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1.
全过程动画自动生成技术是将受限的自然语言自动生成一段相应的3D动画. 我们把这个技术运用到手机动画自动生成中, 变形系统作为手机动画自动生成系统中的一个重要组成部分, 可以通过对动画中的物体进行形状改变使得原来的动画更加生动. 它由定性和定量两部分组成, 这两部分在文中将详细阐述.  相似文献   

2.
An analysis of prototyping of embedded Real-Time Systems by means of graphical animation techniques is presented. We analyze the fundamental characteristics of prototyping and their relation to animation mechanisms. We show that animation strongly inherits certain benefits of prototyping while at the same time animation is able to alleviate some of the drawbacks of prototyping. A survey of known visualization techniques for real-time system animation is presented with an assessment to their relative strengths and weaknesses. Finally, the animation approach taken in Esprit project no. 5570, IPTES, is described. Our approach is unique in enabling animation of heterogeneous system models, i.e., combinations of submodels belonging to different levels of abstraction.  相似文献   

3.
该文介绍了一个体视动画的生成与处理系统。利用这个系统,可以自动将流行动画软件生成的动画转换成双视点体视动画,然后将渲染得到的两个序列动画自动合成,形成符合于液晶眼镜观察的动画图像。该系统可以帮助开发各种动态图形仿真系统。  相似文献   

4.
数控加工仿真中的动画技术   总被引:11,自引:0,他引:11  
衡量数控加工仿真系统性能的一个重要指标是加工过程显示的动画效果。本文在分析目前常用的动画技术的基础上,着重文体离数控加工仿真系统中动画的实现方法。运用双缓冲技术通过前后颜色缓冲的交替计算和显示,实现了平滑的动画显示;应用局部刷新技术缩小了显示对象的计算范围,从而有效解决了数控加工仿真系统图形数据处理量大且显示效率要求高的矛盾,提高了图形显示速度;采用图像编辑的方法,解决了仿真显示过程中刀具的动态显  相似文献   

5.
手机3D动画自动生成系统实现了在计算机辅助的条件下短信动画的全自动生成.本文为手机3D动画自动生成系统设计并实现一个学习系统,该学习系统利用随机森林算法生成一个以用户评价为分类结果的学习模型去指导手机3D动画自动生成系统生成更让用户满意的动画,同时学习系统能够随着手机3D动画自动生成系统的运转不断更新学习模型,最终实现“不断学习”的学习能力.  相似文献   

6.
Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo‐cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non‐trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per‐frame rest‐poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist‐created blendshape animation. In addition we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent, while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines.  相似文献   

7.
In this paper, we introduce a method that endows a given animation signal with slow-in and slow-out effects by using a bilateral filter scheme. By modifying the equation of the bilateral filter, the method applies reparameterization to the original animation trajectory. This holds extreme poses in the original animation trajectory for a long time, in such a way that there is no distortion or loss of the original information in the animation path. Our method can successfully enhance the slow-in and slow-out effects for several different types of animation data: keyframe and hand-drawn trajectory animation, motion capture data, and physically-based animation by using a rigid body simulation system.  相似文献   

8.
手机3D动画自动生成系统旨在通过输入一条手机短信得到与其相符的动画并发送给接收方.动画中表情对于表达情绪主题以及强化动画效果等具有重要意义.本文重点研究手机3D动画中人物表情的自动生成.主要包括定性规划和定量计算两大部分.定性规划部分主要利用语义网技术,基于面部编码系统和情感轮模型构建表情本体库并建立相应公理,然后根据短信的关键信息进行知识推理,得到关于表情的定性描述.在定量部分将定性描述信息转化为具体动画数据并处理表情平滑过渡等问题.在实验的270条数据中除人为操作引起的异常外,表情规划成功率为71.2%,其中多样性表情生成率为86.89%.实验表明该方法能够较好地生成表情动画.  相似文献   

9.
Image storyboards of films and videos are useful for quick browsing and automatic video processing. A common approach for producing image storyboards is to display a set of selected key‐frames in temporal order, which has been widely used for 2D video data. However, such an approach cannot be applied for 3D animation data because different information is revealed by changing parameters such as the viewing angle and the duration of the animation. Also, the interests of the viewer may be different from person to person. As a result, it is difficult to draw a single image that perfectly abstracts the entire 3D animation data. In this paper, we propose a system that allows users to interactively browse an animation and produce a comic sequence out of it. Each snapshot in the comic optimally visualizes a duration of the original animation, taking into account the geometry and motion of the characters and objects in the scene. This is achieved by a novel algorithm that automatically produces a hierarchy of snapshots from the input animation. Our user interface allows users to arrange the snapshots according to the complexity of the movements by the characters and objects, the duration of the animation and the page area to visualize the comic sequence. Our system is useful for quickly browsing through a large amount of animation data and semi‐automatically synthesizing a storyboard from a long sequence of animation.  相似文献   

10.
We propose a coupled hidden Markov model (CHMM) approach to video-realistic speech animation, which realizes realistic facial animations driven by speaker independent continuous speech. Different from hidden Markov model (HMM)-based animation approaches that use a single-state chain, we use CHMMs to explicitly model the subtle characteristics of audio-visual speech, e.g., the asynchrony, temporal dependency (synchrony), and different speech classes between the two modalities. We derive an expectation maximization (EM)-based A/V conversion algorithm for the CHMMs, which converts acoustic speech into decent facial animation parameters. We also present a video-realistic speech animation system. The system transforms the facial animation parameters to a mouth animation sequence, refines the animation with a performance refinement process, and finally stitches the animated mouth with a background facial sequence seamlessly. We have compared the animation performance of the CHMM with the HMMs, the multi-stream HMMs and the factorial HMMs both objectively and subjectively. Results show that the CHMMs achieve superior animation performance. The ph-vi-CHMM system, which adopts different state variables (phoneme states and viseme states) in the audio and visual modalities, performs the best. The proposed approach indicates that explicitly modelling audio-visual speech is promising for speech animation.  相似文献   

11.
起落架刹车系统能在飞机着陆时配合扰流板与反推装置增大飞机的阻力,使之迅速减速,减小滑跑所需距离。运用Flash CS3软件对B737飞机液压动力刹车系统工作原理进行模拟仿真,用逐帧动画和补间动画两种方法将液压的流动方向以动画形式直观展现出来。详细分析了在人工刹车的工作方式下正常刹车、备用刹车和蓄压器刹车三种形式的工作过程。将两种仿真方法进行对比,结果表明:逐帧动画制作简单但表现形式欠佳,补间动画虽过程复杂但结果更加直观形象。针对B737飞机起落架刹车系统工作原理的动画模拟仿真,对刹车系统的学习、维修、研究和改进等具有一定的参考价值。  相似文献   

12.
手机3D动画自动生成系统依据短信内容,自动生成相应的3D动画并随原短信一同发送给接收方.色彩规划是其中一个重要环节,它根据短信主题和动画场景信息对动画的色彩进行规划,修改场景中物体颜色.提出了一种基于语义网技术的规划方法,结合色彩知识建立知识库,通过情节推理,找到和短信主题色彩意象匹配的配色方案,再根据动画场景信息对配色方案进行筛选,最后细化到每个物体的颜色.色彩规划弥补了自动生成的动画在视觉效果上千篇一律、单调乏味的缺陷,增强了动画的灵活性、多变性.  相似文献   

13.
手机短信3D动画自动生成系统是根据发送方短信的内容, 经过信息抽取、语义分析等一系列步骤, 最终生成一段与短信内容匹配的三维动画并发送给接收方. 信息抽取处于手机3D动画自动生成系统首要和关键的位置, 其目的是为3D动画自动生成系统的后续环节提供可动画的信息. 本文引入路径特征实现中文短信文本的关系抽取. 利用哈尔滨工业大学LTP-Cloud平台对短信进行预处理, 从处理结果中提取路径并泛化得到路径特征, 通过一阶归纳学习器组合特征, 得到匹配规则, 然后再通过匹配到的规则对短信进行预测, 从而抽取出短信中的关系类型及对应的关系组合.  相似文献   

14.
杜鹏  房宁  赵群飞 《计算机工程》2012,38(13):260-262,265
为解决动画流与语音流的同步问题,设计并实现一种人脸语音同步动画系统。将所有中文音素分为16组中文可视音素,并用输入的人脸图像合成对应的关键帧,分析输入文本得到中文可视音素序列和动画的关键帧序列,将该关键帧序列与语音流对齐,在关键帧之间插入过渡帧的同时,播放语音流和动画流,以实现人脸语音同步动画。实验结果表明,该系统能产生符合人们视觉和听觉感受的人脸语音同步动画。  相似文献   

15.
基于全过程计算机辅助动画自动生成技术构建的手机3D动画自动生成系统的最终目标是实现短信内容自动动画化.摄像机规划作为传达动画主题的直接方式,是手机3D动画自动生成系统的关键环节,并已经在系统中建立了完整的定性和定量规划流程.本文在现有相关理论研究的基础上,归纳总结摄影领域的通用性规则,利用语义网本体语言构建摄像机导演知识库,并基于导演知识库完成了摄像机定性规划的两层规则推导,最终实现手机3D动画自动生成系统中摄像机规划的自动生成.  相似文献   

16.
基于视频的人体动画   总被引:14,自引:0,他引:14  
现有的基于运动捕获的动画普遍存在投资大,人体的运动受到捕获设备限制等缺陷。提出了新的基于视频的人体动画技术,首先从视频中捕获人体运动,然后将编辑处理后的运动重定向到动画角色,产生满足动画师要求的动画片段。对其中的运动捕获、运动编辑和运动重定向等关键技术进行了深入研究,并基于这些关键技术开发了一个基于双像机的视频动画系统(VBHA),系统运行结果表明了从来源广、成本低的视频中捕获运动,并经过运动编辑和运动重定向后生成逼真动画的可行性。  相似文献   

17.
当今的动画产业人才匮乏,我国众多工科院校纷纷开设动画专业,动画人才却依然紧缺。原因不仅在于动画专业教育体系的不够成熟和完善,更源于动画本身是一个具有多样艺术性和技术性的集合的综合专业。作为21世纪的动画人才,仅仅掌握软件操作是不能适应社会需求的,我国本土的传统动画形式——从水墨动画到剪纸动画等诸多文化形式应该被工科院校的动画教育汲取和创新。  相似文献   

18.
为了提高复杂背景下彩色数字图像分割的准确率,减少噪声对图像处理的干扰,尽可能的缩短运行时间,需要对复杂背景下彩色数字图像分割算法进行研究。当前图像分割算法在彩色数字图像分割的过程中,仅仅考虑了图像像素的亮度值,没有考虑其空间特征,存在计算的复杂性过大等缺陷,影响彩色数字图像处理效果。为此,提出了一种基于随机权重粒子群的复杂背景下彩色数字图像分割算法。该算法先采用多尺度均匀滤波方法,对复杂背景下彩色数据图像进行划分,其中包含噪声和不含噪声的像素点的亮度值、结构元素以及局部区域内的图像像素加权亮度密度特征。采用多段图分割获取彩色数字图像的优化分割,在平滑项中代入彩色数字图像梯度信息,对彩色数字图像分割结果中的弱边界进行剔除,从而实现准确的彩色数字图像分割。实验仿真证明,所提算法增加了彩色数字图像分割的对比度和信噪比,提高了复杂背景下彩色数字图像分割的准确性。  相似文献   

19.
Graph transformation systems are a well-founded and adequate technique to describe the syntax of visual modeling languages and to formalize their semantics. Moreover, graph transformation tools support visual model specification, simulation and analysis on the basis of the rich underlying theory.Despite the benefits of model validation by simulation, sometimes it is preferable for users to see the model's behavior not in the abstract layout of the formal model, but as scenarios presented in the layout of the specific application domain. Hence, we propose the integration of a domain-oriented animation view with the model transformation system. An animation view allows to define scenario animations in a systematic way based on the formal model. The specification of the well-known Dining Philosophers system as algebraic high-level Petri net serves as running example for the extension of the model by an animation view and the derivation of animation rules from the model transformation system. A scenario animation then is obtained as transformation by applying the animation rules to model states. This visualizes the behavior of the model in the layout of philosophers sitting around a table and eating with chopsticks. A prototypical implementation of the concepts in GenGED, a visual language environment, is presented.  相似文献   

20.
The creation of a stylistic animation through the use of high‐level controls has always been a design goal for computer animation software. In this paper, we propose a procedural animation system, called rhythmic character animation playacting (RhyCAP), which allows a designer to interactively direct animated characters by adjusting rhythmic parameters such as tempo, exaggeration, and timing. The motions thus generated reflect the intention of the director and also adapt to environmental obstacle constraints. We use a sequence of martial‐art steps in the performance of a Chinese lion dance to illustrate the effectiveness of the system. The animation is generated by composition of common motion elements, concisely represented in an action graph. We have implemented an animation control program that allows Chinese lion dance to be choreographed interactively. This authoring tool also serves as a useful means for preserving this part of world cultural heritage. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

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