<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1665-6423</journal-id>
<journal-title><![CDATA[Journal of applied research and technology]]></journal-title>
<abbrev-journal-title><![CDATA[J. appl. res. technol]]></abbrev-journal-title>
<issn>1665-6423</issn>
<publisher>
<publisher-name><![CDATA[Universidad Nacional Autónoma de México, Instituto de Ciencias Aplicadas y Tecnología]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1665-64232012000400014</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[A Multi-Agent System Approach Applied to Light Raycasting]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Andrade]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Kotsarenko]]></surname>
<given-names><![CDATA[Y.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Tecnológico de Monterrey Cuernavaca  ]]></institution>
<addr-line><![CDATA[ Morelos]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>08</month>
<year>2012</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>08</month>
<year>2012</year>
</pub-date>
<volume>10</volume>
<numero>4</numero>
<fpage>629</fpage>
<lpage>643</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1665-64232012000400014&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1665-64232012000400014&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1665-64232012000400014&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Light and shadows caused by the interaction with objects are important features in computer graphics which are usually taken into account to achieve realistic images. In order to simulate them, some attempts have been carried out which are based on direct illumination classical approaches as shadow mapping and shadow volumes. However, classical approaches in their beginnings could not support semi-transparent objects, soft-shadows, light interactions inside objects and the possibility to update a scene based on previous information. In this paper a novel shadow casting approach is proposed to solve the previously mentioned problem using an interactive cooperative multi agent system to provide a better understanding and easy customization of the rendered scenes; for instance, the scenes are represented with object agents that propagate rectilinear photon information through them causing several changes on photon properties such as wavelength, intensity, among others. This system uses a two-dimensional space represented by pixels. Our multi-agent system (MAS) uses a blackboard architecture for storing and sharing data and the implicit invocation design pattern. The system was developed to calculate direct illumination in a two-dimensional space. In addition, the proposed system supports point light agents, opaque agents, semi-opaque agents and empty agents. A comparison is presented between the classic approaches and the proposed one presented in this work in scenes composed of opaque and semi-opaque objects. The proposed approach, as opposed to the classical ones, allows the shadows to be casted by the light that passes through semi-opaque objects. The light is casted by one or many light agents producing hard and soft shadows.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Luz y sombras causadas por la interacción con los objetos son características importantes en gráficas computacionales para lograr realismo en las imágenes. Para simularlas, se han hecho intentos en enfoques de iluminación directa como lo son shadow mapping y volumes. Sin embargo, éstas no pueden soportar objetos semitransparentes, sombras suaves, interacciones de la luz en el interior de los objetos y la posibilidad de actualizar una escena basada en información previa. En éste trabajo se propone un novedoso enfoque de generación de sombras para resolver los problemas antes mencionados desarrollados bajo un enfoque de sistema multi-agente cooperativo para una mejor comprensión y una fácil personalización de escenas; como ejemplo, las escenas son representadas con agentes-objeto que propagan la información de los fotones de manera rectilínea entre ellos, causando varios cambios en las propiedades de los fotones como la frecuencia, intensidad, entre otros. Este sistema utiliza un espacio bidimensional representado por pixeles. Nuestro sistema multi-agente (SMA) utiliza la arquitectura pizarrón (blackboard) para almacenar y compartir datos entre agentes y el patrón de diseño invocación implícita. El sistema fue desarrollado para calcular la iluminación local en un espacio discreto bidimensional. Adicionalmente, el sistema propuesto soporta agentes luz puntual, agente opaco, agente semi-opaco y agente vacío. Se muestra una comparación entre los enfoques clásicos y la alternativa propuesta utilizando escenas con objetos opacos y semi-opacos. La alternativa propuesta en comparación con los enfoques clásicos permite sombras generadas por la luz al cruzar objetos semi-opacos. La luz es generada por uno o varios agentes luz puntual provocando sombras fuertes o suaves.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[shadows]]></kwd>
<kwd lng="en"><![CDATA[ray-casting]]></kwd>
<kwd lng="en"><![CDATA[multi agent system]]></kwd>
<kwd lng="en"><![CDATA[blackboard]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <p align="center"><font face="verdana" size="4"><b>A Multi&#45;Agent System Approach Applied to Light Raycasting</b></font></p>              <p align="center"><font face="verdana" size="2">&nbsp;</font></p>              <p align="center"><font face="verdana" size="2"><b>H. Andrade*, F. Ramos, Y. Kotsarenko</b></font></p>              <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>              <p align="justify"><font face="verdana" size="2"><i>Tecnol&oacute;gico de Monterrey Cuernavaca, Morelos, M&eacute;xico,</i> *<a href="mailto:humberto.andrade@gmail.com">humberto.andrade@gmail.com</a>.</font></p>              <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>              <p align="justify"><font face="verdana" size="2"><b>ABSTRACT</b></font></p>              <p align="justify"><font face="verdana" size="2">Light and shadows caused by the interaction with objects are important features in computer graphics which are usually taken into account to achieve realistic images. In order to simulate them, some attempts have been carried out which are based on direct illumination classical approaches as shadow mapping and shadow volumes. However, classical approaches in their beginnings could not support semi&#45;transparent objects, soft&#45;shadows, light interactions inside objects and the possibility to update a scene based on previous information.</font></p>              <p align="justify"><font face="verdana" size="2">In this paper a novel shadow casting approach is proposed to solve the previously mentioned problem using an interactive cooperative multi agent system to provide a better understanding and easy customization of the rendered scenes; for instance, the scenes are represented with object agents that propagate rectilinear photon information through them causing several changes on photon properties such as wavelength, intensity, among others. This system uses a two&#45;dimensional space represented by pixels.</font></p>              <p align="justify"><font face="verdana" size="2">Our multi&#45;agent system (MAS) uses a blackboard architecture for storing and sharing data and the implicit invocation design pattern. The system was developed to calculate direct illumination in a two&#45;dimensional space. In addition, the proposed system supports point light agents, opaque agents, semi&#45;opaque agents and empty agents.</font></p>              ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2">A comparison is presented between the classic approaches and the proposed one presented in this work in scenes composed of opaque and semi&#45;opaque objects. The proposed approach, as opposed to the classical ones, allows the shadows to be casted by the light that passes through semi&#45;opaque objects. The light is casted by one or many light agents producing hard and soft shadows.</font></p>              <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> shadows, ray&#45;casting, multi agent system, blackboard.</font></p>              <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>              <p align="justify"><font face="verdana" size="2"><b>RESUMEN</b></font></p>              <p align="justify"><font face="verdana" size="2">Luz y sombras causadas por la interacci&oacute;n con los objetos son caracter&iacute;sticas importantes en gr&aacute;ficas computacionales para lograr realismo en las im&aacute;genes. Para simularlas, se han hecho intentos en enfoques de iluminaci&oacute;n directa como lo son shadow mapping y volumes. Sin embargo, &eacute;stas no pueden soportar objetos semitransparentes, sombras suaves, interacciones de la luz en el interior de los objetos y la posibilidad de actualizar una escena basada en informaci&oacute;n previa.</font></p>              <p align="justify"><font face="verdana" size="2">En &eacute;ste trabajo se propone un novedoso enfoque de generaci&oacute;n de sombras para resolver los problemas antes mencionados desarrollados bajo un enfoque de sistema multi&#45;agente cooperativo para una mejor comprensi&oacute;n y una f&aacute;cil personalizaci&oacute;n de escenas; como ejemplo, las escenas son representadas con agentes&#45;objeto que propagan la informaci&oacute;n de los fotones de manera rectil&iacute;nea entre ellos, causando varios cambios en las propiedades de los fotones como la frecuencia, intensidad, entre otros. Este sistema utiliza un espacio bidimensional representado por pixeles.</font></p>              <p align="justify"><font face="verdana" size="2">Nuestro sistema multi&#45;agente (SMA) utiliza la arquitectura pizarr&oacute;n (blackboard) para almacenar y compartir datos entre agentes y el patr&oacute;n de dise&ntilde;o invocaci&oacute;n impl&iacute;cita. El sistema fue desarrollado para calcular la iluminaci&oacute;n local en un espacio discreto bidimensional. Adicionalmente, el sistema propuesto soporta agentes luz puntual, agente opaco, agente semi&#45;opaco y agente vac&iacute;o.</font></p>              <p align="justify"><font face="verdana" size="2">Se muestra una comparaci&oacute;n entre los enfoques cl&aacute;sicos y la alternativa propuesta utilizando escenas con objetos opacos y semi&#45;opacos. La alternativa propuesta en comparaci&oacute;n con los enfoques cl&aacute;sicos permite sombras generadas por la luz al cruzar objetos semi&#45;opacos. La luz es generada por uno o varios agentes luz puntual provocando sombras fuertes o suaves.</font></p>              <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>              <p align="justify"><font face="verdana" size="2"><a href="/pdf/jart/v10n4/v10n4a14.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>              ]]></body>
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