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1.
MoCap(motion capture)-based animation is a hot issue in computer animation research currently.Based on the optical MoCap system,this paper proposes a novel cross-mapping based facial expression simulating method.To overcome the problem of the false upper and lower jaw correlation derived from the facial global RBFbased cross-mapping method,we construct a functional partition based RBF cross-mapping method.During model animating,enhanced markers are added and animated by our proposed skin motion mechanism.In addition,based on the enhanced markers,an improved RBF-based animating approach is raised to derive realistic facial animation.Further more,a pre-computing algorithm is presented to reduce computational cost for real-time simulation.The experiments proved that the method can not only map the MoCap data of one subject to diferent personalized faces but generate realistic facial animation.  相似文献   

2.
The purpose of this exploratory research was to study the relationship between the mood of computer users and their use of keyboard and mouse to examine the possibility of creating a generic or individualized mood measure. To examine this, a field study (n = 26) and a controlled study (n = 16) were conducted. In the field study, interaction data and self-reported mood measurements were collected during normal PC use over several days. In the controlled study, participants worked on a programming task while listening to high or low arousing background music. Besides subjective mood measurement, galvanic skin response (GSR) data was also collected. Results found no generic relationship between the interaction data and the mood data. However, the re- suits of the studies found significant average correlations be- tween mood measurement and personalized regression models based on keyboard and mouse interaction data. Together the results suggest that individualized mood prediction is pos- sible from interaction behaviour with keyboard and mouse.  相似文献   

3.
Today's news readers can be easily overwhelmed by the numerous news articles online. To cope with information overload, online news media publishes timelines for continuously developing news topics. However, the timeline summary does not show the relationship of storylines, and is not intuitive for readers to comprehend the development of a complex news topic. In this paper, we study a novel problem of exploring the interactions of storylines in a news topic. An interaction of two storylines is signified by informative news events that play a key role in both storylines. Storyline interactions can indicate key phases of a news topic, and reveal the latent connections among various aspects of the story. We address the coherence between news articles which is not considered in traditional similarity-based methods, and discover salient storyline interactions to form a clear, global picture of the news topic. User preference can be naturally integrated into our method to generate query-specific results. Comprehensive experiments on ten news topics show the effectiveness of our method over alternative approaches.  相似文献   

4.
This paper presents a new model of scenarios, dedicated to the specification and verification of system be- haviours in the context of software product lines (SPL). We draw our inspiration from some techniques that are mostly used in the hardware community, and we show how they could be applied to the verification of software components. We point out the benefits of synchronous languages and mod- els to bridge the gap between both worlds.  相似文献   

5.
In classical control systems, the plant to be controlled does not have intention to gain its payoff or benefit, which is obviously not the case in various aspects of social and economic systems(or subsystems). In the latter case, competition and cooperation between players who will optimize their own payoffs turn out to be an important feature, and a fundamental problem is how to achieve cooperation from these rational players. In this paper, we present a neat way to lead to cooperation in dynamical Prisoner's Dilemma game. In our scenario, the two players are heterogenous with hierarchical roles as the 'leader' and the 'follower' respectively. It is shown that the system will co-evolve into and stay at the cooperation state if and only if the leader is restricted not to take the dominating strategies. For the special case of 1-step-memory, the optimal strategies for the leader and follower are 'Tit for Tat' and 'ALL C' respectively. In this framework, both the heterogeneity of the players' roles and the multiplicity of time-scales are crucial for cooperation, which are quite natural settings from the view point of control theory. Besides, the boundary for cooperation also turns out to depend on the relative payoffs of the players.  相似文献   

6.
Remote charge scattering(RCS)has become a serious obstacle inhabiting the performance of ultrathin gate oxide MOSFETs.In this paper,we evaluate the impact of RCS by treating the real-space full Coulomb interaction between remote charges and inversion carriers.A new approach that can be simply incorporated in ensemble Monte Carlo(EMC)based simulations without any variation of the standard EMC simulator is developed.The charge-carrier(c-c)interaction model is based on a particle-mesh(PM)calculation method which resolves both the long-range and short-range Coulomb interactions by solving Poisson’s equation on a refined mesh.The validity of our approach is verified by three-dimensional(3-D)resistor simulations,from which the obtained doping dependence of the low-field mobility agrees well with experimental results.The proposed approach is then used to study the impact of RCS on the drive current and carrier transport properties in the channel of a 20 nm silicon(Si)nMOS FinFET with HfO2gate stack.We find that the influence of RCS is strongly localized in the vicinity of the remote charges and exhibits a granular nature,indicating the necessity to consider the full Coulomb interaction in RCS.  相似文献   

7.
This paper presents the authors' research results about HRI (human-robot interaction). The goal is to estimate together the arm position, the anatomical movements of the shoulder and accelerations of the arm with respect to the shoulder and visualizing this movement in a 3-D virtual model to control a Robot. The estimation algorithm makes use of a nonlinear observer and an optimization routine to fuse information from the sensor. The global asymptotic convergence of the nonlinear observer is guaranteed. Extensive tests of the presented methodology with real world data show the effectiveness of the proposed procedure.  相似文献   

8.
In this article, we describe a moving object detection method developed based on spatio-temporal information and marked-watershed for extracting the moving objects from a video sequence. The algorithm begins with difference image between two adjacent frames and, using the Canny operator on the difference image, determines the initial edge mask for the object in motion Morphological operators are applied to the initial edge map to obtain a temporal segmentation mask of the moving object and binary marker image of the foreground and background, which is subject to the watershed thresholding. The markers are used to modify multi-scale morphological gradient image of the current frame. Finally, the watershed algorithm is performed on the modified gradients to locate the non-stationary objects accurately in the spatial domain of motion frames. Experimental results show that the proposed technique can overcome the shortcoming of over-segmentation of the watershed algorithm. In computationally efficient way, it segments and extracts semantically meaningful objects, which are in slow or fast motion from the video frames of scenes involving complex background. Performance evaluation yields that the detection accuracy can be as high as 98% to 99% for different video sequences.  相似文献   

9.
基于过程化处理的Flash动画制作方法   总被引:1,自引:1,他引:0  
FLASH动画以矢量图形为基础,文件数据量小,在动画制作、网络广告,游戏制作、教学课件、网络艺术等方面均可极好地发挥作用.传统的FLASH制作方法分工过细,复用度低.分析了当前FLASH动画制作方法(逐帧、动作补间和形状补间)的关键技术,并在此基础上提出了一种基于过程化的FLASH动画制作方法,充分利用补间动画在形状、动作变化过程中的延续性和逐帧动画的帧独立性使得制作环节简化,整个动画制作过程以及元件复用度得到了较大的提高.使用该方法降低了制作成本,提高了工作效率.  相似文献   

10.
11.
In this paper, we propose an online motion capture marker labeling approach for multiple interacting articulated targets. Given hundreds of unlabeled motion capture markers from multiple articulated targets that are interacting each other, our approach automatically labels these markers frame by frame, by fitting rigid bodies and exploiting trained structure and motion models. Advantages of our approach include: 1) our method is an online algorithm, which requires no user interaction once the algorithm starts. 2) Our method is more robust than traditional the closest point-based approaches by automatically imposing the structure and motion models. 3) Due to the use of the structure model which encodes the rigidity of each articulated body of captured targets, our method can recover missing markers robustly. Our approach is efficient and particularly suited for online computer animation and video game applications.  相似文献   

12.
虚拟人手的实时建模是以人机交互为核心的VR/AR系统中的重要技术难点,传统的基于LeapMotion的手部跟踪视觉反馈仅展示骨架动画信息,缺少应用演示的真实感。由此,提出了一个快速高效的个体化手部建模与实时交互系统,重点阐述了该系统的的工作原理以及算法。以含有骨架信息的静止手模型为模板,使用LeapMotion跟踪用户手的骨架数据作为输入,提出了基于骨骼尺寸的手部模型自动个体化建模算法。提供了一种基于不完整骨骼运动数据的线性蒙皮技术的改进算法,可快速计算不同手部姿势下骨架之间的变换矩阵,动态更新虚拟手的姿势。实验结果表明,此系统在实验的硬件平台上运行速度可以达到60 f/s,误差稳定在4 mm以内,能为人机交互任务实时提供真实可靠的视觉反馈。  相似文献   

13.
In this paper, we present an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in professional post-processing systems used in film and game production but which cannot be transposed as is to real-time systems with autonomous agents. We summarise our approach for articulated agent-modelling and their animation by combining heterogeneous motion generators, such as real-time motion capturing, key-framing, inverse kinematics, procedural walking. We propose an agent/action-oriented framework. Activity properties such as action simultaneity and motion blending, spatial coherence, motion-flow update schemes, agent attachments, and location corrections, are the main topics handled by our generic animation framework. Numerous examples throughout the paper illustrate our approach and outline encountered problems and solutions or open research directions.  相似文献   

14.
苏乐  柴金祥  夏时洪 《软件学报》2016,27(S2):172-183
提出一种基于局部姿态先验的从深度图像中实时在线捕获3D人体运动的方法.关键思路是根据从捕获的深度图像中自动提取具有语义信息的虚拟稀疏3D标记点,从事先建立的异构3D人体姿态数据库中快速检索K个姿态近邻并构建局部姿态先验模型,通过迭代优化求解最大后验概率,实时地在线重建3D人体姿态序列.实验结果表明,该方法能够实时跟踪重建出稳定、准确的3D人体运动姿态序列,并且只需经过个体化人体参数自动标定过程,可跟踪身材尺寸差异较大的不同表演者;帧率约25fps.因此,所提方法可应用于3D游戏/电影制作、人机交互控制等领域.  相似文献   

15.
近几年来,布料仿真技术广泛应用于游戏开发中,本文针对游戏在实时性和交互性方面的特殊需求,结合“网络游戏公共技术平台关键技术研究”项目,对布料的物理模型、模型求解以及碰撞检测和处理等方面进行了分析和设计,并在此基础上实现了几种布料动画的模拟。  相似文献   

16.
近年来,计算机群体动画在虚拟现实、计算机游戏、在线教育、娱乐和模拟训练等多个领域得到广泛深入的应用。目前群体动画技术中两个关键的研究领域是:1)研究并建立大规模群体运动的仿真模型,即如何实现对群体运动的真实感行为模拟;2)研究群体动画中高质量的可视化效果,即如何将大规模群体运动以三维的方式逼真地展现到虚拟场景中。现在这两个领域的技术研究也得到了一些很好的研究成果。定义了群体运动的概念,并给出了群体动画的引擎框架;对群体运动的真实感行为从其发展历程、模型和关键算法等方面进行了归纳与分析;最后讨论了群体动画真实感行为的发展趋势。  相似文献   

17.
李健 《现代计算机》2011,(24):76-80
提出一个完善的算法演示系统应具备表现性、原理性、交互性和趣味性四种基本特性。以"汉诺塔"为例研究算法演示系统的设计方案和关键技术并实现整个系统。该系统提供演示和游戏两种运行模式,支持单步执行、代码跟踪、状态监视、游戏操作等功能。实践表明该系统达到了预期的设计目标并取得良好的教学效果。  相似文献   

18.
动态3维场景中多角色动画的交互式模拟研究   总被引:1,自引:0,他引:1       下载免费PDF全文
当前角色动画的合成大多是在预设的场景中,采用导入与角色骨骼模型匹配的运动捕获数据的方法,这就满足不了多种拓扑结构的骨骼模型和实时变化场景的需要。针对上述问题,提出重定向运动捕获数据到多个任意骨骼拓扑结构的算法,通过采用以实时3维动态寻径算法为基础的角色智能寻径模型,结合语音用户接口代替图形用户接口的方法,实现虚拟角色在动态3维场景中的真实感运动。实验结果表明,本方法可以合成流畅而逼真的,与环境实时交互的角色动画,提高了数据重用性,降低了动画合成成本,满足不同动态3维场景中动画合成的需要。  相似文献   

19.
We cryptanalyze a type of stream generator with three linear-feedback shift registers that are mutually clocked in a stop/go manner and have the property of sequences of state space convergence. By guessing the clock-controlled sequence and employing a backtracking search, we propose an algorithm attack on the type of stream generator based on hardware implemeatation. In particular, the time complexity of the algorithm attacking the encryption algorithm A5/1 is 243.869 clock periods. With our hardware architecture, we investigate the implementation of the algorithm on field programmable gate array and application-specific integrated circuit for an attack on A5/1. As a result, we can retrieve the initial states of A5/1's registers in 2 s on average without pre-computation if we have 64 known key-stream bits.  相似文献   

20.
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