Modeling

Modeling
Modeling

Modeling of ecosystems as a data source for real-time terrain

rendering

Johan Hammes

PO Box 1354

Stellenbosch

7599

South Africa

Fax: +27 21 880 1936

Telephone:+27 21 880 1880

Abstract. With the advances in rendering hardware, it is possible to render very complex scenes in

real-time. In general, computers do not have enough memory to store all the necessary information for

sufficiently large areas. This paper discusses a way in which well-known techniques for modeling

ecosystems can be applied to generate the placement of plants on a terrain automatically at run-time.

Care was taken to pick algorithms that would be sufficiently fast to allow real-time computation, but

also varied enough to allow for natural looking placement of plants and ecosystems while remaining

deterministic. The techniques are discussed within a specific rendering framework, but can easily be

adapted to other rendering engines.

Keywords: ecosystem modeling, ecotope modeling, compression, real-time rendering, terrain modeling, terrain visualization

1 Introduction

With the advances in rendering hardware, it is possible to render very complex scenes in real-time. Scenes of up to 200 000 triangles are becoming possible with much more complex scenes looming in the near future. The ability to render very complex scenes necessitates databases that can supply the rendering engine with enough data.

Landscapes for flight simulators, games or visualization, poses a problem due to the large amounts of plants found on them. It is not uncommon for a flight simulator to have 500 million big trees in its database area, and countless smaller trees and shrubs. Due to the scale, and the amount of memory needed to hold the information, these trees have in general been left out of the simulation, or incorporated into the textures. In this paper, a system of ecotope1 modeling, that calculates the plants in the view frustum in real-time, is presented.

The exact placements of these plants are seldom known, and seldom of real importance. For vast areas of countryside they add to the general feeling of realism. This lends itself to the modeling of ecosystems to determine the placement of plants. By modeling the ecosystems, and generating only the plants in the immediate vicinity, the overhead of storing millions of plants in memory can be avoided.

Ecotopes are a good predictor of ecosystems. Rather than modeling the ecosystems (modeling the complex interactions between plants), ecotopes are modeled and the landscape is populated with representative ecosystems.

Fig. 1. Two images created by Sam Bowling, using the World Construction Set [1] by 3D Nature. It shows the realistic natural scenery that can be generated with ecotope modeling

By using the basic parameters of elevation, relative elevation, slope, slope direction and multi fractal noise, it is possible to generate ecotope information that can be used to predict the ecosystems. An ecosystem is assigned a probability that it will exist as a function of the above five parameters. By evaluating them at a particular position in the world it is possible to find a probability for each ecosystem. The ecosystem with the highest probability is assigned to that particular area.

The appearance of each ecosystem is defined in advance. This includes descriptions of the type, frequency and placement of plants, as well as typical ground cover. This information is used to build a representation of the ecosystem. The information is passed on to the rendering engine where it is cached, and reused for all subsequent frames that look at the same area.

1 Ecotope : A particular habitat within a region with relative uniform climatological and soil conditions. Typically, specific ecotopes will be associated with specific ecosystems.

In section 3, the framework that is used to render the scenery is discussed. The definition of ecosystems and modeling of ecotopes is structured around this. Section 4 looks at common parameters that is used to model ecotopes and ecosystems. In section 5 this is extended to show how ecosystems can be constructed to fit into the rendering framework. In section 6 the algorithms that is used to calculate the ecotopes and build a representative ecosystem is presented. I also look at some optimizations that are necessary for real-time performance. Section 7 looks at the results and is followed by a conclusion in section 8.

2 Background

Most of my previous work dealt with large-scale terrain visualization for both commercial, gaming and military flight simulators. As rendering speeds increased it became possible to add more and more objects into the terrain adding to the realism. At first it was adequate to develop off-line tools to place objects and store them in the database. With the current commercial rendering capacity far exceeding one million triangles per second, it is impossible to store all the objects in a limited amount of RAM. A way had to be found to efficiently compress this data and extract only the data in the immediate vicinity of the camera in real-time.

When viewing natural features it is the general patterns that define the area, rather than the exact detail. The specific position of a plant does not define a natural scene, but the relative placement due to competition for natural resources is very important. Ecosystem and ecotope modeling constitutes a form of compression for natural environments. While the exact position and type of plants are not preserved, the general statistical properties remain, allowing a representation to be built with the same feeling and character.

A number of commercial programs that model ecosystems (ecotopes) to synthesize data exist. World Construction Set (WCS) by 3D Nature [1], Terragen by Planetside Software [2], and Genesis II by Geomantics [3] to name a few. WCS is one of the best examples of ecotope modeling as seen in Figure 1. The realism in the images is a convincing argument that ecotope modeling is a good way of generating natural scenery.

While these programs can render very realistic scenery, they are not real-time, usually taking minutes to render a picture. This paper looks at the possibilities to adapt ecotope modeling to the time constraints of real-time rendering.

3 Rendering Framework

The rendering framework divides the area into a set of square tiles, that can recursively break into smaller tiles in a quad-tree structure. Tiles split at a fixed distance from the camera, relative to their actual size and the field of view of the camera. This result in tiles that are roughly the same size in view space. Figure 2 shows the way that the surface splits for a particular camera position close to the ground. This splitting can be stopped at any level, and is combined with a prediction algorithm that looks at the movement of the camera to predict tiles that will be visible in the near future. There are a lot of tiles present that do not fall within the bounds of the view frustum. This is due to the cache prediction algorithm. A fast rotation of the camera is the most difficult situation to handle, and requires a lot of tiles adjacent to tiles in the view frustum to be present.

Only the tiles included in Figure 2 need to be extracted from the database, and reside uncompressed in memory. The algorithm makes use of frame coherence to update only those tiles that change between frames.

Each tile in this representation consists of:

? A 17x17 grid of elevations covering the extents of the tile. As the tiles split and become smaller, the actual resolution of the grid increases. This is the first step (block based) in triangle optimization.

? A 128x128 pixel texture depicting the ground cover of the area. The size was chosen to ensure roughly a 1:1 pixel to texel ratio for screen resolutions between 800x600 and 1024x768. At higher resolutions it will be necessary to either use a bigger texture or change the tile split metric to maintain this ratio.? A list of objects that reside on this tile (trees, rocks, houses etc). This is only a key showing the type of object and does not include any information on the geometry of the object or how to render it.

Fig. 2. The subdivision of tiles in the view frustum for a particular camera position

Because the parent tiles always exist, it is possible to render a representation of the terrain even if all of the tiles are not cached. While all four daughter tiles have to exist before any one of them can be drawn, it is possible to draw the parent tile for a few more frames while caching the daughter tiles. This enables the system to update only a few tiles every frame, while maintaining a consistent view of the terrain. It is very important since it allows a fixed time to be allocated to extract a tile from the database. Although drawing a parent tile affects the visual quality (lower resolution) it is possible to handle 400 degree per second turns with only three tiles being updated every frame. This is fast enough for the most demanding games or simulators. Due to the nature of the system a tile will never be cached unless its direct parent tile is already cached. This allows the use of information from the parent when caching a tile.

4 Modeling Ecotopes

This section looks at common variables that are used to model ecotopes in existing software and discusses their influence on ecosystems, and the way in which these parameters are combined to predict ecosystems.

Due to the constraints of real-time modeling it is important to use a fairly simplistic system that can be optimized. Table 1 shows a list of variables being used by WCS [1], with both Terragen [2] and Genesis [3] using a subset.

Table 1. Summary of the variables that is used to calculate ecosystem placement

Elevation The height above sea level. With increases in elevation, the general conditions become harsher. All plants have an upper limit at which they can survive. Plants

also tend to become smaller with increases in altitude.

Relative elevation Relative elevation refers to the local changes in height, with negative values showing depressions, valleys etc, and positive values showing ridges. This is the

higher frequencies of the terrain. Relative altitude affects plant growth since

valleys are generally wetter, as well as more sheltered. Ridges on the other hand

tend to be exposed to the elements much more.

Slope The slope of the terrain has a direct bearing on the quality and depth of the soil, as well as water retention due to runoff. Steep slopes tend to have small shrubs and

grass cover. Very steep slopes tend to be exposed rock with no vegetation.

Slope direction The direction that the slope faces has a direct bearing on how many sunlight hours it receives each day, as well as being more sheltered or exposed to the prevailing

winds.

Multi-fractal noise Some plants and ecosystems also exhibit local grouping behavior independent of the above 4 variables. One reason is reproductive behavior. Plants that either drop

their seeds, or reproduce vegetatively from roots tend to exhibit strong grouping

behavior.

A lot of multi-fractal noise functions exhibit similar patterns, and can be used to

change the probability of ecosystems, or the density distribution of plants within

ecosystems, to model this behavior.

Each ecosystem in the database is assigned a probability for each of the above variables. By combining the probabilities, a probability for each ecosystem can be determined at a specific position on the terrain. The ecosystem with the highest priority gets assigned to that position.

5 Defining an Ecosystem

Unlike most other systems (WCS [1], Terragen [2] etc.) that do a single ecosystem calculation for each position on the terrain, ecosystems are divided into layers to fit into the quad-tree rendering structure, and each layer is solved recursively as the tiles split. This section looks at the way that ecosystems split into layers, the sort of information available on each layer and the ways in which they can be combined to form complex landscapes.

Table 2. Summary of possible layers present in a savanna ecosystem. For each layer in the ecosystem an aproximate size of the tile is given as well as the aproximate size of plants present in that layer

Layer Tile

size Average

plant size

when first

used.

Vegetation canopy Ground cover

08 km64 m None Typical aerial photographs of the

terrain with trees shrubs and grass.

See Figure 3

1 4 km3

2 m Big trees Smaller trees, shrubs and grass

2 2 km16 m Medium trees Small trees, shrubs and grass

3 1 km8 m Small trees Shrubs and grass

4512 m 4 m Big shrubs Small shrubs and grass

5256 m 2 m Shrubs Grass

6128 m 1 m Small shrubs and tall grass Grass with patches of brown ground 764 m50 cm Short grass Small plants, rock and ground

832 m25 cm Small plants and rocks (any

objects with natural distribution

can be defined in ecosystems,

not just plants)Soil surface with fallen leaves, and small rocks. This would be similar to the second row of textures in Figure 3

A layer consists of a vegetation canopy and ground cover and is defined for a specific layer in the quad-tree terrain. Since a tile will always fall within a pre-determined size range in screen space, it is possible to estimate the pixel size of all plants on the tile. The vegetation canopy is defined as all the objects (plants, rocks etc.) that are roughly one pixel in size when this layer is first used. Table 2 shows a typical

representation for savanna. There is no need to solve for plants that will be smaller than one pixel on screen, since they will make no contribution to the visual quality of the scene, and can be incorporated into the ground cover. Plants that are bigger are incorporated into a higher level and will already be solved at this stage. The ground cover is a texture with a representative image of the ground as well as all plants that are still smaller than one pixel in this layer, and can be seen in Figure 3.

5.1 An Ecosystem layer

Each layer in the ecosystem consists of the following items:

? A texture representing typical ground covers. This is used to build the texture that is draped over the terrain when rendering. A number of examples are shown in Figure 3.

? A list of possible objects in this ecosystem. This includes :

- The type of object. (It is possible to define objects like rocks as well, as long as they have a natural distribution)

- Object density. This is used in conjunction with a random offset to determine the number of objects in a specific area.

- Size and color variation information. This is used to generate variations in the appearance of objects, and is particularly useful when billboards are used to render trees.

? A list of all possible layers on the next level that can follow this one (see Figure 4).

Fig. 3. The top four textures define four possible types of ground cover for savanna, all with different amounts of tree cover. These are layer zero ground covers (Table 2) with no 3D plants present, and were obtained from aerial photographs. The bottom four textures define ground cover on layer eight showing small plants, grass and soil

5.2 Combining Layers into Ecosystems

To facilitate in a diverse environment with the minimum of data, ecosystems are constructed from a tree of possible eco-layers. Each layer in the ecosystem defines which layers on the next level can exist under it. A schematic presentation of this can be seen in Figure 4. While there can be no trees at all in the grassland, it is possible for areas with partial or dense tree cover to have grass underneath them. In general, layers with many plants will have sparse layers under then, while layers with few plants will have more dense layers underneath them due to competition for sunlight.

When an area is rendered, the objects rendered are the sum of all the all the objects on this layer, and all the layers above the current one. No object intersection detection is done. The ground cover used, is the ground cover for the current layer.

Fig. 4. A schematic presentation of possible combinations of ecosystem layers. By combining different layers it is possible to get much more variation in ecosystems. Some of the layers have been left out for clarity

6 Run-time Calculation of Ecosystems

The modeling of ecosystems can be divided into the five processes shown in Table 3. This section looks at their specific implementation.

Table 3. Pseudo-code showing the basic operations used to build a tile

CacheTile()

{

BuildElevationGrid();

// Extract a 17x17 elevation grid from the database BuildRelativeElevationGrid();

// Builds a 17x17 relative elevation grid

BuildEcosystemGrid();

// Builds a 17x17 grid of assigned ecosystems

CalculatePlantLayout();

// Solve the plants and add them to the tile

// Section 6.2

BuildTexture();

// Build a representative ground-cover texture

// Section 6.3

}

6.1 Building the Elevation Grid

The elevation grid is a direct copy of the elevation data stored in the database (Figure 5a). The database has to define an elevation grid for all tiles on level 0. Most higher level tiles will not have elevation data in the database due to the availability of data and the amount of RAM available to store elevation data.

If no elevation data exist in the database, the elevation grid will be constructed from the parent tile’s elevation grid. 9x9 elevations from the parent’s elevation grid are copied to every second position in the child’s elevation grid. It is interpolated linearly and a small random offset is added to ensure variation. This is similar to a fractal height field generator.

Fig. 5. Screenshots showing (from left to right) elevation, relative elevation and slope as calculated for a mountainous area

6.2 Building the Relative Elevation Grid

Each tile in the database has four average elevation values, one for each corner. These four values are retrieved from the database, and interpolated to generate a 17x17 grid of average elevations for this tile. While the database stores enough information to calculate quadratic interpolation, linear interpolation was implemented for speed. As can be seen in Figure 5b, the results of linear interpolation is convincing. The relative elevation (Figure 5b) is the difference between the elevation and the average elevation.

If a tile does not exist in the database (and its elevation grid is interpolated from its direct parent), no average elevation can be calculated. The relative elevation is calculated by linearly interpolating the relative elevation of the parent tile. This is halved, and perturbed again with the same random offsets that was added when interpolating the elevation grid. While this is not an accurate mathematical solution, it does yield acceptable results while being fast.

6.3 Building the Ecosystem Grid

The ecosystem grid is a 17x17 grid of ecosystem types coinciding with the 17x17 elevation grid defined for the tile. A complete evaluation of the parameters is done for each of the positions in the grid, and an ecosystem assigned to that element. Using a 17x17 grid instead of 16x16 allows for overlap between tiles. By accepting the penalty of re-computing data, tiles can be isolated from each other, and solved with no knowledge of any other tiles in the area other than its direct parent.

Table 4. Pseudo-code showing the calculation of the ecosystem grid

BuildEcosystemGrid()

{

for (y=0; y<17; y++)

{

for (x=0; x<17; x++)

{

Eco[y][x] = CalculateEcosystem();

// step through the grid, and calculate the

// ecosystem with the highest probability at

// each position

}

}

}

CalculateEcosystem()

{

CalculateSlope(); // Equation (3)

for (i=0; i

{

CalculateSlopeSkew(); // Equation (7)

prob[i] = CalcEcoWeight( // Equations (8) and (9)

elevation + Skew,

relative_elevation,

slope )

+ (random offset);

}

return (the ecosystem with the biggest probability);

}

Calculate Slope. A 17x17 grid of slope values in both the x and y directions are defined by equations (1)and (2). The slope is defined in equation (3) and the result can be seen in Figure 5c. Unlike the other variables, slope is solved on demand as needed and not saved in a grid, since it is not used anywhere else.

2

/])1][[]1][[(]][[??+=x y elevation x y elevation x y delX (1)2

/])][1[]][1[(]][[x y elevation x y elevation x y delY ??+=(2)2

2delY delX Slope +=(3)All three of the above variables have to be normalized before they can be used in the probability equations.1

2+=delX delX

delX norm (4)1

2+=delY delY

delY norm (5)12+=Slope Slope

Slope norm (6)

Calculate Slope Skew. Slope skew is defined as an apparent change in elevation, to reflect conditions such as prevailing sunlight direction, rainfall and wind relative to the direction that a slope is facing. It is not a separate variable passed on to the ecotope modeler, but rather added to the elevation. This is done separately for each ecosystem that is evaluated. It is calculated using the normalized versions of delX and delY as defined in equations (4) and (5). The amount of skew is calculated with the following equation.

)][()][(][norm norm delY i SkewY delX i SkewX i Skew ×+×=(7)

SkewX[i] and SkewY[i] are defined as the amount of change in altitude for slopes in the x and y directions respectively for each ecosystem.

Calculate Ecotope Weights. For each ecosystem being evaluated, its probability is defined as the product of the individual probabilities in Table 5.

Table 5. Pseudo-code showing the calculation of an ecosystems probability

CalcEcoWeight()

{

w_e = (probability due to elevation);

w_r = (probability due to relative elevation);

w_s = (probability due to slope);

// all three are calculated with equations (8) and (9) return (w_e * w_r * w_s);

}

Each ecosystem has a minimum, maximum and smoothing value defined for elevation, relative elevation and slope. The minimum and maximum values define the upper and lower boundaries where the probability is 0.5 The smoothing (S) defines how sharp this boundary is.

The value that is passed on to the function is first normalized with equation (8). X will be zero for a value exactly in the middle of the defined range, 1.0 at both the upper and lower boundaries, and bigger than 1.0 outside of the defined range.

The probability is calculated using equation (9). It will yield a value between 0.0 and 1.0. Useful values for S (smoothing) ranges from 1 (very smooth crossover) to 10 (sharply defined edge).

/)

((Range

)

=(8)

abs

X?

AVS

Value

S

X

=(9)

w5.0

6.4 Calculate Plant Layout

For each plant type within the ecosystem, a number of plants are generated. This is a function of the density of the plants, and a random offset to ensure enough variation in the representation. For each of these plants, a position is determined by adding random offsets from the center of the tile.

Plants are added to the tile as a position and type. There is no information about the way that it will be rendered. This decision is left to the rendering engine that can choose any appropriate method for display.

6.5 Building the Ground-Cover Texture

All the ecosystems used in the database have a representative ground-cover texture associated with it (See Figure 3). For each of the 17x17 grid-points, the representative ground-cover texture is rendered into the tile’s ground-cover texture using a semi transparent mask to blend textures together. Figure 6 show how a number of ground cover textures (the top row in Figure 3) was combined to form a new ground cover texture for a tile.

Fig. 6. Blending together of ecosystem ground-cover textures to form a new ground cover texture for a tile

6.6 Random Values

While a lot of random values are used to generate realistic variation of plants and ecosystems, it is very important to keep the results fully deterministic. This is done by pre-calculating a random lookup table and using a constant offset per tile into the table. The main reason is to ensure consistency of the visual scene.If the camera rotates through 360 degrees, the tile cache will be filled with new tiles, and all the old tiles (including their objects) will be replaced. When the camera looks in the original direction again, the tiles will be recreated and cached. The trees should be in the same position as they were before. By saving the random lookup table as part of the database, it is possible to ensure consistency across a network simulation as well.

7 Results

A program was developed in c++ using DirectX to evaluate the performance of ecotope modeling, and determine its suitability to real-time applications. This section looks at the visual appearance achieved, as well as the speed of the different sections of the algorithm. Five ecosystems where defined as shown in Table 6. All of them are level zero ecosystems. No further splitting of the tiles was done during the test.Table 6. The five ecosystems used to evaluate the system

Ecosystem

Color Elevation Relative elevation Slope Dense bush

Min Max Sharpness 1402602-0.50.110.00.72Marshland

Min Max Sharpness -50502-0.501-0.20.32Small bushes

and grass

Min Max Sharpness -5035020.070.31-0.20.82Grass on steep

slopes

Min Max Sharpness -5035020110.71.22Exposed rock Min

Max

Sharpness -503502-111 1.44.28

Figure 7 shows both a false color map (on the left) and a color representation (on the right) of the test scene. A single plant has been defined in the dense bush ecosystem.

Fig. 7. False color map of the area (left) showing the placement of ecosystems. The color is in accordance with Table 6. On the right, the ground cover textures where replaced with more appropriate textures

Fig. 8. Four views showing the placement of trees by the algorithm.

Figure 8 show four more views of the terrain. The lack of ecosystems on higher levels can clearly be seen close to the terrain. The trees where rendered as billboards facing towards the camera.

7.1 Performance

The time that it takes to calculate a complete tile is very important. It is possible to have fast simulations with as little as three tile updates per frame. Depending on the exact needs, this allows between one and five milliseconds to calculate a tile. Table 7 shows the average measurements for the different processes.

All measurement where made on an Intel PIII with 128 Meg of RAM, and a GeForce graphics card. The only optimizations done was in algorithm design.

Table 7. Time (in ms) to calculate different sections of a tile

Total 4.50 ms Elevation and relative elevation0.16 ms Ecosystem placement and slope 3.60 ms Calculate plants0.20 ms Build textures0.35 ms 8 Conclusion

Programs like WCS have shown that very realistic images can be obtained from the modeling of ecotopes. I have presented a framework in which these ideas can be simplified to allow the real-time modeling of ecotopes. The advantages of this algorithm is as follows:

https://www.360docs.net/doc/175983172.html,pression of natural landscapes. All of the plants are calculated at runtime from a very small

description. All the ecosystem information for a complete scene can be described in less than a Meg.

This allows the algorithm to run efficiently on machines with limited RAM, freeing up memory resources for other processes.

2.Near real-time execution. Currently the algorithm needs about 15ms per frame to model ecosystems.

With optimizations it would be possible to reduce this to as little as 6ms per frame. This is adequate for 30 fps screen updates, and will in the near future (due to faster computers) be fast enough to deliver 60 fps update rates.

References

1. 3D Nature (2000). World Construction Set 5 Users Manual. https://www.360docs.net/doc/175983172.html,

2. Planetside Software (2000). Terragen Documentation. https://www.360docs.net/doc/175983172.html,

3. Geomantics Ltd (1998). Genesis II Documentation. https://www.360docs.net/doc/175983172.html,

3D Modeling

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Modeling of ecosystems as a data source for real-time terrain rendering Johan Hammes PO Box 1354 Stellenbosch 7599 South Africa Fax: +27 21 880 1936 Telephone:+27 21 880 1880 Abstract. With the advances in rendering hardware, it is possible to render very complex scenes in real-time. In general, computers do not have enough memory to store all the necessary information for sufficiently large areas. This paper discusses a way in which well-known techniques for modeling ecosystems can be applied to generate the placement of plants on a terrain automatically at run-time. Care was taken to pick algorithms that would be sufficiently fast to allow real-time computation, but also varied enough to allow for natural looking placement of plants and ecosystems while remaining deterministic. The techniques are discussed within a specific rendering framework, but can easily be adapted to other rendering engines. Keywords: ecosystem modeling, ecotope modeling, compression, real-time rendering, terrain modeling, terrain visualization

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②事件(Events) 一个事件是一个对象向另一个对象发出的独立的刺激信号。事件含有三个要素: ·事件是某一时刻发生的; ·两个以上的事件即可以是顺序的,也可以是并发的; ·每个事件具有一个的生成背景,可以将共同生成背景的事件构成一个事件类(层次结构); 例: event(event attributes) digit dialed(digit) airline flight departs(airline, flight #, city) ③脚本(Scenarios)与事件流(event traces) ·脚本是用来描述一个系统在特定运行时的事件的顺序; ·脚本即可以包括系统中的全部事件,也可以只描述系统的某些特地对象间的局部事件; 例:

玩具公仔3D设计-FreeForm Modeling Plus软件教程

玩具建构练习(使用2D影像) 01.开启新档。 02.从File/Import/Image输入2D影像图 文件的前视图(Front.jpg)。 03.按F3切换至侧视视角。 04.从File/Import/Image输入2D影像图 文件的侧视图(Side.jpg)。 05.点选对象清单(Object List)中的侧视 图以进入绘图模式,并调整影像的 尺寸及位置。

06.点选前视图并进入绘图模式。 07.绘制中轴线和头部的断面线。

08.点选Spin功能,选择断面线, 再选择中轴线将小恐龙的头部制作 出来。 09.开启对象清单(Object List),将黏土 粗糙度调整为Add Detail。 10.开启对象清单(Object List),复制前 视图,并关闭原始的前视图。 11.使用Edit Plane将绘图板往前移 动,以避免被头部的模型遮住。12.点选Sketch On进入绘图模式,并绘 制出鼻子的轮廓线。

13.点选Wire Cut功能,并点选鼻 子的轮廓线,建构大体形状。 14.使用Inflate功能,依据侧视图 制作出鼻子的外观。

15.使用Smooth顺化工具,将鼻子 和头部间进行顺化。 16.开启对象清单(Object List),将黏土 粗糙度调整为Add FineDetail。17.点选Sketch On进入绘图模式,并绘 制出鼻孔的轮廓线。

18.使用Project Sketch将2D线段投 影在模型上。 19.使用Tug Area点选线段,以调 整出所需的形状。 20.使用Add Clay制作牙齿。 ※选择Pieces/New Piece/Start with Empty Piece,将对象产生在另外的图层里。

Mathematical Modeling

Mathematical Modeling Arnold Neumaier November6,2003 Institut f¨u r Mathematik,Universit¨a t Wien Strudlhofgasse4,A-1090Wien,Austria email:Arnold.Neumaier@univie.ac.at WWW:http://www.mat.univie.ac.at/~neum/ 1Why mathematical modeling? Mathematical modeling is the art of translating problems from an application area into tractable mathematical formulations whose theoretical and numerical analysis provides in-sight,answers,and guidance useful for the originating application. Mathematical modeling ?is indispensable in many applications ?is successful in many further applications ?gives precision and direction for problem solution ?enables a thorough understanding of the system modeled ?prepares the way for better design or control of a system ?allows the e?cient use of modern computing capabilities Learning about mathematical modeling is an important step from a theoretical mathematical training to an application-oriented mathematical expertise,and makes the student?t for mastering the challenges of our modern technological culture. 2A list of applications In the following,I give a list of applications whose modeling I understand,at least in some detail.All areas mentioned have numerous mathematical challenges. This list is based on my own experience;therefore it is very incomplete as a list of applications of mathematics in general.There are an almost endless number of other areas with interesting mathematical problems. Indeed,mathematics is simply the language for posing problems precisely and unambiguously (so that even a stupid,pedantic computer can understand it). 1

听中金-张露姐姐讲建模(Financial Modeling)

学术生活百科之十投行和bloomberg的小知识 听张露姐姐讲建模(Financial Modeling) ***这是原创,转载注明出处啊,Thanks*** 中金公司有不少基本功非常强的banker,其中包括了股本组的执行总经理——张露。 两周前的晨会上,她着重强调了强化investment banker的估值水平的重要性。正因为估值的核心就是建模(financial modeling)的技术,并且业内现在对估值建模的要求有弱化趋势,她开始狠抓公司内部项目进展过程中的估值与建模的情况。用她谦虚的话讲:“建模我不会,但我就是能找到模型里的问题。”(怎么可能不会……)这些都是过去N年做项目积累出来的经验吧。 上周,张露姐姐带着她的几个手下搞了个估值小讲座。(其实也就5、6个人找了个会议室聊了一聊)我也厚着脸皮坐进去听了一听,试图弥补我需要努力进一步夯实的估值、建模水平。以下是笔记: (因为是聊天的模式,所以笔记也比较零散,没时间整了…) 一、做DCF模型的时候,对公司的生产情况了解非常重要,重点掌握下列信息: 1. 量增长:对公司在接下来几年里的产量情况要有数 2. 价格增长:对公司产品在市场中的价格走势情况要有数 3. 成本:对公司运营过程中成本是逐年增?还是逐年减?得有数 4. 生命力:公司/产品能在市场中存活多久?永续? 5. 在对a、b、c、d有所掌握的基础上,得能从整体上搞清楚公司产业链情况 张露姐姐的核心意思就是:要搞清楚公司的产业链;在Excel上做模型的时候要注意抓大放小(一些细节内容做到心知肚明,但不一定都需要一一present出来,即要简洁地融合到模型里);最后,要有整体观,结合市场来看公司运营,勿脱离市场谈增长 二、DCF的时候,逻辑清晰非常重要,几个重点: 1. 做假设的时候,不能乱拍数(要拍也得有逻辑地拍) 2. 逻辑怎么来?先跟公司沟通,了解公司当前情况和发展情况(张露姐姐很强调这一点的重要性)以后才能提出相关假设 基本上张露姐姐又回过头来着重了一下对公司/行业了解的重要性,千万不要一个模型做下来还对这个公司/行业还没有太多sense。 三、DCF的时候,对概念的理解很重要: 1. 对WACC和CAPM的“理解”指的不是知道WACC和CAPM的公式和推导方式 2. 还是要把概念结合到市场里去诠释 3. 比如股市大跌有两种诠释的可能:一是投资者对未来增长悲观,二是投资者要求的回报率更高。那你针对某公司的模型如何去fit in某个市场情况?如果你能解释,那才说明你真的理解了那个WACC以及模型本身 四、投行的DCF和评估师的DCF: 1. 投行的DCF基于公司自由现金流(FCF),其中包含债权人利息神马的 2. 投行DCF给出公司企业价值 3. 评估师的DCF基于股权投资者要求的回报,直接得到的是股的价值 4. 评估师的DCF不假设“增长”这个概念(因此较为保守) 5. 有机会可以去了解下评估师的WACC的都是怎么来的…...(角度不同,做法不同嘛)

CamstarMES解决方案工厂建模modeling中文手册

第一章总体介绍 Designer 是camstar提供的用于管理CDO的图形化的程序,如上所叙,你定义和维护你的工厂信息模型的模型对象或者元素。对对象建模,以NamedDataObject和RevisionedObject代表,在Designer里面是CDO的一个子集。 NDO是用一个用唯一的名字来区分的camstar对象的一个类 RO是用一个用唯一的名字和版本来区分的camstar对象的一个类。数据对象的实例是固定的,关于他们的信息都写进到数据库中。 CDO的实例产生和维护在modleing,而对象本身在Designer被创造(和可以改名)。例如,一个工厂管理员创建两个新员工的定义:操作员和主管。要重命名其中一个员工对象为Personnel、管理员必须使用Designer。 对象的名称显示在modleing中,比如ObjectGroup在designer中变成Object Group,这是通过对象的显示名称属性实现的。 在designer里面你可以修改对象域的属性。比如customer域,对于Product的定义来说是可选项,通过点击域属性中的选择框能被设计成必须的。 对象维护 通过WEB APPLICATION 你可以维护你的对象。你可以定义修改,拷贝,删除实例。 信息模型 信息模型包含描述和控制产品生产活动的数据对象。在camstar Manufacturing 你使用modeling功能来构建制造工厂的独立的模型。 下图展示了信息模型的关键组成部分。 物理的程序模型 每一个生产工厂的信息模型由一下部件组成: 物理模型 制程模型 执行模型 物理模型 物理模型代表制造工厂的物理部件,它包含: 企业,工厂,地点,组织,资源 实例的其他能被定义的对象是: 资源组,装置,文档浏览器,文档,方法,文档集 制程模型 制程模型代表信息模型的控制部分。它包含制造工厂制程流程的这些部分: 容器等级,操作,规格,产品族产品,BOM,ERP BOM,ERP工艺路线,工作流。 执行模型 执行模型是信息模型所有活动产生的各方面,基于物理模型和制程模型的配置。它跟踪在制造现场的产品和资源的状态和历史,提供生产活动的实时可视化。跟踪功能是用web application 或者其他生产现场程序来实现的。 执行包括以下关键部件: 跟踪控制,实时WIP(在制品)状态和谱系,实时机器状态和历史, 这些是能被建模到工厂执行的对象: 菜单定义,客户,供应商,销售订单,生产订单,数据收集定义,用户代码,邮件通知,SMTP传输,文本变量

maya Modeling Toolkit工具中文说明

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3D Solid Modeling简介

I-DEAS訓練課程講義 第壹章啟動 I-DEAS 啟動 I-DEAS,必頇定義事先給定 4組資料設定 Project (專案):在新工作來臨時,就需定義一個專案名稱,其中內含儲存標準零件庫儲存標準零件庫(Catalog) ,公用資料庫(Library) 與模型檔 案的區域。 Model File (工程圖檔):是建立在專案底下的一個個人工作檔案,可用來指定檔 案為存放路徑與檔名設定的位置。 Application (應用):是在I-DEAS內選定所使用的模組。包含設計、分析、測試、製造與資料管理等。 Task (工作):在所選定的其中某項模組中,再選取其中的 工作項目,如在設計模組中,又含實體、組裝、機構…等。 1 - 1

I-DEAS 訓練課程講義 I-DEAS 使用者介面 ◎ 圖示面板 (Icon Panel)分為四個主要區域:下拉式功能表、工作圖示區、應用 圖示區及共用圖示區。 ◎ 使用繪圖視窗產生選取與修改圖素:當需要顯示重疊或與突出式功能表時, 將會顯示在此視窗內。 ◎ 提示視窗如何完成一程序或工作的資訊,您也可以在命令行中輸入資料以回 復提示。 1 - 2

I-DEAS訓練課程講義 滑鼠按鈕操作表 *通常如果您能看到某個圖景,您就可以選到它。只要將游標放在圖素上並按下左滑鼠鍵極可,當該圖素被選取後,它會以反白顯示。 *若是一次選取多個圖素時,按下〝Shift〞鍵,或拉伸出一方框以包含若干臨近圖素,重複挑選一圖案,即可除該選擇。 使用功能鍵控制動態視角(Dynamic Viewing) 利用Keyboard(鍵盤)上的F1,F2,F3配合滑鼠使用,可產生任何動態的視角。 Pan 平移Zoom縮放Rotate 旋轉 F1 F2 F3 1 - 3

CamstarMES解决方案工厂建模modeling中文手册

C a m s t a r M E S解决方案工厂建模m o d e l i n g 中文手册 文档编制序号:[KKIDT-LLE0828-LLETD298-POI08]

第一章总体介绍 Designer 是camstar提供的用于管理CDO的图形化的程序,如上所叙,你定义和维护你的工厂信息模型的模型对象或者元素。对对象建模,以NamedDataObject和RevisionedObject代表,在Designer里面是CDO的一个子集。 NDO是用一个用唯一的名字来区分的camstar对象的一个类 RO是用一个用唯一的名字和版本来区分的camstar对象的一个类。数据对象的实例是固定的,关于他们的信息都写进到数据库中。 CDO的实例产生和维护在modleing,而对象本身在Designer被创造(和可以改名)。例如,一个工厂管理员创建两个新员工的定义:操作员和主管。要重命名其中一个员工对象为Personnel、管理员必须使用Designer。 对象的名称显示在modleing中,比如ObjectGroup在designer中变成Object Group,这是通过对象的显示名称属性实现的。 在designer里面你可以修改对象域的属性。比如customer域,对于Product的定义来说是可选项,通过点击域属性中的选择框能被设计成必须的。 对象维护 通过WEB APPLICATION 你可以维护你的对象。你可以定义修改,拷贝,删除实例。 信息模型 信息模型包含描述和控制产品生产活动的数据对象。在camstar Manufacturing 你使用modeling功能来构建制造工厂的独立的模型。 下图展示了信息模型的关键组成部分。 物理的程序模型 每一个生产工厂的信息模型由一下部件组成: 物理模型 制程模型 执行模型 物理模型 物理模型代表制造工厂的物理部件,它包含: 企业,工厂,地点,组织,资源 实例的其他能被定义的对象是: 资源组,装置,文档浏览器,文档,方法,文档集 制程模型 制程模型代表信息模型的控制部分。它包含制造工厂制程流程的这些部分: 容器等级,操作,规格,产品族产品,BOM,ERP BOM,ERP工艺路线,工作流。 执行模型

6.1 Modeling traveler mode choice

Full Terms & Conditions of access and use can be found at https://www.360docs.net/doc/175983172.html,/action/journalInformation?journalCode=gtpt20 Download by: [Changan University] Date: 02 July 2017, At: 19:37 Transportation Planning and Technology ISSN: 0308-1060 (Print) 1029-0354 (Online) Journal homepage: https://www.360docs.net/doc/175983172.html,/loi/gtpt20 Modeling traveler mode choice behavior of a new high-speed rail corridor in China Yuanqing Wang, Lei Li, Li Wang, Adrian Moore, Samuel Staley & Zongzhi Li To cite this article: Yuanqing Wang, Lei Li, Li Wang, Adrian Moore, Samuel Staley & Zongzhi Li (2014) Modeling traveler mode choice behavior of a new high-speed rail corridor in China,Transportation Planning and Technology, 37:5, 466-483, DOI: 10.1080/03081060.2014.912420To link to this article: https://www.360docs.net/doc/175983172.html,/10.1080/03081060.2014.912420 Published online: 06 May 2014. Submit your article to this journal Article views: 306 View related articles View Crossmark data Citing articles: 3 View citing articles

SensorModeling

OSSIM
Sensor Model Capabilities
OSSIM Sensor Modeling
Oscar Kramer, Kramer Analytic, LLC.
Scope
This document is intended for OSSIM software developers and describes the initial implementation of the imaging-sensor modeling capability within the OSSIM package.
Contents
> OVERVIEW > SPECIFICATION
> CONVENTIONS
> IMPLEMENTATION
> INTRODUCTION
> APPENDICES
Overview
This application provides OSSIM the ability to mathematically model the imaging process including the physical sensor is required in order to perform such functions as ortho-rectification, elevation extraction, and 3-D target position determination. It also provides the ability to determine and correct for image acquisition errors given some reference "ground truth" information, commonly referred to as registration.
Conventions
The following typeface conventions and symbols are used in this guide: ossimSensorModel(const ossimKeywordlist& geom_kwl)
Constructor initializes all data members from the geometry file stored as a keyword list.
Courier font indicates code. The next line after the code is code reference. Press Ctrl Esc Monotype font indicates system display (screens, messages, keyboard input).
?
Indicates coding instructions. Yes it looks like a copyright symbol . . . so
1

Financial modeling

Excel Formatting: Best Practices in Financial Models Properly formatting your Excel models is important because it makes it easier for others to read and understand your analysis... and for you to read and understand it if and when you change it later on. There are universal standards for certain formatting points – such as color coding formulas vs. constants – but not for other aspects, since different groups at different firms all use slightly different standards. Proper formatting is most important for actual financial models, but is less important for other types of data sets (e.g. data on orders placed, customers, or sales reps for the due diligence process). But all your spreadsheets should still be readable and easy to use. Remember that in investment banking the formatting of your Excel analysis also reflects on your professionalism. Poorly formatted Excel files reflect poorly on yourself and your bank. Aesthetics matter a lot in investment banking and other client-driven businesses, so it always pays to make your analysis clean, easy-to-read, and as professional as possible. Color Coding in Models If you do nothing else correctly and you’re wildly inconsistent elsewhere in your model, at the very least get the color coding correct. Color coding allows anyone to immediately pick up your model and know what can be changed (assumptions) and what should not be altered (formulas). Yes, you could figure this out yourself by pressing Ctrl + ~ or pressing F2 or Ctrl + U in every cell, but both those methods are more time-consuming and clumsy to use. So get the color coding right. Links vs. Constants vs. Formulas Here are the universal standards for direct links to cells in other spreadsheets vs. constants (hard- coded numbers) vs. formulas: ?Blue Font Color: All hard-coded (i.e. manually entered) numbers; used for historical financial data and also for many input cells in the “Assumptions” part of models ?Black Font Color: All formulas; also used for formulas that include links to other worksheets or workbooks, but which are not direct links (i.e. if you’re adding two numbers that are both from other spreadsheets) ?Green Font Color: All direct links to cells in other worksheets or workbooks

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