New radio (MeerKAT and Parkes) and X-ray (XMM-Newton, Swift, Chandra, and NuSTAR) observations of PSR J1622–4950 indicate that the magnetar, in a quiescent state since at least early 2015, reactivated between 2017 March 19 and April 5. The radio flux density, while variable, is approximately 100× larger than during its dormant state. The X-ray flux one month after reactivation was at least 800× larger than during quiescence, and has been decaying exponentially on a 111 ± 19 day timescale. This high-flux state, together with a radio-derived rotational ephemeris, enabled for the first time the detection of X-ray pulsations for this magnetar. At 5%, the 0.3–6 keV pulsed fraction is comparable to the smallest observed for magnetars. The overall pulsar geometry inferred from polarized radio emission appears to be broadly consistent with that determined 6–8 years earlier. However, rotating vector model fits suggest that we are now seeing radio emission from a different location in the magnetosphere than previously. This indicates a novel way in which radio emission from magnetars can differ from that of ordinary pulsars. The torque on the neutron star is varying rapidly and unsteadily, as is common for magnetars following outburst, having changed by a factor of 7 within six months of reactivation.
Figure 1: Source heightfield exemplars (a) contribute to a synthesized terrain that can be controlled using: (b) a brush interface for painting terrain characteristics, and (c) point and curve constraints to shape landforms.
AbstractThe challenge in terrain synthesis for virtual environments is to provide a combination of precise user control over landscape form, with interactive response and visually realistic results. We present a system that builds on parallel pixel-based texture synthesis to enable interactive creation of an output terrain from a database of heightfield exemplars. We also provide modelers with control over height and surrounding slope by means of constraint points and curves; a paint-by-numbers interface for specifying the local character of terrain; coherence controls that allow localization of changes to the synthesized terrain; and copypaste functionality to directly transplant terrain regions. Together these contributions provide a level of realism that, based on user experiments, is indistinguishable from real source terrains; user control sufficient for precise placement of a variety of landforms, such as cliffs, ravines and mesas; and synthesis times of 165ms for a 1024 2 terrain grid.
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