TY - CONF
AB - This paper describes a method for the animation of a large number of objects within a dynamic 3D visualization of a material flow simulation model. It uses key-frame based animation. The number of animated objects may grow constantly in complex simulation models, which might lead to an amount of animations that is too big to be computed in real-time. By the use of a dynamic adjustment, the presented algorithm prefers important animations. Less relevant animations are updated rarely, whereby the selection itself is taken by multiple indicators, e.g. the visible size of the animated object on the screen, in order to keep a good optical impression. Dependent on the computing power of the computer, the algorithm controls the animations in such a way, that the fluid visualization of a large number of objects is still possible. Though the algorithm is to be used within a material flow simulator, it is moreover implemented in a specific animation editor, which allows the design and control of animation schemes. It supports the use of grouping to allow the creation of hierarchical structures for complex animations in a fast and easy manner. The evaluation of the algorithm is proven by a test scene, consisting of tens of thousands animated objects.
AU - Laroque, Christoph
AU - Fischer, Matthias
AU - Dangelmaier, Wilhelm
AU - Eikel, Benjamin
ID - 18139
T2 - Industrial Simulation Conference (ISC 2008)
TI - Dynamic Control of Animation Schemes for the Efficient 3D-Visualization of Material Flow Simulations
ER -
TY - THES
AU - Bonorden, Olaf
ID - 19618
SN - 978-3-939350-76-7
TI - Versatility of Bulk Synchronous Parallel Computing: From the Heterogeneous Cluster to the System on Chip
ER -
TY - CONF
AU - Briest, Argyrios
AU - Krysta, Piotr
AU - Babaioff, Moshe
ID - 19687
T2 - Proceedings of the 1st International Symposium on Algorithmic Game Theory (SAGT)
TI - On the Approximability of Combinatorial Exchange Problems
ER -
TY - CHAP
AU - Meyer auf der Heide, Friedhelm
AU - Schneider, Barbara
ID - 16463
SN - 1571-5736
T2 - Biologically-Inspired Collaborative Computing
TI - Local Strategies for Connecting Stations by Small Robotic Networks
ER -
TY - CHAP
AU - Lürwer-Brüggemeier, Katharina
AU - Ziegler, Martin
ID - 17978
SN - 0302-9743
T2 - Unconventional Computing
TI - On Faster Integer Calculations Using Non-arithmetic Primitives
ER -
TY - CONF
AB - In this paper we present a system for the simultaneous visualization of several parallel executed simulation replications. By aggregating the scenes of multiple similar simulations into one single scene it is possible to make a visual statistical analysis of a set of discrete event simulations as well as to easily compare different system parameterizations. The aim of our system is to enhance the model analysis, verification and validation process in terms of speed and ease. The parallel execution of several simulations of complex models and the visualization of these cannot be done on one computer, thus a parallel approach is necessary. Our system uses a thin-client and multiple processors on a PC-cluster. The rendering and the simulation execution are done on processors of the cluster. The client is used only for the visualization of the images transmitted by the cluster and for user interaction.
AU - Süß, Tim
AU - Huber, Daniel
AU - Fischer, Matthias
AU - Laroque, Christoph
AU - Dangelmaier, Wilhelm
ID - 17416
SN - 9780769534718
T2 - IEEE International Symposium on Parallel and Distributed Processing with Applications
TI - A System for Aggregated Visualization of Multiple Parallel Discrete Event Simulations
ER -
TY - THES
AU - Mense, Mario
ID - 19614
SN - 978-3-939350-79-8
TI - On Fault-Tolerant Data Placement in Storage Networks
ER -
TY - GEN
AB - We study the problem of computing approximate Nash equilibria (epsilon-Nash
equilibria) in normal form games, where the number of players is a small
constant. We consider the approach of looking for solutions with constant
support size. It is known from recent work that in the 2-player case, a
1/2-Nash equilibrium can be easily found, but in general one cannot achieve a
smaller value of epsilon than 1/2. In this paper we extend those results to the
k-player case, and find that epsilon = 1-1/k is feasible, but cannot be
improved upon. We show how stronger results for the 2-player case may be used
in order to slightly improve upon the epsilon = 1-1/k obtained in the k-player
case.
AU - Briest, Patrick
AU - Goldberg, Paul W.
AU - Roeglin, Heiko
ID - 19688
TI - Approximate Equilibria in Games with Few Players
ER -
TY - CHAP
AU - Gehweiler, Joachim
AU - Meyer auf der Heide, Friedhelm
ID - 16464
SN - 9783540763932
T2 - Taschenbuch der Algorithmen
TI - Bin Packing oder „Wie bekomme ich die Klamotten in die Kisten?“
ER -
TY - THES
AU - Schomaker, Gunnar
ID - 19615
SN - 978-3-939350-78-1
TI - Distributed Resource Allocation and Management in Heterogeneous Networks
ER -
TY - GEN
AB - For a fixed virtual scene (=collection of simplices) S and given observer
position p, how many elements of S are weakly visible (i.e. not fully occluded
by others) from p? The present work explores the trade-off between query time
and preprocessing space for these quantities in 2D: exactly, in the approximate
deterministic, and in the probabilistic sense. We deduce the EXISTENCE of an
O(m^2/n^2) space data structure for S that, given p and time O(log n), allows
to approximate the ratio of occluded segments up to arbitrary constant absolute
error; here m denotes the size of the Visibility Graph--which may be quadratic,
but typically is just linear in the size n of the scene S. On the other hand,
we present a data structure CONSTRUCTIBLE in O(n*log(n)+m^2*polylog(n)/k)
preprocessing time and space with similar approximation properties and query
time O(k*polylog n), where k