Abhinav Golas

ORCID: 0000-0003-2332-7957
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About
Contact & Profiles
Research Areas
  • Evacuation and Crowd Dynamics
  • Computer Graphics and Visualization Techniques
  • Data Visualization and Analytics
  • Traffic control and management
  • Fluid Dynamics Simulations and Interactions
  • Nuclear reactor physics and engineering
  • Nuclear Physics and Applications
  • Granular flow and fluidized beds
  • Face and Expression Recognition
  • Lattice Boltzmann Simulation Studies
  • Radiation Detection and Scintillator Technologies
  • Advanced Numerical Analysis Techniques
  • Internet of Things and AI
  • Video Surveillance and Tracking Methods
  • Aluminum Alloy Microstructure Properties
  • Vibration and Dynamic Analysis
  • Nuclear physics research studies
  • Electromagnetic Simulation and Numerical Methods
  • Smart Grid Energy Management
  • Non-Destructive Testing Techniques
  • Aquatic and Environmental Studies
  • Engineering Applied Research
  • Advanced Vision and Imaging
  • Video Coding and Compression Technologies
  • Generative Adversarial Networks and Image Synthesis

Oak Ridge National Laboratory
2024

Rensselaer Polytechnic Institute
2023-2024

University of Massachusetts Lowell
2019-2020

Samsung (United States)
2016

Research!America (United States)
2016

University of North Carolina at Chapel Hill
2009-2015

Indian Institute of Technology Delhi
2008

Large dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using dual representation both as discrete agents and single continuous system. In the setting, we introduce novel variational constraint called unilateral incompressibility , to model large-scale crowd, accelerate inter-agent collision avoidance in scenarios. This makes it possible simulate very large, composed up hundred thousand at...

10.1145/1618452.1618468 article EN ACM Transactions on Graphics 2009-12-01

We present a novel continuum-based model that enables efficient simulation of granular materials. Our approach fully solves the internal pressure and frictional stresses in material, thereby allows visually noticeable behaviors materials to be reproduced, including freely dispersing splashes without cohesion, global coupling between friction pressure. The full treatment forces material also two-way interaction with solid bodies. method achieves these results at only very small fraction...

10.1145/1866158.1866195 article EN 2010-01-01

Large dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using dual representation both as discrete agents and single continuous system. In the setting, we introduce novel variational constraint called unilateral incompressibility, to model large-scale crowd, accelerate inter-agent collision avoidance in scenarios. This makes it possible simulate very large, composed up hundred thousand at...

10.1145/1661412.1618468 article EN 2009-12-01

Simulating fluids in large-scale scenes with appreciable quality using state-of-the-art methods can lead to high memory and compute requirements. Since requirements are proportional the product of domain dimensions, simulation performance is limited by access, as solvers for elliptic problems not compute-bound on modern systems. This a significant concern scenes. To reduce footprint memory/compute ratio, vortex singularity bases be used. Though they form compact incompressible vector fields,...

10.1145/2366145.2366167 article EN ACM Transactions on Graphics 2012-11-01

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of certain size. This cutoff can result sharp changes trajectory when large groups enter or exit these neighborhoods. In this work, we exploit the insight that exact is not necessary between at such distances, and propose novel algorithm for extending existing to perform approximate, long-range avoidance. Our formulation performs distant agent efficiently compute trajectories are smoother than...

10.1109/tvcg.2013.235 article EN IEEE Transactions on Visualization and Computer Graphics 2013-09-27

We present an interactive wave-based sound propagation system that generates accurate, realistic in virtual environments for dynamic (moving) sources and listeners. propose a novel algorithm to accurately solve the wave equation listeners using combination of precomputation techniques GPU-based runtime evaluation. Our can handle large typically used VR applications, compute spatial corresponding listener's motion (including head tracking) both omnidirectional directional sources, all at...

10.1109/tvcg.2015.2391858 article EN IEEE Transactions on Visualization and Computer Graphics 2015-01-19

We present a novel continuum-based model that enables efficient simulation of granular materials. Our approach fully solves the internal pressure and frictional stresses in material, thereby allows visually noticeable behaviors materials to be reproduced, including freely dispersing splashes without cohesion, global coupling between friction pressure. The full treatment forces material also two-way interaction with solid bodies. method achieves these results at only very small fraction...

10.1145/1882261.1866195 article EN ACM Transactions on Graphics 2010-12-01

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of certain size. This cutoff can result sharp changes trajectory when large groups enter or exit these neighborhoods. In this work, we exploit the insight that exact is not necessary between at such distances, and propose novel algorithm for extending existing to perform approximate, long-range avoidance. Our formulation performs distant agent efficiently compute trajectories are smoother than...

10.1145/2448196.2448200 article EN 2013-03-21

With the growth in world population, density of crowds public places has been increasing steadily, leading to a higher incidence crowd disasters at high densities. Recent research suggests that emergent chaotic behavior densities---known collectively as turbulence---is blame. Thus, deeper understanding turbulence is needed facilitate efforts prevent and plan for conditions high-density crowds. However, it noted existing algorithms modeling collision avoidance cannot faithfully simulate...

10.1103/physreve.90.042816 article EN Physical Review E 2014-10-28

We present a novel continuum-based model that enables efficient simulation of granular materials. Our approach fully solves the internal pressure and frictional stresses in material, thereby allows visually noticeable behaviors materials to be reproduced, including freely dispersing splashes without cohesion, global coupling between friction pressure. The full treatment forces material also two-way interaction with solid bodies. method achieves these results at only very small fraction...

10.1145/1882262.1866195 article EN 2010-01-01

Abstract Recent advances in computer graphics have relied on high‐quality textures order to generate photorealistic real‐time images. Texture compression standards meet these growing demands for data, but current texture schemes use fixed‐rate methods where statically sized blocks of pixels are represented using the same numbers bits irrespective their data content. In account natural variation detail, we present an alternative format that allows variable bit‐rate with minimal changes...

10.1111/cgf.12842 article EN Computer Graphics Forum 2016-05-01

The adopted level densities (LD) for the nuclei produced through different reaction mechanisms significantly impact accurate calculation of cross sections channels. Many common LD models make simplified assumptions regarding overall behavior total and intrinsic spin parity distributions excited states. However, very few experimental constraints are taken into account in these models: at neutron separation energy coming from average spacings $s$- $p$-wave resonances (${D}_{0}$ ${D}_{1}$,...

10.1103/physrevc.101.034608 article EN publisher-specific-oa Physical review. C 2020-03-16

The nuclear data group at the RPI Gaerttner LINAC Laboratory uses a 60 MeV pulsed electron to produce short pulses of neutrons and perform cross section other measurements in wide energy range from below 1 meV about 20 MeV. This paper will cover several recent activities that are interest applications. Interest thermal neutron scattering evaluations prompted need for accurate total validation. To improve flux sub-thermal region (below 0.01 eV) cold moderator was designed installed. A...

10.1051/epjconf/202429401001 article EN cc-by EPJ Web of Conferences 2024-01-01

We propose a novel physically based method to simulate explosions and other compressible fluid phenomena. The uses Navier Stokes equations for modeling the explosion with Semi-Lagrangian integration method. proposed addresses issues of stability larger timesteps. This is achieved by modifying reduce dissipation increase accuracy, using improved interpolation an error correction allows rendering related phenomena like fireball, dust smoke clouds, simulation solid interaction - rigid fracture...

10.1109/icvgip.2008.98 article EN 2008-12-01

10.17615/ws8r-r070 article EN Carolina Digital Repository (University of North Carolina at Chapel Hill) 2014-01-01

State-of-the-art methods for fluid simulation, including velocity-based grid and smoothed particle hydrodynamics [Bridson Müller-Fischer 2007], require a detail vs. domain size tradeoff. As result, scenes with large spatial scales are restricted to coarse under the restriction of limited computational resources. The elliptic problems solved incompressibility projection in these simulations bandwidth-bound, since domains interest not cache resident on current generation hardware. optimization...

10.1145/2343045.2343104 article EN 2012-01-01
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