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Displaying 1-6 out of 6 total
Microstructure-based Computer Simulation and Mechanical Modeling of Particle-reinforced Composites
Found in: Modelling, Simulation and Optimization, International Workshop on
By Liu-Juan Zhu, Wen-Zhong Cai, Shan-Tung Tu, Bo-Qin Gu
Issue Date:December 2008
pp. 396-399
A new methodology is presented for three-dimensional (3D) computer simulations of realistic microstructures of particle-reinforced composites, through its application to the aluminum matrix composites reinforced with realistic complex SiC particles of high...
 
Generating Freestyle Group Formations in Agent-Based Crowd Simulations
Found in: IEEE Computer Graphics and Applications
By Qin Gu, Zhigang Deng
Issue Date:January 2013
pp. 20-31
Few crowd simulation algorithms take collective group features such as group formations into consideration. Recent approaches often manually specify hard constraints such as predefined keyframe agent formations and interpolate them during the simulation. A...
 
Context-Aware Motion Diversification for Crowd Simulation
Found in: IEEE Computer Graphics and Applications
By Qin Gu, Zhigang Deng
Issue Date:September 2011
pp. 54-65
Traditional crowd simulation models typically focus on navigational pathfinding and local collision avoidance. Little research has explored how to optimally control individual agents' detailed motions throughout a crowd. A proposed approach dynamically con...
 
Perceiving motion transitions in pedestrian crowds
Found in: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology (VRST '10)
By Chang Yun, Qin Gu, Zhigang Deng
Issue Date:November 2010
pp. 199-202
Perception of motion transitions in a pedestrian crowd is affected by many collective features such as crowd density, appearance variations, motion variations, and sub-group interaction patterns. We conducted a series of psychophysical experiments to inves...
     
Perceptually consistent example-based human motion retrieval
Found in: Proceedings of the 2009 symposium on Interactive 3D graphics and games (I3D '09)
By Qin Gu, Qing Li, Zhigang Deng
Issue Date:February 2009
pp. 5-6
Large amount of human motion capture data have been increasingly recorded and used in animation and gaming applications. Efficient retrieval of logically similar motions from a large data repository thereby serves as a fundamental basis for these motion da...
     
Monte-Carlo Simulation for the Reliability Analysis of Multi-status Network System Based on Breadth First Search
Found in: Information and Computing Science, International Conference on
By Wu Liu, Yi Liu, Xue-qin Gu, Deng-hai Wang
Issue Date:May 2009
pp. 280-283
In general engineering network system, the transformation of the working state, from safety to failure, of unit and system is gradual. And there is an intermediate state between the states of being completely safety and completely failing. On the basis of ...
 
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