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1.
Visually appealing and vivid simulations of deformable solids represent an important aspect of physically based computer animation. For the temporal discretization, it is customary in computer animation to use first-order accurate integration methods, such as Backward Euler, due to their simplicity and robustness. Although there is notable research on second-order methods, their use is not widespread. Many of these well-known methods have significant drawbacks such as severe numerical damping or scene-dependent time step restrictions to ensure stability. In this paper, we discuss the most relevant requirements on such methods in computer animation and motivate the interest beyond first-order accuracy. Keeping these requirements in mind, we investigate several promising methods from the families of diagonally implicit Runge-Kutta (DIRK) and Rosenbrock methods which currently do not appear to have considerable popularity in this field. We show that the usage of such methods improves the visual quality of physical animations. In addition, we demonstrate that they allow distinctly more control over damping at lower computational cost than classical methods. As part of our theoretical contribution, we review aspects of simulations that are often considered more intricate with higher-order methods, such as contact handling. To this end, we derive an implicit linearized contact model based on a predictor-corrector approach that leads to consistent behavior with higher-order integrators as predictors. Our contact model is well suited for the simulation of stiff, nonlinear materials with the integration methods presented in this paper and more common methods such as Backward Euler alike.  相似文献   

2.
Recent developments in very high-level language design indicate that these languages hold great promise for improving the level of man-machine communication, and hence improving computer and programmer utilization. (Essentially, a very high-level language one which allows the programmer to specify what to do, rather than how to do it.) This paper surveys these developments, outlines the goals to which an “ideal” very high-level language should aspire, and then presents the design of a very high-level language that would meet these goals. This design is presented in the interest of laying bare some basic design and implementation questions that are inherent to such an achievement. The paper then discusses these questions, indicating both old and new research problems which they suggest.  相似文献   

3.
4.
符红光  钟秀琴  曾振柄 《计算机学报》2006,29(10):1869-1875
从人的思维模式和技巧出发,通过观察专家直觉导出了一套三角函数化简规则链表.利用这套规则链表进行推理可以有效地化简一些对人工推导来说也有一定难度的三角函数表达式,同时产生可读的化简过程.有关算法已用Lisp编程实现.文中将它与Maple9和Mathematica作了测试对比,结果显示在三角函数化简功能方面作者的软件明显优于Maple和Mathematica.  相似文献   

5.
Algorithm visualizations are widely viewed as having the potential for major impact on computer science education, but their quality is highly variable. We report on the software development practices used by creators of algorithm visualizations, based on data that can be inferred from a catalog of over 600 algorithm visualizations. Since nearly all are free for use and many provide source code, they might be construed as being open source software. Yet many AV developers do not appear to have used open source best practices. We discuss how such development practices might be employed by the algorithm visualization community, and how they might lead to improved algorithm visualizations in the future. We conclude with a discussion of OpenDSA, an open-source project that builds on earlier progress in the field of algorithm visualization and hopes to use open-source procedures to gain users and contributors.  相似文献   

6.
Visual metaphors in the form of still or animated pictures have been used in user interfaces with the hope of enhancing learning and use of computer applications. This paper studies animated metaphors with the intent to understand how they relate to human cognition and how their quality can be measured. We present a model of the relationships within metaphors, suggest lightweight evaluation techniques based on this model, and test these techniques in an empirical investigation. The results indicate that a lightweight analysis based on still images and made by domain-aware but metaphor-unaware judges can be used as a first step in deciding which metaphors are worthy of further study, and to direct animation efforts to overcome the most crucial problems. Furthermore, the results show that animation may increase or decrease the quality of a metaphor by considerable amounts; hence the final evaluation must be based on actual use of fully implemented metaphors. The results also confirm earlier suggestions to use rich metaphors and provides evidence that richness of the still image is important for the effectiveness of animation.  相似文献   

7.
Program animation systems have not been as widely adopted by computer science educators as we might expect from the firm belief that they can help in enhancing computer science education. One of the most notable obstacles to their adoption is the considerable effort that the production of program animations represents for the instructor. We present here an approach to reduce such a workload based on the automatic generation of visualizations and animations. The user may customize them in a user-friendly way to construct more expressive program animations. These operations are carried out by means of a user-friendly manipulation based on the metaphor of office documents. We have applied this approach to the functional paradigm by extending the WinHIPE programming environment. Finally, we report on the successful results of an evaluation performed to measure its ease of use.  相似文献   

8.
介绍计算机动画的原理、应用及用C语言函数来实现动画的几种方法,同时举例说明利用画面存储再重放的方法实现动画技术,以及用C函数实现动画技术的各自特点。具体的应用中应该针对图形的复杂程度、动画效果的要求、软硬件环境的制约条件来选择适合的技术。  相似文献   

9.
基于VRML的中国手语三维显示   总被引:5,自引:0,他引:5  
手语合成的目的是由计算机自动生成文本句子对应的手语,是智能人机接口研究的一个极具挑战性的课题。手语显示是手语合成过程中非常关键的一步,其任务是在文本句子转换为手语码后,将手语码逼真地显示成虚拟人手语运动。介绍了研究中国手语合成时提出的一种基于VRML的三维虚拟人姿态显示方法和连续中国聋人手语显示方法。该方法不仅可以显示逼真的虚拟人合成手语,而且具有很好的通用性,为网络环境中实现不同人体模型的手语表达与传输打下了基础。  相似文献   

10.
Until recently, the study of terrain data gathered by satellites has meant the time-consuming analysis of hundreds of still images. An attempt to use computer animation to analyze such images more effectively is described. A simulated fly-by created by computer animation allows scientists to study many different perspective views of the data quickly. Using this technique, scientists can often detect features they might otherwise have missed  相似文献   

11.
Although avatars may resemble communicative interface agents, they have for the most part not profited from recent research into autonomous embodied conversational systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often resemble humans (with a head, hands, and a body) they are incapable of representing the kinds of knowledge that humans have about how to use the body during communication. Humans, however, do make extensive use of the visual channel for interaction management where many subtle and even involuntary cues are read from stance, gaze, and gesture. We argue that the modeling and animation of such fundamental behavior is crucial for the credibility and effectiveness of the virtual interaction in chat. By treating the avatar as a communicative agent, we propose a method to automate the animation of important communicative behavior, deriving from work in conversation and discourse theory. BodyChat is a system that allows users to communicate via text while their avatars automatically animate attention, salutations, turn taking, back-channel feedback, and facial expression. An evaluation shows that users found an avatar with autonomous conversational behaviors to be more natural than avatars whose behaviors they controlled, and to increase the perceived expressiveness of the conversation. Interestingly, users also felt that avatars with autonomous communicative behaviors provided a greater sense of user control.  相似文献   

12.
Learning Syntax by Automata Induction   总被引:1,自引:1,他引:0  
In this paper we propose an explicit computer model for learning natural language syntax based on Angluin's (1982) efficient induction algorithms, using a complete corpus of grammatical example sentences. We use these results to show how inductive inference methods may be applied to learn substantial, coherent subparts of at least one natural language — English — that are not susceptible to the kinds of learning envisioned in linguistic theory. As two concrete case studies, we show how to learn English auxiliary verb sequences (such as could be taking, will have been taking) and the sequences of articles and adjectives that appear before noun phrases (such as the very old big deer). Both systems can be acquired in a computationally feasible amount of time using either positive examples, or, in an incremental mode, with implicit negative examples (examples outside a finite corpus are considered to be negative examples). As far as we know, this is the first computer procedure that learns a full-scale range of noun subclasses and noun phrase structure. The generalizations and the time required for acquisition match our knowledge of child language acquisition for these two cases. More importantly, these results show that just where linguistic theories admit to highly irregular subportions, we can apply efficient automata-theoretic learning algorithms. Since the algorithm works only for fragments of language syntax, we do not believe that it suffices for all of language acquisition. Rather, we would claim that language acquisition is nonuniform and susceptible to a variety of acquisition strategies; this algorithm may be one these.  相似文献   

13.
14.
In this paper we present a new character animation technique in which the animation adapts itself based on the change in the user’s perspective, so that when the user moves and their point of viewing the animation changes, then the character animation adapts itself in response to that change. The resulting animation, generated in real-time, is a blend of key animations provided a priori by the animator. The blending is done with the help of efficient dual-quaternion transformation blending. The user’s point of view is tracked using either computer vision techniques or a simple user-controlled input modality, such as mouse-based input. This tracked point of view is then used to suitably select the blend of animations. We show a way to author and use such animations in both virtual as well as augmented reality scenarios and demonstrate that it significantly heightens the sense of presence for the users when they interact with such self adaptive animations of virtual characters.  相似文献   

15.
This paper describes an empirical study of behaviors associated with consumers’ creative modification of digital information goods found in Web 2.0 and elsewhere. They are products of culture such as digital images, music, video, news and computer games. We will refer to them as “digital culture products”. How do consumers who transmute such products differ from those who do not, and from each other? This study develops and tests a theory of consumer behavior in transmuting digital culture products, separating consumers into different groups based on how and why they transmute. With our theory, we posit these groups as having differences of motivation, as measured by product involvement and innovativeness, and of ability as measured by computer skills. A survey instrument to collect data from Internet-capable computer users on the relevant constructs, and on their transmutation activities, is developed and distributed using a web-based survey hosting service. The data are used to test hypotheses that consumers’ enduring involvement and innovativeness are positively related to transmutation behaviors, and that computer self-efficacy moderates those relationships. The empirical results support the hypotheses that enduring involvement and innovativeness do motivate transmutation behavior. The data analysis also supports the existence of a moderating relationship of computer self-efficacy with respect to enduring involvement, but not of computer self-efficacy with respect to innovativeness. The findings further indicate that transmutation activities should be expected to impact Web 2.0-oriented companies, both incumbents and start-ups, as they make decisions about how to incorporate consumers into their business models not only as recipients of content, but also as its producers.  相似文献   

16.
This paper argues that the idea of a computer is unique. Calculators and analog computers are not different ideas about computers, and nature does not compute by itself. Computers, once clearly defined in all their terms and mechanisms, rather than enumerated by behavioral examples, can be more than instrumental tools in science, and more than source of analogies and taxonomies in philosophy. They can help us understand semantic content and its relation to form. This can be achieved because they have the potential to do more than calculators, which are computers that are designed not to learn. Today’s computers are not designed to learn; rather, they are designed to support learning; therefore, any theory of content tested by computers that currently exist must be of an empirical, rather than a formal nature. If they are designed someday to learn, we will see a change in roles, requiring an empirical theory about the Turing architecture’s content, using the primitives of learning machines. This way of thinking, which I call the intensional view of computers, avoids the problems of analogies between minds and computers. It focuses on the constitutive properties of computers, such as showing clearly how they can help us avoid the infinite regress in interpretation, and how we can clarify the terms of the suggested mechanisms to facilitate a useful debate. Within the intensional view, syntax and content in the context of computers become two ends of physically realizing correspondence problems in various domains.  相似文献   

17.
提高3D动画的制作效率是发展3D动画的一个关键问题,随着计算机硬件技术和辅助技术飞速发展,为解决这一问题提供了可能。基于草绘交互方式的辅助技术正受到相关研究者的关注。简要地回顾了基于草绘辅助技术的研究现状和发展历程,总结分析了其在3D动画制作中各环节的辅助技术,并对今后的发展方向进行了展望。  相似文献   

18.
提高3D动画的制作效率是发展3D动画的一个关键问题,随着计算机硬件技术和辅助技术飞速发展,为解决这一问题提供了可能。基于草绘交互方式的辅助技术正受到相关研究者的关注。简要地回顾了基于草绘辅助技术的研究现状和发展历程,总结分析了其在3D动画制作中各环节的辅助技术,并对今后的发展方向进行了展望。  相似文献   

19.
J. Berdajs  Z. Bosnić 《Software》2010,40(7):567-584
When programmers need to modify third‐party applications, they frequently do not have access to their source code. In such cases, DLL injection and API hooking are techniques that can be used to modify applications without intervening into their source code. The commonly used varieties of injection and hooking approaches have many practical limitations: they are inconvenient for a programmer to implement, do not work reliably in conjunction with all applications and with certain low‐level machine instructions. In this paper we present two novel approaches to DLL injection and API hooking, which we call Debugger‐aided DLL injection and Single Instruction Hooking. Our approaches overcome the limitations of the state‐of‐the art approaches. Despite incurring greater execution times, our approach allows extending of the applications in situations where the comparable approaches fail. As such, it has a notable practical value for beneficial practical applications of injection and hooking approaches, which are present in malware detection programs and computer security tools. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

20.
The availability of high‐performance 3D workstations has increased the range of application for interactive real‐time animation. In these applications the user can directly interact with the objects in the animation and direct the evolution of their motion, rather than simply watching a pre‐computed animation sequence. Interactive real‐time animation has fast‐growing applications in virtual reality, scientific visualization, medical training and distant learning. Traditional approaches to computer animation have been based on the animator having complete control over all aspects of the motion. In interactive animation the user can interact with any of the objects, which changes the current motion path or behaviour in real time. The objects in the animation must be capable of reacting to the user's actions and not simply replay a canned motion sequence. This paper presents a framework for interactive animation that allows the animator to specify the reactions of objects to events generated by other objects and the user. This framework is based on the concept of relations that describe how an object reacts to the influence of a dynamic environment. Each relation specifies one motion primitive triggered by either its enabling condition or the state of the environment. A collection of the relations is structured through several hierarchical layers to produce responsive behaviours and their variations. This framework is illustrated by several room‐based dancing examples that are modelled by relations. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

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