Tuesday, September 29, 2009

Published Scientific Papers

Title: Making Grass and Fur Move

Author(s): Sven Banisch

This thesis introduces physical laws into the real time animation of fur and grass. The main idea to achieve this, is to combine shell–based rendering and mass–spring systems.

In a preprocessing step, a volume array is filled with the structure of fur and grass by a method based on exponential functions. The volumetric data is used to generate a series of two dimensional, semi–transparent textures that encode the presence of hair. In order to render the fur volume in real time, these shell textures are applied to a series of layers extruded above the initial surface.

Moving fur can be achieved by laterally displacing these shell layers at runtime. The usage of a mass–spring system to determine this displacement has not yet been tried, mainly, they have been used for the interactive simulation of the dynamical behavior of cloth, or long hair. This thesis shows that mass–spring systems also form an applicable physical model to simulate the dynamics of fur and grass.

For the simulation of a mass–spring system, two numerical solvers are implemented. The first one is based on explicit Euler integration, and the second one is derived from an implicit Euler scheme. This thesis outlines the effects of different numerical solvers on performance and stability.

In order to simulate fur and grass dynamics, different ways of generating masses and springs over the surface are discussed. Six so called mass–spring topologies are introduced and used in animation. Three of them allow that the shell layers separate laterally, and the parting of grass can be simulated. Performance observations prove mass–spring systems to be well–suited for the real time simulation of fur and grass dynamics.

First of all, I would like to say that the paper’s title made me interested in it the first time I read it but it was also misleading. As I read the thesis of Banisch, he thoroughly explained his aim to make the real animation of fur and grass. To achieve this he needs to combine his two ideas which is to combine shell-based rendering and mass-spring systems.
The study may look difficult because it deals with Animation which literally means “to give life to things.” I some pages of his work, he elaborated on how he worked on his thesis. He gave some outputs on working out the grass and fur. He also reviewed some other studies related to his work to get some ideas about the mass spring system and shell-based rendering.

It was nicely done there no was no confusion drawn from his thesis, though, at first it may be difficult because of the animation but as you get through the pages you can easily understand what his concept is all about.



Title: Interactive Visualization and Design of Deterministic Fractals

Author(s): Sven Banisch

This thesis describes an interactive tool for fractal shape exploration and modification. The software implements a fast algorithm for the visualization of fractal structures and combines various techniques useful in the analysis of the underlying dynamical systems.

A deterministic fractal is defined by the attracted region of a discrete dynamical system F 2 R2. Two real valued polynomials, g and h, each of which depends on 13 parameters, determine the dynamic behaviour of this system. F is iterated over and over for initial points in a user-specified range of the real plane. This yields the orbits (iterated point sequences) of these initial points. If these orbits tend to infinity they do not belong to the attracted region. If the orbit converges to some state it belongs to the fractal. This so called escape time algorithm is performed on the GPU in order to achieve fractal visualization in real time.

Interactive visualization of fractals allows that parameter changes can be applied at run time. This enables real time fractal animation. Moreover, an extended analysis of the discrete dynamical systems used to generate the fractal is possible. For a fast exploration of different fractal shapes, a procedure for the automatic generation of bifurcation sets, the generalizations of the Mandelbrot set, is implemented. The software also implements methods for the graphical analysis of 2_D dynamical systems.

In this thesis, it is described how to implement these techniques, but also how to use them in the design of fractal objects. A number of application examples proves the usefulness of the approach. A performance analysis shows that the interactive design of deterministic fractals is feasible on a medium level computer system. Visual results, presented throughout this work, show that the developed tool can be very useful for artistic work.


The thesis is about describing an interactive tool for fractal exploration and modification. In his background and introduction he revealed some of his references for his thesis. Some of his references were math-related studies. His work also tackled algorithm. The paper was really technical and it was confusing because of some difficult-to-understand equations and terms.

I think this will be a good paper to develop for CS and IT students like me because it deals with animation and application of algorithms. Unfortunately, even though I am genuinely interested in animation, it’s something that I know little about.



Title: Assessing the Yield of IT Projects in Developing Nations: Aggregated Models Are Not Sufficient

Author(s): Stephen Ruth, Bhaskar Choudhury


Determination of the outcome of an IT project in a developing nation is often based on sectoral models and highly aggregated data. This paper offers an example of a replicable methodology to go to the grass roots—the user level—to obtain valuable insights from the individual and group data that are masked by the aggregate statistics.

This study is about assessing the yield of IT projects in developing nations. It’s a significant topic, mainly it focuses on IT and the demand to other countries. This study has three action steps for the future:
First, since it is clearly possible to accomplish a replicable study of this type almost anywhere in the world, there should be greater emphasis on gathering this type of data, even at the expense of the aggregate studies. Second, a comprehensive collection of lower level studies of this type needs to be assembled to determine public policy options that may already be justified. Stephen Denning of the World Bank has pioneered a process of sharing information organization-wide. He found that by sharing “stories” about successful implementation ideas learned in one location, he could apply them to other countries around the world. It is quite likely that these results in Romania could assist in Internet deployment plans in Eastern Europe or beyond.


The study’s topic is quite interesting because it’s mainly about improving the Internet in developing nations. Philippines is a developing nation and according to some of my readings, the Internet has quite a low penetration rate in the Philippines compared to other nations. However, we are quickly catching up.

The results of this study may be helpful in determining key factors that would help improve the Internet in developing nations. The study’s scope is quite large and I think it was difficult to gather enough data and come up with accurate results. The paper is quite long and there are particular areas that I do not understand fully. However, I would really like to express my appreciation for the study’s goal because it can change how the Internet is implemented and used in nations worldwide, especially the developing ones.


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