estudio fue investigar la influencia de la calidad del oponente en la eficacia ofensiva de un equipo de fútbol Juvenil de Brasil. Se analizaron 1.304 secuencias ofensivas, extraído de 17 partidos de este equipo en el Campeonato Sub-17 de Paraná, 2019. Las secuencias ofensivas se dividieron según la calidad del oponente ("alta calidad", "calidad intermedia" y "baja calidad"). Los patrones ofensivos del equipo se analizaron a través del análisis secuencial de retardos. Por lo tanto, se utilizaron los softwares SoccerEye y SDIS-GSEQ (p≤.05; z≥1.96). Los patrones ofensivos con eficacia ocurrieron principalmente a partir de recuperaciones directas de balón (lag -5: z=3.13; lag -3: z=2.93), con progresión a través de conducción (lag -4: z=2.85; lag -3: z=2.40; lag -2: z=2.64) y gambeta (lag -5: 2.62; lag -2: z=2.51; lag -1: z=2.13; 1.97), jugando entre líneas contra la última línea de defensores del oponente (lag -1: z=3.42; 2.72; 2.05; lag 0: z=4.65; 5.06; 3.15; 3.02) o realizando desmarques de ruptura para el espacio vacío entre el portero y la última línea de defensa (lag -4: z=3.11; lag -1: z=3.48; lag 0: z=4.13; 7.80). La igualdad numérica presionada en el centro de juego en las zonas defensivas estimuló la pérdida de posesión (lag -2: z= 2.06; lag -1: z=3.01; lag 0: z=3.41; 1.96), demostrando la importancia de la relación numérica y espacial para la efectividad de las acciones. La calidad del oponente generó algunas oscilaciones en los patrones, sin embargo, en la mayoría de los patrones este equipo mantuvo comportamientos similares. Teniendo en cuenta este equipo juvenil, se sugiere que se aliente a los jugadores, independientemente de la calidad del oponente, a avanzar rápidamente desde el campo defensivo; dominar los espacios entre líneas; realizar gambeta, conducción y desmarques de ruptura hacia el espacio entre el portero y la última línea defensiva del adversario; además de presionar al oponente en su propio campo.


2011 ◽  
Vol 34 (3) ◽  
pp. 508-516
Author(s):  
Qian-Li MA ◽  
Si-Kun LI ◽  
Xiao-Zheng BAI ◽  
Zhi-Quan CHENG ◽  
Hua-Xun XU

Sign in / Sign up

Export Citation Format

Share Document