EFFECTS of STORAGE CONTAINER COLOR and SHADING on WATER TEMPERATURE a Thesis by JAMES BRENT CLAYTON Submitted to the Office of G
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5410-6001-Rov04 Phase Ia Task B Final Technical Report
7"_ $ YST£ M$ 5410-6001-ROV04 PHASE IA TASK B FINAL TECHNICAL REPORT VOYAGER SPACECRAFT Volume 4 OPERATIONAL SUPPORT EQUIPMENT 17 January 1966 Prepared for Cal|forn|a Institute of Technology Jet Propulsion Laboratory Pasadena, Cal |forn|a Under Contract Number 951113 TRW SYSTEMS GROUP Redondo Beach, California T_WSVSTEM$ CONTENTS Page I. INTRODUCTION II. ELECTRICAL OPERATIONAL SUPPORT EQUIPMENT 4 i. EOSE OBJECTIVES AND DESIGN CRITERIA 4 1.1 Objectives 4 1. Z EOSE Design Criteria 6 Z. EOSE CHARACTERISTICS AND CONSTRAINTS 8 Z. 1 Characteristics 8 2. Z Constraints li 3. SYSTEM LEVEL FUNCTIONAL DESCRIPTIONS i4 3. t System Test Complex 14 3.2 Central Data System Functional Description Z7 3.3 Mission Dependent Equipment 47 3.4 Mission Operations System Test Equipment 56 3.5 Launch Complex Equipment 61 4. SUBSYSTEM LEVEL FUNCTIONAL DESCRIPTIONS 73 4. 1 Power Subsystem EOSE 74 4. Z Computing and Sequencing Subsystem EOSE 78 4.3 Guidance and Control Subsystem EOSE 86 4.4 Radio Subsystem EOSE 91 4.5 Telemetry Subsystem EOSE I0i 4.6 Command Subsystem EOSE ilZ 4.7 Data Storage Subsystem EOSE li9 4.8 Pyrotechnic Subsystem EOSE I Z4 4.9 Propulsion Subsystem EOSE iZ9 4. i0 Science Subsystem EOSE IBZ iii TRWsYSTEMS CONTENTS (Continued) Page III. ASSEMBLY, HANDLING, AND SHIPPING EQUIPMENT 134 i. OBJECTIVES AND CRITERIA 136 I. I Objectives 136 1.2 Criteria 136 Z. CHARACTERISTICS AND RESTRAINTS 138 2. 1 Characteristics 138 Z. 2 Restraints 138 3. SYSTEM LEVEL FUNCTIONAL DESCRIPTIONS 140 IV. OSE IMPLEMENTATION PLAN Z05 1. INTRODUCTION Z05 2. APPROACH 205 3. CRITICAL AREAS Z06 3. -
Lighting and Shading
Chapter 8 Lighting and Shading When we think that we \see" an object in the real world, we are not actually seeing the object itself. Instead, we are seeing light either emitted from or reflected off of that object. The pattern of the light reaching our eyes allows us to reconstruct, in our minds, the form of the object that we are looking at. Consequently, in order to simulate this image formation process in a computer, we need to be able to model lights, materials and geometry. Lights provide a source of illumination, materials determine how light is reflected off of a surface made of this material, and geometry provides the shape of the surface. 47 48 CHAPTER 8. LIGHTING AND SHADING 8.1 Point and parallel lights In the real world, all lights have a finite size and shape, and a location in space. However, we will see later that modeling the surface area of the light in a lighting algorithm can be difficult. It turns out to be much easier, and generally quite effective, to model lights as either being geometric points or as being infinitely far away. A point light has a single location in 3D space, and radiates light equally in all directions. An infinite light is considered to be so far away that all of its light rays are parallel to each other. Thus, an infinite light has no position, but there is a fixed direction for all of its rays. Such a light is sometimes called a parallel light source. uL xL cL cL Point Light Parallel Light A point light is specified by its position xL, and a parallel light is specified by its light direction vector uL. -
The Magic Lantern Gazette a Journal of Research Volume 26, Number 1 Spring 2014
ISSN 1059-1249 The Magic Lantern Gazette A Journal of Research Volume 26, Number 1 Spring 2014 The Magic Lantern Society of the United States and Canada www.magiclanternsociety.org 2 Above: Fig. 3 and detail. Right and below: Fig. 5 Color figures (see interior pages for complete captions) Cover Article 3 Outstanding Colorists of American Magic Lantern Slides Terry Borton American Magic-Lantern Theater P.O. Box 44 East Haddam CT 06423-0044 [email protected] They knocked the socks off their audiences, these colorists did. They wowed their critics. They created slides that shimmered like opals. They made a major contribution to the success of the best lantern presentations. Yet they received little notice in their own time, and have received even less in ours. Who were these people? Who created the best color for the commercial lantern slide companies? Who colored the slides that helped make the best lecturers into superstars? What were their secrets—their domestic and foreign inspirations, their hidden artistic techniques—the elements that made them so outstanding? What was the “revolution” in slide coloring, and who followed in the footsteps of the revolutionaries? When we speak of “colorists” we are usually referring to The lantern catalogs offered hundreds of pages of black and those who hand-colored photographic magic lantern slides white images—both photographs and photographed illustra- in the years 1850–1940. Nevertheless, for two hundred tions—to be used by the thousands of small-time showmen years, from the 1650s, when the magic lantern was in- operating in churches and small halls. -
Shading Models
15-462, Fall 2004 Nancy Pollard Mark Tomczak Shading Shading Concepts Shading Equations Lambertian, Gouraud shading Phong Illumination Model Non-photorealistic rendering [Shirly, Ch. 8] Announcements • Written assignment #2 due Tuesday – Handin at beginning of class • Programming assignment #2 out Tuesday Why Shade? • Human vision uses shading as a cue to form, position, and depth • Total handling of light is very expensive • Shading models can give us a good approximation of what would “really” happen, much less expensively • Average and approximate Outline • Lighting models (OpenGL oriented) – Light styles – Lambertian shading – Gouraud shading • Reflection models (Phong shading) • Non-Photorealistic rendering Common Types of Light Sources • Ambient light: no identifiable source or direction • Point source: given only by point • Distant light: given only by direction • Spotlight: from source in direction – Cut-off angle defines a cone of light – Attenuation function (brighter in center) • Light source described by a luminance – Each color is described separately T – I = [Ir Ig Ib] (I for intensity) – Sometimes calculate generically (applies to r, g, b) Ambient Light • Intensity is the same at all points • This light does not have a direction (or .. it is the same in all directions) Point Source • Given by a point p0 • Light emitted from that point equally in all directions • Intensity decreases with square of distance One Limitation of Point Sources • Shading and shadows inaccurate • Example: penumbra (partial “soft” shadow) Distant -
Two-Color Double-Cloth Development in Alignment with Subtractive CMYK Color Theory by Deploying Digital Technology
Volume 11, Issue 2, 2020 Two-color Double-cloth Development in Alignment with Subtractive CMYK Color Theory by Deploying Digital Technology Ken Ri Kim, Lecturer, Loughborough University Trence Kavanagh, Professor, Loughborough University, United Kingdom ABSTRACT This study aims to introduce new aesthetic values of modern double-cloth by resolving the current restriction in woven textile coloration. Previously, realizing pictorial images on both sides of a fabric was experimented with two weft yarns and further possibility was suggested to extend an applicable number of weft yarns for which a prototype of two-color double-cloth was tested and fabricated by employing four weft yarns. In this study, therefore, reproduction of highly complicated patterns in a two-color shading effect is aimed to further develop the current double- cloth design capability. The core principle lies on weave structure design to interweave two sets of warps and wefts into separate layers whilst two distinctive images are designed in alignment with CMYK color theory to enlarge a feasible weave color scope by using the subtractive primary yarn colors. Details of digital weave pattern design and weave structure development are explained based on empirical experiment results. Keywords: Two-color double-cloth, digital weave pattern design, subtractive color theory, double- cloth weave structure, new color expression Introduction number of color resources in weft is also Digital technology employed in modern constrained (Watson & Grosicki, 1997). As a weaving greatly enhanced production result, the color accuracy level to be able to efficiency and convenience (Ishida, 1994). In correspond to high-quality imagery designs modern digital weaving, however, an has been highly limited. -
Dental Lab White Paper.Pdf
LIGHTING LABS DENTAL INDUSTRY’S SECRET ASSET Dental laboratories place high demands on light quality. The LED luminaire TANEO and the efficient TEVISIO magnifier are ideally suited for the needs of a dental laboratory workplace. High light quality The advanced reflection and light control technology produces a diffused, glare- free, even light, relieving the technician’s eyes from strain and fatigue. Lenses can be customized with a choice of the clear prismatic lens or a more translucent style, according to preference. Custom capabilities Dimming capabilities with memory function allow the light intensity to be adapted to the visual task at hand. TANEO also has a state-of-the-art arm system for user-friendly handling. It is easy to adjust, yet remains firmly in place. The most optimal setting can be locked if required. High-quality LED technology Compared with conventional fluorescents delivering the same light output, TANEO consumes 30% less energy thanks to its technically advanced LED technology and intelligent thermal management. Moreover, the long service life of the LEDs ensures up to 50,000 or more hours of maintenance-free operation. TANEO ensures ideal viewing conditions for the laboratory delivering light output of up to 3600 lux and color temperature of 5000K. With a color rendering index of 90 using the translucent lens, colors can be measured and compared, showing contrasts and shading especially well. 2 TANEO offers a robust aluminum arm system designed for years of trouble-free versatility. The spring-balanced arm can be effortlessly adjusted into any position and offers complete rotation without exposed springs or hardware. -
Explosive Ordnance Disposal Range RCRA Part B Permit Renewal Application Edwards Air Force Base
AGENCY DRAFT EPA ID NUMBER CA1570024504 Explosive Ordnance Disposal Range RCRA Part B Permit Renewal Application Edwards Air Force Base Prepared for: 412th Civil Engineer Group Environmental Management Division 120 North Rosamond Blvd., Building 3735 Edwards AFB, CA 93524-8600 May 2015 Edwards AFB RCRA Permit Renewal Application EOD Range TABLE OF CONTENTS SECTION PAGE AAA. GENERAL INFORMATION REQUIREMENTS ................................................................ AAA-1 AAA.1 Description of Activities That Require a RCRA Permit ..........................AAA-1 AAA.2 Name, Mailing Address, and Location of Facility, Including a Topographic Map .....................................................................................AAA-2 AAA.3 Standard Industrial Classification Code...................................................AAA-3 AAA.4 Owner/Operator .......................................................................................AAA-3 AAA.5 Indian Lands.............................................................................................AAA-3 AAA.6 Description of Processes Used for Treating Hazardous Waste ...............AAA-3 AAA.7 Specification of Hazardous Wastes Listed or Designated Under CCR Chapter 11 ................................................................................................AAA-4 AAA.8 Listing of All Permits or Construction Approvals ...................................AAA-4 BBB. FACILITY DESCRIPTION ......................................................................................... -
Velostat®) Based Tactile Sensor
polymers Article Polyethylene-Carbon Composite (Velostat®) Based Tactile Sensor Andrius Dzedzickis 1 , Ernestas Sutinys 1, Vytautas Bucinskas 1 , Urte Samukaite-Bubniene 1,2,3, Baltramiejus Jakstys 1, Arunas Ramanavicius 2,3,* and Inga Morkvenaite-Vilkonciene 1,4,* 1 Department of Mechatronics, Robotics, and Digital Manufacturing, Vilnius Gediminas Technical University, J. Basanaviciaus Str. 28, LT-03224 Vilnius, Lithuania; [email protected] (A.D.); [email protected] (E.S.); [email protected] (V.B.); [email protected] (U.S.-B.); [email protected] (B.J.) 2 Department of Physical Chemistry, Faculty of Chemistry, Vilnius University, Naugarduko Str. 24, LT-03225 Vilnius, Lithuania 3 Laboratory of Nanotechnology, Center for Physical Sciences and Technology, Sauletekio Av. 3, LT-10257 Vilnius, Lithuania 4 Laboratory of Electrochemical Energy Conversion, Center for Physical Sciences and Technology, Sauletekio av. 3, LT-10257 Vilnius, Lithuania * Correspondence: [email protected] (A.R.); [email protected] (I.M.-V.) Received: 31 October 2020; Accepted: 30 November 2020; Published: 3 December 2020 Abstract: The progress observed in ‘soft robotics’ brought some promising research in flexible tactile, pressure and force sensors, which can be based on polymeric composite materials. Therefore, in this paper, we intend to evaluate the characteristics of a force-sensitive material—polyethylene-carbon composite (Velostat®) by implementing this material into the design of the flexible tactile sensor. We have explored several possibilities to measure the electrical signal and assessed the mechanical and time-dependent properties of this tactile sensor. The response of the sensor was evaluated by performing tests in static, long-term load and cyclic modes. -
Height and Gradient from Shading
Massachusetts Institute of Technology The Artificial Intelligence Laboratory A.I. Memo No. 1105A May 1989 Height and Gradient from Shading Berthold K.P. Horn Abstract: The method described here for recovering the shape of a surface from a shaded image can deal with complex, wrinkled surfaces. Integrability can be enforced easily because both surface height and gradient are represented (A gra- dient field is integrable if it is the gradient of some surface height function). The robustness of the method stems in part from linearization of the reflectance map about the current estimate of the surface orientation at each picture cell (The reflectance map gives the dependence of scene radiance on surface orientation). The new scheme can find an exact solution of a given shape-from-shading prob- lem even though a regularizing term is included. The reason is that the penalty term is needed only to stabilize the iterative scheme when it is far from the correct solution; it can be turned off as the solution is approached. This is a reflection of the fact that shape-from-shading problems are not ill-posed when boundary conditions are available, or when the image contains singular points. This paper includes a review of previous work on shape from shading and photoclinometry. Novel features of the new scheme are introduced one at a time to make it easier to see what each contributes. Included is a discussion of im- plementation details that are important if exact algebraic solutions of synthetic shape-from-shading problems are to be obtained. The hope is that better perfor- mance on synthetic data will lead to better performance on real data. -
Binary Shading Using Appearance and Geometry
Authors Draft - Final version published in COMPUTER GRAPHICS forum Binary Shading using Appearance and Geometry Bert Buchholz+ Tamy Boubekeur+ Doug DeCarlo†;∗ Marc Alexa∗ + Telecom ParisTech - CNRS LTCI ∗ TU Berlin † Rutgers University Abstract In the style of binary shading, shape and illumination are depicted using two colors, typically black and white, that form coherent lines and regions in the image. We formulate the problem of assigning colors in the rendered image as an energy minimization, computed using graph cut on the image grid. The terms of this energy come from two sources: appearance (shading) and geometry (depth and curvature). Our contributions are in the use of geometric information in determining colors, and how this information is incorporated into a graph cut approach. This optimization yields boundaries between black and white regions that tend towards being shorter and to run along geometric features like creases. We show a range of results, and demonstrate that this approach produces more coherent images than simpler approaches that make local decisions when assigning colors, or that do not use geometry. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture back rendering of geometric features. As expected, large black or white regions in the drawing correspond to low and high levels of illumination, respectively. Furthermore, high local 1. Introduction contrast in illumination can override the absolute illumina- Depiction of an object requires at least one foreground and tion levels. For instance, a coherent area which is darker one background color. -
Discover More Information in Our Pure Undertones Flyer
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List of Projects Using Arduino with Advance View
Arduino Project List Arduino Projects Arduino Glossary Privacy Policy Arduino Board Selector Arduino Tutorials Sitemap Arduino Projects RSS Feeds Search here ... HOME ARDUINO PROJECTS PDF ARDUINO PROJECTS ARDUINO ONLINE COURSES TUTORIALS BLOG NEWS & UPDATES CONTACT US oller with Integrated Switching Bias Supply » Solid State Supplies oers world’s smallest Bluetooth® Low Energy (BLE) module » A MACRO KEYBOARD IN A MIC Advanced View Arduino Projects List List of Projects using arduino with advance view: 1. esp32 devkit v1 pinout GPIO pins of ESP32 DEVKIT As mentioned earlier, the chip used with this board has 48 GPIO pins, but all pins are not accessible through development boards. ESP32 devkit has 36 pins and 18 on each side of the board as shown in the picture…… Listed under: Pinouts 2. ESP32-WROOM-32 (ESP-WROOM-32) This tutorial is about pinout of the ESP32 development board, especially for ESP32 devkit. ESP32 devkit consists of ESP-WROOM-32 module. There are many versions of ESP32 chip available in the market. But ESP32 devkit uses ESP-WROOM-32module. But the functionality of all GPIO pins is the same across all…… Listed under: Pinouts 3. Arduino-Controlled 12V Battery Charger The circuit presented here can automatically charge a 12V, 7Ah battery, or above. Special features of the charger are as follows. It automatically controls the charging current as per the status of the battery. Battery voltage level as well as charging status are indicated on…… Listed under: Battery Projects 4. 12-Multi National Digital Clock on Arduino UNO The presence of 12-Multi-National Digital clocks is very common at the lobby / front desk of star hotels, showing time & dates of several countries where from most of the guests to arrive to stay at the hotel.