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1.
多媒体技术在人们日常生活中的应用越来越广泛,图像、视频、音频等多媒体数据逐渐成为信息处理领域中主要的信息媒体形式。视频捕获技术是信息处理中的重要环节,研究该项技术具有重要的实用价值。文章提出一种基于VFW的远程视频捕获方法。该方法利用VFW捕获视频数据,采用H.263编码标准压缩视频数据,利用面向连接协议的流式套接字实现实时视频流的传输,结合多线程技术实现视频文件播放。然后,基于Windows操作系统设计实现了远程视频捕获系统。实验结果表明,该方法CPU占用率低、内存占用小,可靠性强,具有较好的应用价值。  相似文献   

2.
Surface Capture for Performance-Based Animation   总被引:2,自引:0,他引:2  
Creating realistic animated models of people is a central task in digital content production. Traditionally, highly skilled artists and animators construct shape and appearance models for digital character. They then define the character's motion at each time frame or specific key-frames in a motion sequence to create a digital performance. Increasingly, producers are using motion capture technology to record animations from an actor's performance. This technology reduces animation production time and captures natural movements to create a more believable production. However, motion capture requires the use of specialist suits and markers and only records skeletal motion. It lacks the detailed secondary surface dynamics of cloth and hair that provide the visual realism of a live performance. Over the last decade, we have investigated studio capture technology with the objective of creating models of real people that accurately reflect the time-varying shape and appearance of the whole body with clothing. Surface capture is a fully automated system for capturing a human's shape and appearance as well as motion from multiple video cameras to create highly realistic animated content from an actor's performance in full wardrobe. Our system solves two key problems in performance capture: scene capture from a limited number of camera views and efficient scene representation for visualization  相似文献   

3.
面部表情作为一种非常重要的非语言符号,在影视行业中一直受十分重视,面部表情捕捉技术也是近十几年被人们热衷研究的方向。本文综述面部表情捕捉技术的原理、发展和应用。通过影视工业中的具体影视作品来展示动作捕捉技术从萌芽诞生到面部表情捕捉技术的成熟所走过的一个世纪,以及在影视工业中所起到重要作用。最后展望面部表情捕捉技术未来在虚拟现实当中的作用,并讨论无标记点面部捕捉技术、实时面部表情呈现等将是面部表情捕捉技术未来的研究方向,提高读者对这个技术潜能的认知。  相似文献   

4.
《Computer》2007,40(9):13-16
When many people think of motion-capture technology, they think of people wearing reflective markers and having their movements captured on camera for use in modeling figures created by animation or computer graphics. Motion capture is frequently associated with movies or videogames. Now, motion technology is moving in some new directions. Researchers are working on techniques that don't, for example, require placing hundreds of markers on models. Also, motion-capture applications are becoming less expensive and more readily available. Fields as diverse as medicine, manufacturing, and advertising are thus beginning to utilize the technology more often. Nonetheless, motion capture still faces challenges, such as output precision and ease of use.  相似文献   

5.
对医院用核心程控交换机帧捕获单元监测技术进行研究,能够有效解决传统监测技术存在的监测效率低、监测准确率低、监测误差率高等问题。先对监测技术的总体方案进行制定,将监测技术划分为帧捕获单元监测、单元监测调度、单元描述三个主要部分。以总体方案为依据,对帧捕获单元中突变单元监测进行求导,完成帧捕获单元预处理。通过监测技术的实现,完成医院用核心程控交换机帧捕获单元监测技术研究。实验结果表明,改进技术监测效率高,准确率高,误差率低,满足医院用核心程控交换机帧捕获单元监测需求。  相似文献   

6.
运动捕捉技术是计算机视觉和人体运动分析领域的研究热点,在计算机动画等领域拥有广泛的应用前景。在总结基于视觉的人体运动捕捉技术进展的基础上,分析运动跟踪、捕捉方法及技术难点,提出一种新的从视频提取人体运动信息,重现人体运动轨迹的方法、流程及系统设计框架。  相似文献   

7.
以计算机网络管理和安全现状为背景,深入研究数据包捕获技术,协议分析方法等专业知识,并在借鉴国内外先进产品的基础上,设计和实现了一个方便高效的网络协议分析系统。该系统可以实现网络数据包捕捉,协议解码分析、网络的信息统计以及一定的监控报警等功能。  相似文献   

8.
针对传统三维角色动画制作成本高、时间长的问题,文章介绍了一种应用Kinect动作捕捉技术实现高效制作三维角色动画的方法。该方法借助Kinect体感摄像机捕捉真人的动作生成骨骼关节的关键帧数据并输出bvh动作路径文件,然后把bvh动作路径数据导入C4D软件中,就可以驱动角色模型完成角色动画的制作。把这种方法运用到三维角色动画教学实践中,有利于提高学生学习的兴趣和效率。  相似文献   

9.
三维模型动画在数字化设计和应用中具有重要意义,受到越来越多研究者关注;但如何通过三维数字化原真再现民族舞蹈表演是极具挑战的问题.本论文通过动捕技术采集舞蹈动作实现舞蹈数字化展示.具体方法是:首先利用动捕设备捕获人体动作数据,然后在Maya中进行人物建模、骨骼绑定、蒙皮和权重调节,再通过MotionBuilder将3D模型与动捕数据结合,最终完成了现实舞蹈动作的虚拟人展演.论文构建了一个面向民族舞蹈展演的虚拟场景,并以13个民族的舞蹈为数字化内容,推广动捕驱动的舞蹈展演方法的应用.  相似文献   

10.
Performance animation is a new artform, which opens new possibilities in the performing arts. Experimental practice-based research in this area is necessary to integrate digital media, motion capture and tracking technology in a meaningful way. This article describes an experimental research project based on collaboration between artists and researchers developing artistic prototypes.  相似文献   

11.
With the rapid development of computing technology, three-dimensional (3D) human body models and their dynamic motions are widely used in the digital entertainment industry. Human performance mainly involves human body shapes and motions. Key research problems in human performance animation include how to capture and analyze static geometric appearance and dynamic movement of human bodies, and how to simulate human body motions with physical effects. In this survey, according to the main research directions of human body performance capture and animation, we summarize recent advances in key research topics, namely human body surface reconstruction, motion capture and synthesis, as well as physics-based motion simulation, and further discuss future research problems and directions. We hope this will be helpful for readers to have a comprehensive understanding of human performance capture and animation.  相似文献   

12.
Expert systems is a rapidly developing application of artificial intelligence technology for the capture and dissemination of human knowledge. A number of very practical implementations of knowledge bases have been achieved, using program shells which are quite accessible by people other than programmers. Since college business students have a high probability of encountering expert systems in the workplace, it is appropriate that their curriculum expose them to this expanding arena. This paper presents an expert system demonstration designed to provide a hands-on educational environment for allowing students to explore the capabilities of artificial intelligence in business organizations.  相似文献   

13.
三维人脸表情动画技术是一个具有巨大应用前景和研究意义的学科方向。在研究 现有表情捕捉和动画合成技术的基础上,提出了一种基于Microsoft Kinect 设备的人脸表情动画 系统。该系统首先利用Kinect 设备捕捉人脸并提取相关表情参数,同时利用Autodesk Maya 动 画软件建立对应的人脸三维模型,之后将模型导入到OGRE 动画引擎并把提取的表情参数传递 给OGRE,渲染生成实时人脸表情动画。实验结果表明该技术方案可行,实时表情动画效果达 到实际应用水平,相比于现有其他表情动画技术,系统采用通用的Kinect 设备,成本更大众化 且更容易进行操作。  相似文献   

14.
随着计算机技术和网络技术的不断发展,网络信息技术已经成了人们生活中不可分割的一部分,但是,如何构建一个更加科学合理的描述逻辑本体,方便人们在数以万计的网络信息中快速、高效的找出所需要的信息和资源是当前世界范围内的迫切性问题。该文就面向语义Web的描述逻辑本体的构建做相关的讨论和研究,希望为我国网络技术中的本体构建技术问题提供一些借鉴和参考。  相似文献   

15.
随着网络化测试成为测试技术的重要发展趋势,其底层通信技术作为网络化测试系统实现的关键技术已日益受到人们的重视。为提高网络化测试系统的性能,以WinPcap技术为基础,对通信层中的各个功能模块进行了设计,并实现了数据的捕获、协议分析和统计管理。为提高通信层程序的工作效率,给出了相应的优化方法和技术措施。该设计为网络化测试的底层通信提供了一种解决方案,具有一定的实用和推广价值。  相似文献   

16.
Motion capture technology has made great strides in computer science and information technology. The design of dance movements requires simulation and dancing of design elements to be critical to overcome the obstacle; 3d aesthetics need to be optimized and cause body rotation problems. Using image analysis technology to establish a mathematical model based on dance motion capture technology, it takes the five main dance movement components as the primary research object. It then proposes the continuity similarity of dance movement. Incorporate composite data obtained from samples during alignment. The proposed system's high tracking accuracy system indicates that it is suitable for various dance training programs based on the game. Video application product video studio software, and programming program, multimedia design of dance movement in the computer, and then realize the effect of dance technology in conjunction with computer technology. Finally, it provides a symbolic reference to dance movement technology research and design.  相似文献   

17.
目前对视频技术的研究与应用主要集中于利用图像处理与模式识别手段对视频图像进行处理,视频抓拍都是以抓拍时间点为起始时间点,所拍摄视频包含的信息缺乏完整性,进而会影响进一步的分析与处理.针对此问题,通过定义时间窗口并利用缓存技术,提出了一种基于Android系统的视频抓拍方案的设计与实现,其关键在于能够提供抓拍时间点之前到之后一定时间段内的视频.测试结果表明,该方案具有较小的时间误差,并占用较少的系统资源,已被应用于量产并投入市场的车载电子系统中,为交通事故责任认定提供了重要依据.  相似文献   

18.
异构数据库集成中的变化捕获方案设计   总被引:8,自引:0,他引:8  
数据库集成是分布式环境中的一项关键技术。由于数据库异构现象越来越普遍,研究异构数据库集成无论在理论还是实际应用上都具有非常重要的意义。详细比较各种常用变化捕获方法之后,提出一种变更轨迹表的设计方案。  相似文献   

19.
随着人们对信息化技术的要求提高,信息化检索技术也呈现智能化的发展,研究智能化信息检索技术能够提升人们在信息检索中的便捷性,获得更好的信息服务。同时,信息检索设计涉及复杂的专业技术,提升信息检索的智能化也是信息设计的重要内容。本文主要分析了信息检索技术的基础理论,并针对信息检索技术的发展趋势及要求进行了阐述,最后研究了智能化信息检索技术设计,从而为信息检索技术的发展提供理论参考。  相似文献   

20.
This paper shows the method of estimating spatiotemporal distribution of pedestrians by using watch cameras. We estimate the distribution without tracking technology, with pedestrian's privacy protected and in Umeda underground mall. Lately spatiotemporal distribution of pedestrians has being increasingly important in the field of urban planning, disaster prevention planning, marketing and so on. Although many researchers have tried to capture the information of location as dealing with some sensors, some problems still remain, such as the investment of sensors, the restriction of the number of people who has the device they are able to capture. From such background, we develop an original labelling algorithm and estimate the spatiotemporal distribution of pedestrians and the information of the passing time and the direction of pedestrians from sequential images of a watch camera.  相似文献   

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