We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.
González-Vasco, M.I.; Heidarvand, S.; Villar, J. Communications in computer and information science Vol. 222, num. 5, p. 203-219 DOI: 10.1007/978-3-642-25206-8_13 Data de publicació: 2012 Article en revista
We propose a simple and efficient Subscription Scheme, allowing a set of users to anonymously pay for and request access to different services offered by a number of service providers. Using an e-cash system in such a scenario, the identity of the user would be hid into the e-coin in order to preserve its anonymity. Providing an additional triggering mechanism that opens this identity in case of double spending, also the service provider will be protected against fraud. Note that in traditional e-cash universality of the coin is required, however, in our scenario, the use of the token is completely determined at issuing time (yet this final aim remains hidden to the issuing authority). This allows for our construction, in which moreover fraud detection here implies no loss of anonymity; as we make access tokens independent of the owner in a quite simple and efficient way. On the other hand, if different usages of the same token are allowed, these are fully traceable by the service providers. An application to e-polling protocols is also given.
Redondo, E.; Navarro, I.; Sanchez Riera, A.; Fonseca, D. Communications in computer and information science Vol. 166 CCIS, num. part 1, p. 355-367 DOI: 10.1007/978-3-642-21984-9_31 Data de publicació: 2011-06 Article en revista
In this paper we present the first conclusions of an educational research project which seeks to evaluate, throughout the academic training period, and by the use of Augmented Reality (AR) technology, the graphic and spatial capabilities of undergraduate and master’s degree in architecture, construction, urbanism and design students. The project consists of twelve case studies to be carried out in several university centers. Currently, after the first case study has been finalised, it has been demonstrated that by combining the use of an attractive technology, to create dynamic photomontage for visual evaluation of virtual models in a real environment, and by the user-machine interaction that involves AR, students feel more motivated and the development and evolution of their graphic competences and space skills increased in shorter learning periods, improving their academic performance. For this experiment we have used mobile phones, laptops, as well as low cost AR applications.
Fonseca, D.; Redondo, E.; Navarro, I.; Pifarré, M.; Villegas, Eva Communications in computer and information science Vol. 166 CCIS, num. part 1, p. 407-416 DOI: 10.1007/978-3-642-21984-9_35 Data de publicació: 2011-06 Article en revista
The visualization of architectural design has always been associated with physical models, exhibition panels and displays on computer screens, usually in a large format. However, technological developments in the past decades have produced new devices such as handheld PCs, pocket PCs, and Smartphones that have increasingly larger screens and more sophisticated technical characteristics. The emergence of these devices has made both the non expert and advanced user a consumer of such devices. This evolution has created a new workflow that enables on-site management and decision making through the viewing of information on those devices. In this paper, we will study the basic features of the architectural image to provide a better user experience for browsing these types of images on mobile devices’ limited and heterogeneous screen sizes by comparing the results with traditional and immersive environments.