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A shading model for cloth objects 总被引:1,自引:0,他引:1
Yasuda T. Yokoi S. Toriwaki J. Inagaki K. 《Computer Graphics and Applications, IEEE》1992,12(6):15-24
A fundamental light reflection model that takes into account the internal structure of cloth to render the peculiar gloss of cloth objects is presented. In developing this model, the microscopic structure of textiles was considered. The model represents fabric features such as fiber's cross-sectional shape or weave. By measuring the reflected light intensity from actual cloth objects of several typical materials, it was verified that the model can express the properties of several kinds of cloth, and the parameters in the model were defined 相似文献
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提出了一个基于晶格的机械变形方法。晶格被作为一个粒子系统采用数学方法变形,毛发采用2次B样条插值方法绘制。用元球模型处理毛发和身体表面之间碰撞。发型机械模型具有很高的实时性能和通用性,可以用来模拟各种复杂发型。模型可达到各种绘制背景下准确性和计算速度之间的最佳折中。 相似文献
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Junfeng Yao Lei Lan Wenlin Lin Yingying She Binbin Zhang 《Computer Animation and Virtual Worlds》2015,26(3-4):281-289
Researchers have proposed various techniques for cloth simulation in the last decades. The crucial problem in interactive animation for cloth is how to speed up simulation with a stable system. In this paper, we describe a realistic and stable scheme for cloth simulation based on mass‐spring system. This scheme modifies semi‐implicit integration used in cloth simulation system with an efficient damping method. Semi‐implicit integration methods have been widely used in dynamic simulation because of acceptable speed and stability. However, internal damping forces are generated with respect to rotational rigid motions, which are only depending on relative velocities. Undesirable change in global movement of dynamic cloth could result in damping artifact. We replace the internal damping forces with an optimal damping method which is based on iterative spring damping but the limit can be computed directly. The method provides simple damping parameter estimation and guarantees conservation of global movement. As a result, complex clothes can be realistically and stably simulated in real time. Copyright © 2015 John Wiley & Sons, Ltd. 相似文献
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We propose a data‐driven method to realize high‐quality detailed hair animations in interactive applications like games. By devising an error metric method to evaluate hair animation similarities, we take hair features into consideration as much as possible. We also propose a novel database construction algorithm based on Secondary Motion Graph. Our algorithm can improve the efficiency of such graphs to reduce redundant data and also achieves visually smooth connection of two animation clips while taking into consideration their future motions. The costs for the run‐time process using our Secondary Motion Graph are relatively low, allowing real‐time interactive operations. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
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Zhang Y Wang H Wang S Tong Y Zhou K 《IEEE transactions on visualization and computer graphics》2012,18(8):1281-1289
A water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity makes the interior of a water drop less relevant to its motion, as the smooth velocity field can be well approximated by an interpolation of the velocity on the boundary. Consequently, we propose a fast deformable surface model to realistically animate water drops and their flowing behaviors on solid surfaces. Our system efficiently simulates water drop motions in a Lagrangian fashion, by reducing 3D fluid dynamics over the whole liquid volume to a deformable surface model. In each time step, the model uses an implicit mean curvature flow operator to produce surface tension effects, a contact angle operator to change droplet shapes on solid surfaces, and a set of mesh connectivity updates to handle topological changes and improve mesh quality over time. Our numerical experiments demonstrate a variety of physically plausible water drop phenomena at a real-time rate, including capillary waves when water drops collide, pinch-off of water jets, and droplets flowing over solid materials. The whole system performs orders-of-magnitude faster than existing simulation approaches that generate comparable water drop effects. 相似文献
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Frederic I. Parke 《Computers & Graphics》1975,1(1):3-4
A parametric model for human faces is described which is capable of expression and lip animation. With this model speech synchronized animation is reduced to varying parameters in accordance with a timed speech sequence. 相似文献
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介绍了一种新的卡通动画中人物头发运动的混合技术,使动画师们能方便地创作出有吸引力和可控性的头发运动效果,而不需要手工对头发运动表现过程进行逐帧绘制,仅设置好所需的一些关键帧画面。该技术方法演示如何根据给出的手绘卡通人物角色动作配以相应的头发运动效果。这种方法的新颖之处是,既不是简单地插入关键帧来获得头发运动效果,也不是通过物理模拟的方式来生成头发飘逸的动画,而是从动画师预先准备好的少量的作为关键帧草图的头发运动效果,建立物理模拟动画数据库,根据此数据库中头发的运动效果来创建出特定头发运动动画。此方法生成的头发动画分两个阶段完成,首先是在数据库中搜索对应的运动效果画面,然后顺利连接;其次数据库序列的关键帧之间的过渡帧由在动画中运用转移函数生成的插值补充,以实现流畅的头发飘逸动画。 相似文献
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Drumwright E 《IEEE transactions on visualization and computer graphics》2008,14(1):231-240
Two methods have been used extensively to model resting contact for rigid body simulation. The first approach, the penalty method, applies virtual springs to surfaces in contact to minimize interpenetration. This method, as typically implemented, results in oscillatory behavior and considerable penetration. The second approach, based on formulating resting contact as a linear complementarity problem, determines the resting contact forces analytically to prevent interpenetration. The analytical method exhibits expected-case polynomial complexity in the number of contact points, and may fail to find a solution in polynomial time when friction is modeled. We present a fast penalty method that minimizes oscillatory behavior and leads to little penetration during resting contact; our method compares favorably to the analytical method with regard to these two measures, while exhibiting much faster performance both asymptotically and empirically. 相似文献
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The goal of shape from shading (SFS) is to recover a relative depth map from the variations of image intensity associated to changes in surface shape. There have been very few attempts at developing biologically plausible solutions to this problem, and a sound neurophysiological basis is still missing. Here we present a biologically inspired approach to SFS, formulated in terms of the well-known linear-nonlinear model of neuronal responses. Without resorting to the image irradiance equation, which is at the heart of the traditional SFS algorithms, we submit the input image to a linear filter followed by nonlinear transformations modelled on the tuning curves of the disparity-selective binocular neurons. This yields plausible shape estimates, without requiring information regarding surface reflectance or illumination. 相似文献
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In this paper, we present a two-level generative model for representing the images and surface depth maps of drapery and clothes. The upper level consists of a number of folds which will generate the high contrast (ridge) areas with a dictionary of shading primitives (for 2D images) and fold primitives (for 3D depth maps). These primitives are represented in parametric forms and are learned in a supervised learning phase using 3D surfaces of clothes acquired through photometric stereo. The lower level consists of the remaining flat areas which fill between the folds with a smoothness prior (Markov random field). We show that the classical ill-posed problem-shape from shading (SFS) can be much improved by this two-level model for its reduced dimensionality and incorporation of middle-level visual knowledge, i.e., the dictionary of primitives. Given an input image, we first infer the folds and compute a sketch graph using a sketch pursuit algorithm as in the primal sketch (Guo et al., 2003). The 3D folds are estimated by parameter fitting using the fold dictionary and they form the "skeleton" of the drapery/cloth surfaces. Then, the lower level is computed by conventional SFS method using the fold areas as boundary conditions. The two levels interact at the final stage by optimizing a joint Bayesian posterior probability on the depth map. We show a number of experiments which demonstrate more robust results in comparison with state-of-the-art work. In a broader scope, our representation can be viewed as a two-level inhomogeneous MRF model which is applicable to general shape-from-X problems. Our study is an attempt to revisit Marr's idea (Marr and Freeman, 1982) of computing the 2frac12D sketch from primal sketch. In a companion paper (Barbu and Zhu, 2005), we study shape from stereo based on a similar two-level generative sketch representation. 相似文献
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A fast algorithm for computing moments of gray images based on NAM and extended shading approach 总被引:1,自引:0,他引:1
Computing moments on images is very important in the fields of image processing and pattern recognition. The non-symmetry
and anti-packing model (NAM) is a general pattern representation model that has been developed to help design some efficient
image representation methods. In this paper, inspired by the idea of computing moments based on the S-Tree coding (STC) representation
and by using the NAM and extended shading (NAMES) approach, we propose a fast algorithm for computing lower order moments
based on the NAMES representation, which takes O(N) time where N is the number of NAM blocks. By taking three idiomatic standard
gray images ‘Lena’, ‘F16’, and ‘Peppers’ in the field of image processing as typical test objects, and by comparing our proposed
algorithm with the conventional algorithm and the popular STC representation algorithm for computing the lower order moments,
the theoretical and experimental results presented in this paper show that the average execution time improvement ratios of
the proposed NAMES approach over the STC approach, and also the conventional approach are 26.63%, and 82.57% respectively
while maintaining the image quality. 相似文献
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This paper presents a strategy for the production of a computer-generated film showing the complete motion of a human heart. The model for construction and animation is discussed. The heart is decomposed into different parts; each part is considered as a subactor of the heart which is viewed as the main actor. The left ventricle simulation is emphasized, because it is based on medical measures. The atrium simulation is based on beta-spline surfaces and blood volume considerations. 相似文献
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Dong Yanchao Lin Minjing Yue Jiguang Shi Liang 《Multimedia Tools and Applications》2019,78(16):22397-22420
Multimedia Tools and Applications - Face analysis has been a hot research field in computer vision for decades. The dataset is of vital importance for modern machine learning methods. The paper... 相似文献
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It is a challenging task to realistically reproduce the complex deformation of soft bio-tissues in a surgical operation, especially when large deformations and movements exist. A hybrid model which we call the beads-on-string model is presented to handle the deformation and collision of the rectum in a virtual surgery simulation system. Specially tailored for this purpose, our model takes multiple layers to capture the dynamics of the rectum in an efficient manner. Inspired by the shape similarity between a rectum with regular bulges and a string of beads, we use a Cosserat rod model, coinciding with the centreline of the rectum, to calculate its deformation subject to external forces. We introduce rigid spheres, analogy to beads, moving along with the rod to approximate the shape of the rectum in handling collision. In addition, the beads (rigid spheres) provide a natural interlayer to map the deformation of the centreline to the associated mesh which presents detailed geometry of the rectum. Our approach is carefully crafted to achieve high computational efficiency and its multi-layer structure is designed to reproduce the physics of the deformation of the rectum. 相似文献
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Integral projections are a useful technique in many computer vision problems. In this paper, we present a perceptual interface which allows us to navigate through a virtual 3D world by using the movements of the face of human users. The system applies advanced computer vision techniques to detect, track, and estimate the pose of the user’s head. The core of the proposed approach consists of a face tracker, which is based on the computation, alignment, and analysis of integral projections. This technique provides a robust, accurate, and stable 2D location of the face in each frame of the input video. Then, 3D location and orientation of the head are estimated, using some predefined heuristics. Finally, the resulting 3D pose is transformed into control signals for the navigation in the virtual world. The proposed approach has been implemented and tested in a prototype, which is publicly available. Some experimental results are shown, proving the feasibility of the method. The perceptual interface is fast, stable, and robust to facial expression and illumination conditions. 相似文献
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F. P. Preparata 《Theoretical computer science》1975,1(2):185-190
An algorithm is described which sorts n numbers in place with the property of stability, i.e., preserving the original order of equal elements. The algorithm requires absolutely minimum storage 0 (log2n) bits for program variables and a computation time at most 0 (n (log2n)2). 相似文献
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Placement is a critical step in VLSI design because it dominates overall speed and quality of design flow.In this paper,a new fast and stable placement algorithm called FaSa is proposed.It uses quadratic programming model and Lagrange multiplier method to solve placement problems.And an incremental LU factorization method is used to solve equations for speeding up.The experimental results show that FaSa is very stable,much faster than previous algorithms and its total wire length is comparable with other algorithms. 相似文献
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Multimedia Tools and Applications - Realistic and real-time simulation of fluid animation is widely used to the application of virtual reality(VR) such as VR game, special effect in film, augmented... 相似文献