Hierarchical Radiosity Algorithm
The Hierarchical Radiosity Algorithm or HRA is a highly efficient sequential algorithm, whose entire point is simplifying level of detail in radiosity by using a hierarchy at the rendering phase determined by by distance from and importance to the viewpoint. Further objects, and peripheral objects gain a far lower level of detail and accuracy than those close at hand.
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Rendering of lighting in outdoor scenes is a paramount concern. To truly be realistic, the light levels constantly vary, and the sun (or suns) are not usually even the primary lightsource! All that adds up to is a computational disaster, unless some way is found to render lightsoure data quickly, and easilly....
A computer algorithm developed at the University of Washington uses hundreds of thousands of tourist photos to automatically reconstruct an entire city in about a day.
Prior to 2006, any attempt at investigating wireless technology, developing a new algorithm for propagation, or even trying for a whole new standard, all shared one thing in common: The phenomenal expense for the research team.
The omni-focus is a camera system with the ability to function much like the human eye - capturing objects in its field of vision regardless of the distance, in perfect focus. It even adapts an algorithm from VR, in order to do so.
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.
At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
An unexpected discovery of a hierarchical networking scaffold inside the human brain itself, has interesting implications for future neuroprosthetics. Rather than having to interface with the grey matter right where computations are being done, we may in fact only have to interface with the white matter 'between departments' as it were, to achieve the same interface effect.
The virtual worlds of today are essentially hierarchical systems. A small number of servers which hold the data for the worlds, and an innumerable number of client connections, largely untrusted. This resource, half article/half rant, looks at the virtual worlds of tomorrow; at distributed systems, and world browsers.
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A team of EPFL scientists has developed an algorithm that can identify the source of an epidemic or information circulating within a network, a method that could also be used to help with criminal investigations.
Lakshminarayan "Ram" Srinivasan, postdoctoral researcher at the Centre for Nervous System Repair at Massachusetts General Hospital and a medical student in the Harvard-MIT Division of Health Sciences and Technology, has created a new algo...
Nanoelectromechanical systems (NEMS) devices have the potential to revolutionize the world of sensors: motion, chemical, temperature, etc. But taking electromechanical devices from the micro scale down to the nano requires finding a means t...
Cryptographers from around the world have laid their best work on the line in a contest to find a new algorithm that will become a critical part of future communications across the Internet. The winning code will become a building block of ...
Researchers working to design new materials that are durable, lightweight and environmentally sustainable are increasingly looking to natural composites, such as bone, for inspiration: Bone is strong and tough because its two constituent ma...