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Eine der größten Barrieren der heutigen Elektrofahrzeuge ist ihre limitierte Reichweite. Obwohl die Mehrheit der Autofahrer nicht mehr als 40 Kilometer pro Tag fährt ([MiD2008]), ist das Kaufverhalten für Elektrofahrzeuge mit viel kleinerer Reichweite als solcher mit Verbrennungsmotoren sehr zurückhaltend. Mit dieser Arbeit adressieren wir die zusätzlichen Informationsbedürfnisse der Fahrer von E-Fahrzeugen durch die Entwicklung einer Applikation für Standard-Smartphones, welche sowohl eine detaillierte und genaue grafische Repräsentation der Reichweite des Elektrofahrzeugs ermöglicht, als auch einen fortgeschrittenen Routing-Algorithmus implementiert, der den spezifischen Energieverbrauch des Elektrofahrzeugs berücksichtigt.
The project IDA - Intelligent Data Acquisition is an interdisciplinary project in the fields of applied informatics and mechanical engineering. Its purpose is to collect process relevant information in industrial foundry processes like iron casting with handmade and mechanically made molds. Currently a lot of data sets are collected by hand. But these contain inaccuracies and errors and are not available digitally for further analysis. As a result it is not possible to evaluate them automatically. In particular it is not possible to conclude from a defect cast part to the whole set of its production parameters. We develop several procedures to collect these data sets and prepare them for computation in data analysis algorithms. The acquisition of digitally available data in IDA is done mostly by optical sensors. In this paper we describe our approach especially regarding marking and recognition of relevant objects. Furthermore we show first results in environments close to reality.
Occluding Edges Soft Shadows
(2016)
In this paper, a new algorithm to render soft shadows in real time applications is introduced, namely the Occluding Edges Soft Shadow algorithm (short OESS). The algorithm approximates the shadow cast from linear lights by finding the outlines of an occluding object (Occluding Edges) and considering these in a fragment’s illumination. The method is based on the shadow mapping technique, whereby its capability of rendering the shadow at an interactive rate does not depend on the complexity of the scene. The paper supplies an overview for several methods to produce shadows and soft shadows in real time computer graphics, a detailed description of the newly developed algorithm, and a section with results and future possibilities for improvements.