bluuebunny/crossref_metadata_2025_split huggingface dataset:
‘Whales eat fish’? Demystifying the myth in the Caribbean marine ecosystem
Authors: Morissette Lyne , Kaschner Kristin , Gerber Leah R 
Published: June 2010

AbstractThere has been much recent discussion about the idea that large whales are potential competitors with fisheries for available marine resources. Based on this idea, often referred to as the ‘whales eat fish’ conflict, culling whales has been proposed as a way to increase resources available for human consumption and thereby ensuring global food security. However, the scientific basis for such arguments remains unclear, especially in the Caribbean waters where baleen whales generally do not feed. In this article, we (i) develop an ecosystem model describing the trophic interactions between whales, fish and fisheries in the Caribbean waters, (ii) calculate the level of overlap between cetaceans and fisheries for food resources, and (iii) simulate the removal of cetaceans from the Caribbean waters in order to quantify the potential increase in available biomass of commercially important fish. Ten groups of cetaceans are considered in the model, including baleen whales, toothed whales and small cetaceans. Our results suggest that baleen whales are not a threat to fisheries in Caribbean waters, while toothed cetaceans seem to be more impacted by fisheries than they actually impacting them. Whales target different types of food resources and consume significantly less than what is taken by fisheries. Moreover, simulated reductions in large whale abundance do not produce any appreciable increase in biomass of the commercially important fish species. In some cases, the presence of some whales actually improves fishery yield as a result of indirect predation effects.
Stakeholder Actions and Their Impact on the Organizational Cultures of Two Tobacco Companies
Authors: ARMENAKIS ACHILLES , WIGAND JEFFREY 
Published: June 2010

ABSTRACTWe link the behaviors of executives and lawyers in two tobacco companies, in defending their tobacco products to the actions of stakeholders (e.g., the U.S. Government and Congress, medical researchers, consumers, public‐health organizations, tobacco‐control advocates, and insiders who have spoken out). Included in our analysis, which is based on publicly available documents spanning over a period of almost six decades, are critical incidents in which moral disengagement tactics were applied in the decision‐making process. We infer that the disengagement tactics applied by tobacco decision makers are indicative of what Schein and other organizational scientists describe as organizational culture. We equate the critical incidents to the espoused beliefs and values and underlying assumptions which comprise organizational culture and explain that the cultures of these two tobacco companies are not consistent with the stakeholder theory of management. We conclude that the critical incidents we analyze were immoral and the representatives were indeed accountable for these behaviors. From an organizational change perspective, we discuss how analyzing these critical incidents can serve to assess the extent to which an organizational culture is ethical. Furthermore, these critical incidents can be fed back to organizational decision makers and can then be used to initiate organizational changes.
Taking (and Sharing Power): How Boards of Directors Can Bring About Greater Fairness for Dependent Stakeholders
Authors: VAN BUREN III HARRY J. 
Published: June 2010

ABSTRACTOne of the ways in which scholars have sought to broaden the discussion of the social responsibilities of corporations and their managers is through the development of the stakeholder concept. The primacy of shareholder interests in corporate‐governance processes and managerial action is, however, a myth that justifies all sorts of managerial self‐interest seeking and exploitation of particular stakeholder groups. What makes this myth particularly problematic—from the standpoint of fairness and corporate governance—is that not all nonshareholder stakeholders are equally situated with regard to their ability to secure fair treatment. In this article, I explore the ethical dimensions of board responsibilities to dependent stakeholder groups by first describing the differences between shareholders and nonshareholder stakeholders with regard to risk, examining why dependent stakeholders (stakeholders with legitimate and urgent claims, but no power) are particularly important from the standpoint of stakeholder risk, and discussing how stakeholder consultation might provide a partial fix to such problems. I will conclude with proposals for how boards can more faithfully discharge their ethical responsibilities to dependent stakeholder groups, and in so doing facilitate stakeholder involvement in corporate governance in ways that promote fairness in organization–stakeholder relationships.
Fitted BVH for Fast Raytracing of Metaballs
Authors: Gourmel Olivier , Pajot Anthony , Paulin Mathias , Barthe Loïc , Poulin Pierre 
Published: June 2010

AbstractRaytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering.
HCCMeshes: Hierarchical‐Culling oriented Compact Meshes
Authors: Kim Tae‐Joon , Byun Yongyoung , Kim Yongjin , Moon Bochang , Lee Seungyong , Yoon Sung‐Eui 
Published: June 2010

AbstractHierarchical culling is a key acceleration technique used to efficiently handle massive models for ray tracing, collision detection, etc. To support such hierarchical culling, bounding volume hierarchies (BVHs) combined with meshes are widely used. However, BVHs may require a very large amount of memory space, which can negate the benefits of using BVHs. To address this problem, we present a novel hierarchical‐culling oriented compact mesh representation, HCCMesh, which tightly integrates a mesh and a BVH together. As an in‐core representation of the HCCMesh, we propose an i‐HCCMesh representation that provides an efficient random hierarchical traversal and high culling efficiency with a small runtime decompression overhead. To further reduce the storage requirement, the in‐core representation is compressed to our out‐of‐core representation, o‐HCCMesh, by using a simple dictionary‐based compression method. At runtime, o‐HCCMeshes are fetched from an external drive and decompressed to the i‐HCCMeshes stored in main memory. The i‐HCCMesh and o‐HCCMesh show 3.6:1 and 10.4:1 compression ratios on average, compared to a naively compressed (e.g., quantized) mesh and BVH representation. We test the HCCMesh representations with ray tracing, collision detection, photon mapping, and non‐photorealistic rendering. Because of the reduced data access time, a smaller working set size, and a low runtime decompression overhead, we can handle models ten times larger in commodity hardware without the expensive disk I/O thrashing. When we avoid the disk I/O thrashing using our representation, we can improve the runtime performances by up to two orders of magnitude over using a naively compressed representation.
SoundRiver: Semantically‐Rich Sound Illustration
Authors: Jänicke H. , Borgo R. , Mason J. S. D. , Chen M. 
Published: June 2010

AbstractSound is an integral part of most movies and videos. In many situations, viewers of a video are unable to hear the sound track, for example, when watching it in a fast forward mode, viewing it by hearing‐impaired viewers or when the plot is given as a storyboard. In this paper, we present an automated visualization solution to such problems. The system first detects the common components (such as music, speech, rain, explosions, and so on) from a sound track, then maps them to a collection of programmable visual metaphors, and generates a composite visualization. This form of sound visualization, which is referred to as SoundRiver, can be also used to augment various forms of video abstraction and annotated key frames and to enhance graphical user interfaces for video handling software. The SoundRiver conveys more semantic information to the viewer than traditional graphical representations of sound illustration, such as phonoautographs, spectrograms or artistic audiovisual animations.
Implicit Blending Revisited
Authors: Bernhardt Adrien , Barthe Loic , Cani Marie‐Paule , Wyvill Brian 
Published: June 2010

AbstractBlending is both the strength and the weakness of functionally based implicit surfaces (such as F‐reps or soft‐objects). While it gives them the unique ability to smoothly merge into a single, arbitrary shape, it makes implicit modelling hard to control since implicit surfaces blend at a distance, in a way that heavily depends on the slope of the field functions that define them. This paper presents a novel, generic solution to blending of functionally‐based implicit surfaces: the insight is that to be intuitive and easy to control, blends should be located where two objects overlap, while enabling other parts of the objects to come as close to each other as desired without being deformed. Our solution relies on automatically defined blending regions around the intersection curves between two objects. Outside of these volumes, a clean union of the objects is computed thanks to a new operator that guarantees the smoothness of the resulting field function; meanwhile, a smooth blend is generated inside the blending regions. Parameters can automatically be tuned in order to prevent small objects from blurring out when blended into larger ones, and to generate a progressive blend when two animated objects come in contact.
Exact and Robust (Self‐)Intersections for Polygonal Meshes
Authors: Campen Marcel , Kobbelt Leif 
Published: June 2010

AbstractWe present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self‐intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate mesh‐based front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane‐based BSP‐representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.
Practical quad mesh simplification
Authors: Tarini Marco , Pietroni Nico , Cignoni Paolo , Panozzo Daniele , Puppo Enrico 
Published: June 2010

AbstractIn this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle‐to‐Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh.
Real‐time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
Authors: Bruneton Eric , Neyret Fabrice , Holzschuch Nicolas 
Published: June 2010

AbstractRealistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi‐scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real‐time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real‐time, and produces highly realistic pictures and animations.
Rendering Wave Effects with Augmented Light Field
Authors: Oh Se Baek , Kashyap Sriram , Garg Rohit , Chandran Sharat , Raskar Ramesh 
Published: June 2010

AbstractRay–based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity of light path tracing and yet provides an accurate characterization of both Fresnel and Fraunhofer diffraction. We introduce the concept of a light field transformer at the interface of transmissive occluders. This generates mathematically sound, virtual, and possibly negative‐valued light sources after the occluder. From a rendering perspective the only simple change is that radiance can be temporarily negative. We demonstrate the correctness of our approach both analytically, as well by comparing values with standard experiments in physics such as the Young's double slit. Our implementation is a shader program in OpenGL that can generate wave effects on arbitrary surfaces.
Mesh Snapping: Robust Interactive Mesh Cutting Using Fast Geodesic Curvature Flow
Authors: Zhang Juyong , Wu Chunlin , Cai Jianfei , Zheng Jianmin , Tai Xue‐cheng 
Published: June 2010

AbstractThis paper considers the problem of interactively finding the cutting contour to extract components from a given mesh. Some existing methods support cuts of arbitrary shape but require careful and tedious input from the user. Others need little user input however they are sensitive to user input and need a postprocessing step to smooth the generated jaggy cutting contours. The popular geometric snake can be used to optimize the cutting contour, but it cannot deal with the topology change. In this paper, we propose a geodesic curvature flow based framework to overcome all these problems. Since in many cases the meaningful cutting contour on a 3D mesh is locally shortest in the sense of some weighted curve length, the geodesic curvature flow is an ideal tool for our problem. It evolves the cutting contour to the nearby local minimum. We should mention that the previous numerical scheme, discretized geodesic curvature flow (dGCF) is too slow and has not been applied to mesh segmentation. With a careful observation to dGCF, we devise here a fast computation scheme called fast geodesic curvature flow (FGCF), which only needs to solve a smaller and easier problem. The initial cutting contour is generated by a variant of random walks algorithm, which is very fast and gives reasonable cutting result with little user input. Experiment results on the benchmark mesh segmentation data set show that our proposed framework is robust to user input and capable of producing good results reflecting geometric features and human shape perception.
Human Motion Synthesis with Optimization‐based Graphs
Authors: Ren Cheng , Zhao Liming , Safonova Alla 
Published: June 2010

AbstractContinuous constrained optimization is a powerful tool for synthesizing novel human motion segments that are short. Graph‐based motion synthesis methods such as motion graphs and move trees are popular ways to synthesize long motions by playing back a sequence of existing motion segments. However, motion graphs only support transitions between similar frames, and move trees only support transitions between the end of one motion segment and the start of another. In this paper, we introduce an optimization‐based graph that combines continuous constrained optimization with graph‐based motion synthesis. The constrained optimization is used to create a vast number of complex realistic‐looking transitions in the graph. The graph can then be used to synthesize long motions with non‐trivial transitions that for example allow the character to switch its behavior abruptly while retaining motion naturalness. We also propose to build this graph semi‐autonomously by requiring a user to classify generated transitions as acceptable or not and explicitly minimizing the amount of required classifications. This process guarantees the quality consistency of the optimization‐based graph at the cost of limited user involvement.
Synthesis of Responsive Motion Using a Dynamic Model
Authors: Ye Yuting , Liu C. Karen 
Published: June 2010

AbstractSynthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear probabilistic model of dynamic responses from very few perturbed walking sequences. This model is able to synthesize responses and recovery motions under new perturbations different from those in the training examples. When perturbations occur, we propose a physics‐based method that initiates motion transitions to the most probable response example based on the dynamic states of the character. Our algorithm can be applied to any motion sequences without the need for preprocessing such as segmentation or alignment. The results show that three perturbed motion clips can sufficiently generate a variety of realistic responses, and 14 clips can create a responsive virtual character that reacts realistically to external forces in different directions applied on different body parts at different moments in time.
BetweenIT: An Interactive Tool for Tight Inbetweening
Authors: Whited Brian , Noris Gioacchino , Simmons Maryann , Sumner Robert W. , Gross Markus , Rossignac Jarek 
Published: June 2010

AbstractThe generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
Sketching Clothoid Splines Using Shortest Paths
Authors: Baran Ilya , Lehtinen Jaakko , Popović Jovan 
Published: June 2010

AbstractClothoid splines are gaining popularity as a curve representation due to their intrinsically pleasing curvature, which varies piecewise linearly over arc length. However, constructing them from hand‐drawn strokes remains difficult. Building on recent results, we describe a novel algorithm for approximating a sketched stroke with a fair (i.e., visually pleasing) clothoid spline. Fairness depends on proper segmentation of the stroke into curve primitives — lines, arcs, and clothoids. Our main idea is to cast the segmentation as a shortest path problem on a carefully constructed weighted graph. The nodes in our graph correspond to a vastly overcomplete set of curve primitives that are fit to every subsegment of the sketch, and edges correspond to transitions of a specified degree of continuity between curve primitives. The shortest path in the graph corresponds to a desirable segmentation of the input curve. Once the segmentation is found, the primitives are fit to the curve using non‐linear constrained optimization. We demonstrate that the curves produced by our method have good curvature profiles, while staying close to the user sketch.
Hybrid Simulation of Miscible Mixing with Viscous Fingering
Authors: Shin Seung‐Ho , Kam Hyeong Ryeol , Kim Chang‐Hun 
Published: June 2010

AbstractBy modeling mass transfer phenomena, we simulate solids and liquids dissolving or changing to other substances. We also deal with the very small‐scale phenomena that occur when a fluid spreads out at the interface of another fluid. We model the pressure at the interfaces between fluids with Darcy's Law and represent the viscous fingering phenomenon in which a fluid interface spreads out with a fractal‐like shape. We use hybrid grid‐based simulation and smoothed particle hydrodynamics (SPH) to simulate intermolecular diffusion and attraction using particles at a computable scale. We have produced animations showing fluids mixing and objects dissolving.