Chiral Polyhedra in 3-Dimensional Geometries and from a Petrie-Coxeter Construction
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Chapter 10 RADIOSITY METHOD
Chapter 10 RADIOSITY METHOD The radiosity metho d is based on the numerical solution of the shading equation by the nite element metho d. It sub divides the surfaces into small elemental surface patches. Supp osing these patches are small, their intensity distribution over the surface can b e approximated by a constant value which dep ends on the surface and the direction of the emission. We can get rid of this directional dep endency if only di use surfaces are allowed, since di use surfaces generate the same intensity in all directions. This is exactly the initial assumption of the simplest radiosity mo del, so we are also going to consider this limited case rst. Let the energy leaving a unit area of surface i in a unit time in all directions b e B , and assume that the light i density is homogeneous over the surface. This light density plays a crucial role in this mo del and is also called the radiosity of surface i. The dep endence of the intensityon B can b e expressed by the following i argument: 1. Consider a di erential dA element of surface A. The total energy leaving the surface dA in unit time is B dA, while the ux in the solid angle d! is d=IdA cos d! if is the angle b etween the surface normal and the direction concerned. 2. Expressing the total energy as the integration of the energy contribu- tions over the surface in all directions and assuming di use re ection 265 266 10. -
Classic Radiosity
Classic radiosity LiU, ITN, TNCG15 Ali Khashan, [email protected] Fredrik Salomonsson, [email protected] VT 10 Abstract This report describes how a classic radiosity method can be solved using the hemicube method to calculate form factors and sorting for optimizing. First the scene is discretized by subdividing the faces uniformly into smaller faces, called patches. At each patch a hemicube is created where the scene is projected down onto the current hemicube to determine the visibility each patch has. After the scene has been projected onto the hemicube form factors are calculated using the data from the hemicube, to determine how much the light contribution from light sources and other objects in the scene. Finally when the form factors has been calculated the radiosity equation can be solved. To choose witch patch to place the hemicube onto all patches are sorted with regard to the largest unshot energy. The patch that comes on top at iteration of the radiosity equation is the one which the hemicube is placed onto. The equation is solved until a convergence of radiosity is reached, meaning when the difference between a patch’s old radiosity and the newly calculated radiosity reaches a certain threshold the radiosity algorithim stops. After the scene is done Gouraud shading is applied to achieve the bleeding of light between patches and objects. The scene is presented with a room and a few simple primitives using C++ and OpenGL with Glut. The results can be visualized by solving the radiosity equation for each of the three color channels and then applying them on the corresponding vertices in the scene. -
Quantum Local Testability Arxiv:1911.03069
Quantum local testability arXiv:1911.03069 Anthony Leverrier, Inria (with Vivien Londe and Gilles Zémor) 27 nov 2019 Symmetry, Phases of Matter, and Resources in Quantum Computing A. Leverrier quantum LTC 27 nov 2019 1 / 25 We want: a local Hamiltonian such that I with degenerate ground space (quantum code) I the energy of an error scales linearly with the size of the error A. Leverrier quantum LTC 27 nov 2019 2 / 25 The current research on quantum error correction mostly concerned with the goal of building a (large) quantum computer desire for realistic constructions I LDPC codes: the generators of the stabilizer group act on a small number of qubits I spatial/geometrical locality: qubits on a 2D/3D lattice I main contenders: surface codes, or 3D variants A fairly reasonable and promising approach I good performance for topological codes: efficient decoders, high threshold I overhead still quite large for fault-tolerance (magic state distillation) but the numbers are improving regularly Is this it? A. Leverrier quantum LTC 27 nov 2019 3 / 25 Better quantum LDPC codes? from a math/coding point of view, topological codes in 2D-3D are not that good p I 2D toric code n, k = O(1), d = O( n) J K I topological codes on 2D Euclidean manifold (Bravyi, Poulin, Terhal 2010) kd2 ≤ cn I topological codes on 2D hyperbolic manifold (Delfosse 2014) kd2 ≤ c(log k)2n I things are better in 4D hyp. space: Guth-Lubotzky 2014 (also Londe-Leverrier 2018) n, k = Q(n), d = na , for a 2 [0.2, 0.3] J K what can we get by relaxing geometric locality in 3D? I we still want an LDPC construction, but allow for non local generators I a nice mathematical topic with many frustrating open questions! A. -
Notes on Convex Sets, Polytopes, Polyhedra, Combinatorial Topology, Voronoi Diagrams and Delaunay Triangulations
Notes on Convex Sets, Polytopes, Polyhedra, Combinatorial Topology, Voronoi Diagrams and Delaunay Triangulations Jean Gallier and Jocelyn Quaintance Department of Computer and Information Science University of Pennsylvania Philadelphia, PA 19104, USA e-mail: [email protected] April 20, 2017 2 3 Notes on Convex Sets, Polytopes, Polyhedra, Combinatorial Topology, Voronoi Diagrams and Delaunay Triangulations Jean Gallier Abstract: Some basic mathematical tools such as convex sets, polytopes and combinatorial topology, are used quite heavily in applied fields such as geometric modeling, meshing, com- puter vision, medical imaging and robotics. This report may be viewed as a tutorial and a set of notes on convex sets, polytopes, polyhedra, combinatorial topology, Voronoi Diagrams and Delaunay Triangulations. It is intended for a broad audience of mathematically inclined readers. One of my (selfish!) motivations in writing these notes was to understand the concept of shelling and how it is used to prove the famous Euler-Poincar´eformula (Poincar´e,1899) and the more recent Upper Bound Theorem (McMullen, 1970) for polytopes. Another of my motivations was to give a \correct" account of Delaunay triangulations and Voronoi diagrams in terms of (direct and inverse) stereographic projections onto a sphere and prove rigorously that the projective map that sends the (projective) sphere to the (projective) paraboloid works correctly, that is, maps the Delaunay triangulation and Voronoi diagram w.r.t. the lifting onto the sphere to the Delaunay diagram and Voronoi diagrams w.r.t. the traditional lifting onto the paraboloid. Here, the problem is that this map is only well defined (total) in projective space and we are forced to define the notion of convex polyhedron in projective space. -
Locally Spherical Hypertopes from Generalized Cubes
LOCALLY SPHERICAL HYPERTOPES FROM GENERLISED CUBES ANTONIO MONTERO AND ASIA IVIĆ WEISS Abstract. We show that every non-degenerate regular polytope can be used to construct a thin, residually-connected, chamber-transitive incidence geome- try, i.e. a regular hypertope, with a tail-triangle Coxeter diagram. We discuss several interesting examples derived when this construction is applied to gen- eralised cubes. In particular, we produce an example of a rank 5 finite locally spherical proper hypertope of hyperbolic type. 1. Introduction Hypertopes are particular kind of incidence geometries that generalise the no- tions of abstract polytopes and of hypermaps. The concept was introduced in [7] with particular emphasis on regular hypertopes (that is, the ones with highest de- gree of symmetry). Although in [6, 9, 8] a number of interesting examples had been constructed, within the theory of abstract regular polytopes much more work has been done. Notably, [20] and [22] deal with the universal constructions of polytopes, while in [3, 17, 18] the constructions with prescribed combinatorial conditions are explored. In another direction, in [2, 5, 11, 16] the questions of existence of poly- topes with prescribed (interesting) groups are investigated. Much of the impetus to the development of the theory of abstract polytopes, as well as the inspiration with the choice of problems, was based on work of Branko Grünbaum [10] from 1970s. In this paper we generalise the halving operation on polyhedra (see 7B in [13]) on a certain class of regular abstract polytopes to construct regular hypertopes. More precisely, given a regular non-degenerate n-polytope P, we construct a reg- ular hypertope H(P) related to semi-regular polytopes with tail-triangle Coxeter diagram. -
Polyhedral Models of the Projective Plane
Bridges 2018 Conference Proceedings Polyhedral Models of the Projective Plane Paul Gailiunas 25 Hedley Terrace, Gosforth, Newcastle, NE3 1DP, England; [email protected] Abstract The tetrahemihexahedron is the only uniform polyhedron that is topologically equivalent to the projective plane. Many other polyhedra having the same topology can be constructed by relaxing the conditions, for example those with faces that are regular polygons but not transitive on the vertices, those with planar faces that are not regular, those with faces that are congruent but non-planar, and so on. Various techniques for generating physical realisations of such polyhedra are discussed, and several examples of different types described. Artists such as Max Bill have explored non-orientable surfaces, in particular the Möbius strip, and Carlo Séquin has considered what is possible with some models of the projective plane. The models described here extend the range of possibilities. The Tetrahemihexahedron A two-dimensional projective geometry is characterised by the pair of axioms: any two distinct points determine a unique line; any two distinct lines determine a unique point. There are projective geometries with a finite number of points/lines but more usually the projective plane is considered as an ordinary Euclidean plane plus a line “at infinity”. By the second axiom any line intersects the line “at infinity” in a single point, so a model of the projective plane can be constructed by taking a topological disc (it is convenient to think of it as a hemisphere) and identifying opposite points. The first known analytical surface matching this construction was discovered by Jakob Steiner in 1844 when he was in Rome, and it is known as the Steiner Roman surface. -
Flippable Tilings of Constant Curvature Surfaces
FLIPPABLE TILINGS OF CONSTANT CURVATURE SURFACES FRANÇOIS FILLASTRE AND JEAN-MARC SCHLENKER Abstract. We call “flippable tilings” of a constant curvature surface a tiling by “black” and “white” faces, so that each edge is adjacent to two black and two white faces (one of each on each side), the black face is forward on the right side and backward on the left side, and it is possible to “flip” the tiling by pushing all black faces forward on the left side and backward on the right side. Among those tilings we distinguish the “symmetric” ones, for which the metric on the surface does not change under the flip. We provide some existence statements, and explain how to parameterize the space of those tilings (with a fixed number of black faces) in different ways. For instance one can glue the white faces only, and obtain a metric with cone singularities which, in the hyperbolic and spherical case, uniquely determines a symmetric tiling. The proofs are based on the geometry of polyhedral surfaces in 3-dimensional spaces modeled either on the sphere or on the anti-de Sitter space. 1. Introduction We are interested here in tilings of a surface which have a striking property: there is a simple specified way to re-arrange the tiles so that a new tiling of a non-singular surface appears. So the objects under study are actually pairs of tilings of a surface, where one tiling is obtained from the other by a simple operation (called a “flip” here) and conversely. The definition is given below. -
An Empirical Evaluation of a Gpu Radiosity Solver
AN EMPIRICAL EVALUATION OF A GPU RADIOSITY SOLVER Guenter Wallner Institute for Art and Technology, University of Applied Arts, Oskar Kokoschka Platz 2, Vienna, Austria Keywords: Global illumination, Radiosity, GPU programming, Projections. Abstract: This paper presents an empirical evaluation of a GPU radiosity solver which was described in the authors pre- vious work. The implementation is evaluated in regard to rendering times in comparision with a classical CPU implementation. Results show that the GPU implementation outperforms the CPU algorithm in most cases, most importantly, in cases where the number of radiosity elements is high. Furthermore, the impact of the projection – which is used for determining the visibility – on the quality of the rendering is assessed. Results gained with a hemispherical projection performed in a vertex shader and with a real non-linear hemispherical projection are compared against the results of the hemicube method. Based on the results of the evaluation, possible improvements for further research are pointed out. 1 INTRODUCTION point out possible improvements for further develop- ment. The reminder of this paper is structured as follows. Radiosity has been and is still a widely used tech- Section 2 gives a short overview of the various steps nique to simulate diffuse interreflections in three- of the radiosity implementation. In Section 3 timings dimensional scenes. Radiosity methods were first de- for the individual steps are given for a set of sample veloped in the field of heat transfer and in 1984 gener- scenes. Section 4 compares rendering times with a alized for computer graphics by (Goral et al., 1984). CPU implementation and the impact of the applied Since then, many variations of the original formula- projection on the quality of the result is discussed in tion have been proposed, leading to a rich body of Section 5. -
Radiation View Factors
RADIATIVE VIEW FACTORS View factor definition ................................................................................................................................... 2 View factor algebra ................................................................................................................................... 3 View factors with two-dimensional objects .............................................................................................. 4 Very-long triangular enclosure ............................................................................................................. 5 The crossed string method .................................................................................................................... 7 View factor with an infinitesimal surface: the unit-sphere and the hemicube methods ........................... 8 With spheres .................................................................................................................................................. 9 Patch to a sphere ....................................................................................................................................... 9 Frontal ................................................................................................................................................... 9 Level...................................................................................................................................................... 9 Tilted .................................................................................................................................................... -
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Hyperseeing the Regular Hendecachoron Carlo H. Séquin Jaron Lanier EECS, UC Berkeley CET, UC Berkeley E-mail: [email protected] E-mail: [email protected] Abstract The hendecachoron is an abstract 4-dimensional polytope composed of eleven cells in the form of hemi-icosahedra. This paper tries to foster an understanding of this intriguing object of high symmetry by discussing its construction in bottom-up and top down ways and providing visualization by computer graphics models. 1. Introduction The hendecachoron (11-cell) is a regular self-dual 4-dimensional polytope [3] composed from eleven non-orientable, self-intersecting hemi-icosahedra. This intriguing object of high combinatorial symmetry was discovered in 1976 by Branko Grünbaum [3] and later rediscovered and analyzed from a group theoretic point of view by H.S.M. Coxeter [2]. Freeman Dyson, the renowned physicist, was also much intrigued by this shape and remarked in an essay: “Plato would have been delighted to know about it.” Figure 1: Symmetrical arrangement of five hemi-icosahedra, forming a partial Hendecachoron. For most people it is hopeless to try to understand this highly self-intersecting, single-sided polytope as an integral object. In the 1990s Nat Friedman introduced the term hyper-seeing for gaining a deeper understanding of an object by viewing it from many different angles. Thus to explain the convoluted geometry of the 11-cell, we start by looking at a step-wise, bottom-up construction (Fig.1) of this 4- dimensional polytope from its eleven boundary cells in the form of hemi-icosahedra. But even the structure of these single-sided, non-orientable boundary cells takes some effort to understand; so we start by looking at one of the simplest abstract polytopes of this type: the hemicube. -
Chiral Extensions of Toroids
Universidad Nacional Autónoma de México y Universidad Michoacana de San Nicolás de Hidalgo Posgrado Conjunto en Ciencias Matemáticas UMSNH-UNAM Chiral extensions of toroids TESIS que para obtener el grado de Doctor en Ciencias Matemáticas presenta José Antonio Montero Aguilar Asesor: Doctor en Ciencias Daniel Pellicer Covarrubias Morelia, Michoacán, México agosto, 2019 Contents Resumen/Abstracti Introducción iii Introduction vi 1 Highly symmetric abstract polytopes1 1.1 Basic notions................................1 1.2 Regular and chiral polytopes........................7 1.3 Toroids.................................... 18 1.4 Connection group and maniplexes..................... 27 1.5 Quotients, covers and mixing....................... 33 2 Extensions of Abstract Polytopes 37 2.1 Extensions of regular polytopes...................... 38 2.1.1 Universal Extension......................... 38 2.1.2 Extensions by permutations of facets............... 39 2.1.3 The polytope 2K .......................... 40 2.1.4 Extensions of dually bipartite polytopes............. 42 2.1.5 The polytope 2sK−1 ......................... 43 2.2 Extensions of chiral polytopes....................... 43 2.2.1 Universal extension......................... 44 2.2.2 Finite extensions.......................... 46 3 Chiral extensions of toroids 51 3.1 Two constructions of chiral extensions................... 53 3.1.1 Dually bipartite polytopes..................... 53 3.1.2 2ˆsM−1 and extensions of polytopes with regular quotients.... 58 3.2 Chiral extensions of maps on the torus.................. 65 3.3 Chiral extensions of regular toroids.................... 73 3.3.1 The intersection property..................... 84 Index 93 Bibliography 94 i Chiral extensions of toroids José Antonio Montero Aguilar Resumen Un politopo abstracto es un objeto combinatorio que generaliza estructu- ras geométricas como los politopos convexos, las teselaciones del espacio, los mapas en superficies, entre otros. -
Advanced Graphics Opengl and Shaders I
Advanced Graphics OpenGL and Shaders I 1 Alex Benton, University of Cambridge – [email protected] Supported in part by Google UK, Ltd 3D technologies today Java OpenGL ● Common, re-usable language; ● Open source with many well-designed implementations ● Steadily increasing popularity in ● Well-designed, old, and still evolving industry ● Fairly cross-platform ● Weak but evolving 3D support DirectX/Direct3d (Microsoft) C++ ● Microsoft™ only ● Long-established language ● Dependable updates ● Long history with OpenGL Mantle (AMD) ● Long history with DirectX ● Targeted at game developers ● Losing popularity in some fields (finance, web) but still strong in ● AMD-specific others (games, medical) Higher-level commercial libraries JavaScript ● RenderMan ● WebGL is surprisingly popular ● AutoDesk / SoftImage 2 OpenGL OpenGL is… A state-based renderer ● Hardware-independent ● many settings are configured ● Operating system independent before passing in data; rendering ● Vendor neutral behavior is modified by existing On many platforms state ● Great support on Windows, Mac, Accelerates common 3D graphics linux, etc operations ● Support for mobile devices with ● Clipping (for primitives) OpenGL ES ● Hidden-surface removal ● Android, iOS (but not (Z-buffering) Windows Phone) ● Texturing, alpha blending ● Android Wear watches! NURBS and other advanced ● Web support with WebGL primitives (GLUT) 3 Mobile GPUs ● OpenGL ES 1.0-3.2 ● A stripped-down version of OpenGL ● Removes functionality that is not strictly necessary on mobile devices (like recursion!) ● Devices ● iOS: iPad, iPhone, iPod Touch OpenGL ES 2.0 rendering (iOS) ● Android phones ● PlayStation 3, Nintendo 3DS, and more 4 WebGL ● JavaScript library for 3D rendering in a web browser ● Based on OpenGL ES 2.0 ● Many supporting JS libraries ● Even gwt, angular, dart..