We propose a large-scale hologram calculation using WAvelet ShrinkAge-Based superpositIon (WASABI), a wavelet transform-based algorithm. An image-type hologram calculated using the WASABI method is printed on a glass substrate with the resolution of $65,536 times 65,536$ pixels and a pixel pitch of $1 mu$m. The hologram calculation time amounts to approximately 354 s on a commercial CPU, which is approximately 30 times faster than conventional methods.
We present a detailed review of large-scale structure (LSS) study using the discrete wavelet transform (DWT). After describing how one constructs a wavelet decomposition we show how this bases can be used as a complete statistical discription of LSS. Among the topics studied are the the DWT estimation of the probability distribution function; the reconstruction of the power spectrum; the regularization of complex geometry in observational samples; cluster identification; extraction and identification of coherent structures; scale-decomposition of non-Gaussianity, such as spectra of skewnes and kurtosis and scale-scale correlations. These methods are applied to both observational and simulated samples of the QSO Lyman-alpha forests. It is clearly demonstrated that the statistical measures developed using the DWT are needed to distinguish between competing models of structure formation. The DWT also reveals physical features in these distributions not detected before. We conclude with a look towards the future of the use of the DWT in LSS.
Existing online 3D shape repositories contain thousands of 3D models but lack photorealistic appearance. We present an approach to automatically assign high-quality, realistic appearance models to large scale 3D shape collections. The key idea is to jointly leverage three types of online data -- shape collections, material collections, and photo collections, using the photos as reference to guide assignment of materials to shapes. By generating a large number of synthetic renderings, we train a convolutional neural network to classify materials in real photos, and employ 3D-2D alignment techniques to transfer materials to different parts of each shape model. Our system produces photorealistic, relightable, 3D shapes (PhotoShapes).
We present an efficient method to generate large simulations of the Epoch of Reionization (EoR) without the need for a full 3-dimensional radiative transfer code. Large dark-matter-only simulations are post-processed to produce maps of the redshifted 21cm emission from neutral hydrogen. Dark matter haloes are embedded with sources of radiation whose properties are either based on semi-analytical prescriptions or derived from hydrodynamical simulations. These sources could either be stars or power-law sources with varying spectral indices. Assuming spherical symmetry, ionized bubbles are created around these sources, whose radial ionized fraction and temperature profiles are derived from a catalogue of 1-D radiative transfer experiments. In case of overlap of these spheres, photons are conserved by redistributing them around the connected ionized regions corresponding to the spheres. The efficiency with which these maps are created allows us to span the large parameter space typically encountered in reionization simulations. We compare our results with other, more accurate, 3-D radiative transfer simulations and find excellent agreement for the redshifts and the spatial scales of interest to upcoming 21cm experiments. We generate a contiguous observational cube spanning redshift 6 to 12 and use these simulations to study the differences in the reionization histories between stars and quasars. Finally, the signal is convolved with the LOFAR beam response and its effects are analyzed and quantified. Statistics performed on this mock data set shed light on possible observational strategies for LOFAR.
How to automatically generate a realistic large-scale 3D road network is a key point for immersive and credible traffic simulations. Existing methods cannot automatically generate various kinds of intersections in 3D space based on GIS data. In this paper, we propose a method to generate complex and large-scale 3D road networks automatically with the open source GIS data, including satellite imagery, elevation data and two-dimensional(2D) road center axis data, as input. We first introduce a semantic structure of road network to obtain high-detailed and well-formed networks in a 3D scene. We then generate 2D shapes and topological data of the road network according to the semantic structure and 2D road center axis data. At last, we segment the elevation data and generate the surface of the 3D road network according to the 2D semantic data and satellite imagery data. Results show that our method does well in the generation of various types of intersections and the high-detailed features of roads. The traffic semantic structure, which must be provided in traffic simulation, can also be generated automatically according to our method.
The proper orthogonal decomposition (POD) is a powerful classical tool in fluid mechanics used, for instance, for model reduction and extraction of coherent flow features. However, its applicability to high-resolution data, as produced by three-dimensional direct numerical simulations, is limited owing to its computational complexity. Here, we propose a wavelet-based adaptive version of the POD (the wPOD), in order to overcome this limitation. The amount of data to be analyzed is reduced by compressing them using biorthogonal wavelets, yielding a sparse representation while conveniently providing control of the compression error. Numerical analysis shows how the distinct error contributions of wavelet compression and POD truncation can be balanced under certain assumptions, allowing us to efficiently process high-resolution data from three-dimensional simulations of flow problems. Using a synthetic academic test case, we compare our algorithm with the randomized singular value decomposition. Furthermore, we demonstrate the ability of our method analyzing data of a 2D wake flow and a 3D flow generated by a flapping insect computed with direct numerical simulation.