共查询到20条相似文献,搜索用时 15 毫秒
1.
Martin Klaudiny† Steven McDonagh† Derek Bradley Thabo Beeler Kenny Mitchell 《Computer Graphics Forum》2017,36(2):325-336
We present a real‐time multi‐view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high‐quality markerless facial performance capture in real‐time from multi‐view helmet camera data, employing an actor specific regressor. The regressor training is tailored to specified actor appearance and we further condition it for the expected illumination conditions and the physical capture rig by generating the training data synthetically. In order to leverage the information present in live imagery, which is typically provided by multiple cameras, we propose a novel multi‐view regression algorithm that uses multi‐dimensional random ferns. We show that higher quality can be achieved by regressing on multiple video streams than previous approaches that were designed to operate on only a single view. Furthermore, we evaluate possible camera placements and propose a novel camera configuration that allows to mount cameras outside the field of view of the actor, which is very beneficial as the cameras are then less of a distraction for the actor and allow for an unobstructed line of sight to the director and other actors. Our new real‐time facial capture approach has immediate application in on‐set virtual production, in particular with the ever‐growing demand for motion‐captured facial animation in visual effects and video games. 相似文献
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We introduce “Crowd Sculpting”: a method to interactively design populated environments by using intuitive deformation gestures to drive both the spatial coverage and the temporal sequencing of a crowd motion. Our approach assembles large environments from sets of spatial elements which contain inter‐connectible, periodic crowd animations. Such a “Crowd Patches” approach allows us to avoid expensive and difficult‐to‐control simulations. It also overcomes the limitations of motion editing, that would result into animations delimited in space and time. Our novel methods allows the user to control the crowd patches layout in ways inspired by elastic shape sculpting: the user creates and tunes the desired populated environment through stretching, bending, cutting and merging gestures, applied either in space or time. Our examples demonstrate that our method allows the space‐time editing of very large populations and results into endless animation, while offering real‐time, intuitive control and maintaining animation quality. 相似文献
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Physical simulation has long been the approach of choice for generating realistic hair animations in CG. A constant drawback of simulation, however, is the necessity to manually set the physical parameters of the simulation model in order to get the desired dynamic behavior. To alleviate this, researchers have begun to explore methods for reconstructing hair from the real world and even to estimate the corresponding simulation parameters through the process of inversion. So far, however, these methods have had limited applicability, because dynamic hair capture can only be played back without the ability to edit, and solving for simulation parameters can only be accomplished for static hairstyles, ignoring the dynamic behavior. We present the first method for capturing dynamic hair and automatically determining the physical properties for simulating the observed hairstyle in motion. Since our dynamic inversion is agnostic to the simulation model, the proposed method applies to virtually any hair simulation technique, which we demonstrate using two state‐of‐the‐art hair simulation models. The output of our method is a fully simulation‐ready hairstyle, consisting of both the static hair geometry as well as its physical properties. The hairstyle can be easily edited by adding additional external forces, changing the head motion, or re‐simulating in completely different environments, all while remaining faithful to the captured hairstyle. 相似文献
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This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free‐surface boundary conditions exactly, regardless of the accuracy of the pressure solve. When combined, these ideas greatly reduce the computational complexity of the pressure solve without compromising free surface boundary conditions at the highest level of detail. Our techniques are easy to parallelize, and they effectively eliminate the computational bottleneck for large liquid simulations. 相似文献
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Tetsuya Takahashi Yoshinori Dobashi Issei Fujishiro Tomoyuki Nishita Ming C. Lin 《Computer Graphics Forum》2015,34(2):493-502
We propose a stable and efficient particle‐based method for simulating highly viscous fluids that can generate coiling and buckling phenomena and handle variable viscosity. In contrast to previous methods that use explicit integration, our method uses an implicit formulation to improve the robustness of viscosity integration, therefore enabling use of larger time steps and higher viscosities. We use Smoothed Particle Hydrodynamics to solve the full form of viscosity, constructing a sparse linear system with a symmetric positive definite matrix, while exploiting the variational principle that automatically enforces the boundary condition on free surfaces. We also propose a new method for extracting coefficients of the matrix contributed by second‐ring neighbor particles to efficiently solve the linear system using a conjugate gradient solver. Several examples demonstrate the robustness and efficiency of our implicit formulation over previous methods and illustrate the versatility of our method. 相似文献
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Florian Ferstl Ryoichi Ando Chris Wojtan Rüdiger Westermann Nils Thuerey 《Computer Graphics Forum》2016,35(2):225-232
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small‐scale features near the liquid surface. Unfortunately, FLIP simulations can be computationally expensive, because they require a dense sampling of particles to fill the entire liquid volume. Furthermore, the vast majority of these FLIP particles contribute nothing to the fluid's visual appearance, especially for larger volumes of liquid. We present a method that only uses FLIP particles within a narrow band of the liquid surface, while efficiently representing the remaining inner volume on a regular grid. We show that a naïve realization of this idea introduces unstable and uncontrollable energy fluctuations, and we propose a novel coupling scheme between FLIP particles and regular grid which overcomes this problem. Our method drastically reduces the particle count and simulation times while yielding results that are nearly indistinguishable from regular FLIP simulations. Our approach is easy to integrate into any existing FLIP implementation. 相似文献
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Shihui Guo Jian Chang Xiaosong Yang Wencheng Wang Jianjun Zhang 《Computer Graphics Forum》2014,33(7):31-40
Natural‐looking insect animation is very difficult to simulate. The fast movement and small scale of insects often challenge the standard motion capture techniques. As for the manual key‐framing or physics‐driven methods, significant amounts of time and efforts are necessary due to the delicate structure of the insect, which prevents practical applications. In this paper, we address this challenge by presenting a two‐level control framework to efficiently automate the modeling and authoring of insects’ locomotion. On the top level, we design a Triangle Placement Engine to automatically determine the location and orientation of insects’ foot contacts, given the user‐defined trajectory and settings, including speed, load, path and terrain etc. On the low‐level, we relate the Central Pattern Generator to the triangle profiles with the assistance of a Controller Look‐Up Table to fast simulate the physically‐based movement of insects. With our approach, animators can directly author insects’ behavior among a wide range of locomotion repertoire, including walking along a specified path or on an uneven terrain, dynamically adjusting to external perturbations and collectively transporting prey back to the nest. 相似文献
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Zhichao Huang Junfeng Yao Zichun Zhong Yang Liu Xiaohu Guo 《Computer Graphics Forum》2014,33(7):239-248
Sparse localized decomposition is a useful technique to extract meaningful deformation components out of a training set of mesh data. However, existing methods cannot capture large rotational motion in the given mesh dataset. In this paper we present a new decomposition technique based on deformation gradients. Given a mesh dataset, the deformation gradient field is extracted, and decomposed into two groups: rotation field and stretching field, through polar decomposition. These two groups of deformation information are further processed through the sparse localized decomposition into the desired components. These sparse localized components can be linearly combined to form a meaningful deformation gradient field, and can be used to reconstruct the mesh through a least squares optimization step. Our experiments show that the proposed method addresses the rotation problem associated with traditional deformation decomposition techniques, making it suitable to handle not only stretched deformations, but also articulated motions that involve large rotations. 相似文献
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Naoya Iwamoto Hubert P. H. Shum Longzhi Yang Shigeo Morishima 《Computer Graphics Forum》2015,34(7):99-109
Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real‐time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real‐time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi‐layer lattice model to simulate the primary and secondary deformation of skeleton‐driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice‐based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi‐layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real‐time applications such as console games or interactive animation creation. 相似文献
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Panayiotis Charalambous Ioannis Karamouzas Stephen J. Guy Yiorgos Chrysanthou 《Computer Graphics Forum》2014,33(7):41-50
We present a novel approach for analyzing the quality of multi‐agent crowd simulation algorithms. Our approach is data‐driven, taking as input a set of user‐defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an anomaly detection problem and exploit state‐of‐the‐art outlier detection algorithms to address it. To that end, we introduce a new framework for the visual analysis of crowd simulations. Our framework allows us to capture potentially erroneous behaviors on a per‐agent basis either by automatically detecting outliers based on individual evaluation metrics or by accounting for multiple evaluation criteria in a principled fashion using Principle Component Analysis and the notion of Pareto Optimality. We discuss optimizations necessary to allow real‐time performance on large datasets and demonstrate the applicability of our framework through the analysis of simulations created by several widely‐used methods, including a simulation from a commercial game. 相似文献
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Recalculating the subspace basis of a deformable body is a mandatory procedure for subspace simulation, after the body gets modified by interactive applications. However, using linear modal analysis to calculate the basis from scratch is known to be computationally expensive. In the paper, we show that the subspace of a modified body can be efficiently obtained from the subspace of its original version, if mesh changes are small. Our basic idea is to approximate the stiffness matrix by its low‐frequency component, so we can calculate new linear deformation modes by solving an incremental eigenvalue decomposition problem. To further handle nonlinear deformations in the subspace, we present a hybrid approach to calculate modal derivatives from both new and original linear modes. Finally, we demonstrate that the cubature samples trained for the original mesh can be reused in fast reduced force and stiffness matrix evaluation, and we explore the use of our techniques in various simulation problems. Our experiment shows that the updated subspace basis still allows a simulator to generate visual plausible deformation effects. The whole system is efficient and it is compatible with other subspace construction approaches. 相似文献
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We propose an efficient method to model paper tearing in the context of interactive modeling. The method uses geometrical information to automatically detect potential starting points of tears. We further introduce a new hybrid geometrical and physical‐based method to compute the trajectory of tears while procedurally synthesizing high resolution details of the tearing path using a texture based approach. The results obtained are compared with real paper and with previous studies on the expected geometric paths of paper that tears. 相似文献
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In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real‐world objects, as well as for estimating it from deformation examples. Previous approaches suffer several limitations, such as lack of integrability of elastic forces, failure to enforce energy convexity, lack of robustness of parameter estimation, or difficulty to model cross‐modal effects. Our method avoids these problems by relying on a general energy‐based definition of elastic properties. The accuracy of the resulting elastic model is maximized by defining an additive model of separable energy terms, which allow progressive parameter estimation. In addition, our method supports efficient modeling of extreme nonlinearities thanks to energy‐limiting constraints. We combine our energy‐based model with an optimization method to estimate model parameters from force‐deformation examples, and we show successful modeling of diverse deformable objects, including cloth, human finger skin, and internal human anatomy in a medical imaging application. 相似文献
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Automatically computing a cinematographic consistent sequence of shots over a set of actions occurring in a 3D world is a complex task which requires not only the computation of appropriate shots (viewpoints) and appropriate transitions between shots (cuts), but the ability to encode and reproduce elements of cinematographic style. Models proposed in the literature, generally based on finite state machine or idiom‐based representations, provide limited functionalities to build sequences of shots. These approaches are not designed in mind to easily learn elements of cinematographic style, nor do they allow to perform significant variations in style over the same sequence of actions. In this paper, we propose a model for automated cinematography that can compute significant variations in terms of cinematographic style, with the ability to control the duration of shots and the possibility to add specific constraints to the desired sequence. The model is parametrized in a way that facilitates the application of learning techniques. By using a Hidden Markov Model representation of the editing process, we demonstrate the possibility of easily reproducing elements of style extracted from real movies. Results comparing our model with state‐of‐the‐art first‐order Markovian representations illustrate these features, and robustness of the learning technique is demonstrated through cross‐validation. 相似文献
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C. Karen Liu 《Computer Graphics Forum》2016,35(2):523-532
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We address several limitations of the sampling‐based motion control method of Liu et at. [ LYvdP* 10 ]. The key insight is to learn from the past control reconstruction trials through sample distribution adaptation. Coupled with a sliding window scheme for better performance and an averaging method for noise reduction, the improved algorithm can efficiently construct open‐loop controls for long and challenging reference motions in good quality. Our ideas are intuitive and the implementations are simple. We compare the improved algorithm with the original algorithm both qualitatively and quantitatively, and demonstrate the effectiveness of the improved algorithm with a variety of motions ranging from stylized walking and dancing to gymnastic and Martial Arts routines. 相似文献
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We propose a new boundary handling method for smoothed particle hydrodynamics (SPH). Previous approaches required the use of boundary particles to prevent particles from sticking to the boundary. We address this issue by correcting the fundamental equations of SPH with the integration of a kernel function. Our approach is able to directly handle triangle mesh boundaries without the need for boundary particles. We also show how our approach can be integrated into a position‐based fluid framework. 相似文献
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We present a novel method to generate a virtual character's multi‐contact poses adaptive to the various shapes of the environment. Given the user‐specified center of mass (CoM) position and direction as inputs, our method finds the potential contacts for the character in the surrounding geometry of the environment and generates a set of stable poses that are contact‐rich. Major contributions of the work are in efficiently finding admissible support points for the target environment by precomputing candidate support points from a human pose database, and in automatically generating interactive poses that can maintain stable equilibrium. We develop the concept of support complexity to scale the set of precomputed support points by the geometric complexity of the environment. We demonstrate the effectiveness of our method by creating contact poses for various test cases of environments. 相似文献