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Published since 1998
ISSN 1562-5419
16+
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Investigation of Data Dependencies by Dynamic Analysis of Sapfor

Nikita Andreevich Kataev, Alexander Andreevich Smirnov, Andrey Dmitrievich Zhukov
473-493
Abstract: The use of pointers and indirect memory accesses in the program, as well as the complex control flow are some of the main weaknesses of the static analysis of programs. The program properties investigated by this analysis are too conservative to accurately describe program behavior and hence they prevent parallel execution of the program. The application of dynamic analysis allows us to expand the capabilities of semi-automatic parallelization. In the SAPFOR system (System FOR Automated Parallelization), a dynamic analysis tool has been implemented, based on on the instrumentation of the LLVM representation of an analyzed program, which allows the system to explore programs in both C and Fortran programming languages. The capabilities of the static analysis implemented in SAPFOR are used to reduce the overhead program execution, while maintaining the completeness of the analysis. The use of static analysis allows to reduce the number of analyzed memory accesses and to ignore scalar variables, which can be explored in a static way. The developed tool was tested on performance tests from the NAS Parallel Benchmarks package for C and Fortran languages. The implementation of dynamic analysis, in addition to traditional types of data dependencies (flow, anit, output), allows us to determine privitizable variables and a possibility of pipeline execution of loops. Together with the capabilities of DVM and OpenMP these greatly facilitates program parallelization and simplify insertion of the appropriate compiler directives.
Keywords: program analysis, dynamic analysis, semi-automatic parallelization, SAPFOR, DVM, LLVM.

Situational Modeling Technology in Virtual Environment Systems

Mikhail Vasilievich Mikhailyuk, Dmitry Alekseevich Kononov, Dmitry Mikhailovich Loginov
889-901
Abstract:

The technology of modelling various situations in virtual environment systems, which are computer three-dimensional models of a real or artificial environment, is discussed. The user can view these scenes directly on the computer screen, wall screen, in a stereo glasses, virtual reality glasses, etc. He can also move inside a virtual scene and interact with its objects. In turn, the environment can also change. This allows modelling of various situations (situation modelling) in the virtual environment system. With such modelling, some static or dynamic situation is set in the virtual environment system in which the operator must perform the tasks assigned to him.


A mechanism for setting situations by changing a virtual three-dimensional scene using configuration files and virtual control panels is proposed. A special language has been developed for writing configuration files, and a special editor has been developed for creating virtual control panels. The approbation of the proposed methods is presented on the examples of two virtual scenes: a training ground for mobile robots and a jet backpack for the rescue of an astronaut in outer space.

Keywords: virtual environment system, situational modeling, three-dimensional scene, configuration file, virtual control panels.

3D Objects Representation for Real-Time Boolean Operations

Ilya Evgenievich Plotnikov, Daniil Ivanovich Kostyuk
484-505
Abstract:

The paper presents a comparative analysis of methods for representing three-dimensional objects to perform real-time Boolean operations in the Unity game engine environment. Four main approaches are considered: polygonal representation based on constructive solid geometry (CSG), sign distance functions (SDF), voxel methods and CAD-systems with boundary representation (B-Rep) and NURBS-surfaces.


An experimental study of the performance of polygonal algorithms of Boolean operations and SDF functions based on ray marching implementation is carried out. It is revealed that polygonal methods are characterized by high initial system construction costs, but provide stable performance during long operations and preservation of transformation results. SDF functions demonstrate high speed of operations and flexibility in creating smooth transitions between objects, but are limited in application for long-term tasks due to the peculiarities of the computational model.


The areas of effective application of each approach are identified: polygonal methods are recommended for tasks requiring precise geometric control and integration with traditional graphics pipelines, while SDF functions are optimal for procedural generation, multilayer material rendering and creation of dynamic visual effects. The results of the study can be used in the development of interactive simulators, game applications and virtual reality systems.

Keywords: boolean operations, 3D modeling, constructive solid geometry, sign distance functions, SDF, Unity, real-time, polygonal meshes, ray marching.
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Russian Digital Libraries Journal

ISSN 1562-5419

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