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1.
This paper provides a comprehensive treatment of full‐block multipliers within the integral quadratic constraints framework for stability analysis of feedback systems containing repeated, slope‐restricted scalar nonlinearities. We develop a novel stability result that offers more flexibility in its application because it allows for the inclusion of general Popov and Yakubovich criteria in combination with the well‐established Circle and Zames‐Falb stability tests within integral quadratic constraint theory. A particular focus lies on the formulation of stability criteria in terms of full‐block multipliers, some of which are new, and thus typically involve less conservatism than current methods. Furthermore, a new asymptotically exact parametrization of full‐block Zames‐Falb multipliers is given that allows to exploit the complete potential of this stability test. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

2.
Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton‐based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape‐matching dynamics and show some example animations to illustrate the feasibility of our framework.  相似文献   

3.
This paper presents an efficient technique for synthesizing motions by stitching, or splicing, an upper‐body motion retrieved from a motion space on top of an existing lower‐body locomotion of another motion. Compared to the standard motion splicing problem, motion space splicing imposes new challenges as both the upper and lower body motions might not be known in advance. Our technique is the first motion (space) splicing technique that propagates temporal and spatial properties of the lower‐body locomotion to the newly generated upper‐body motion and vice versa. Whereas existing techniques only adapt the upper‐body motion to fit the lower‐body motion, our technique also adapts the lower‐body locomotion based on the upper body task for a more coherent full‐body motion. In this paper, we will show that our decoupled approach is able to generate high‐fidelity full‐body motion for interactive applications such as games.  相似文献   

4.
Generating a visually appealing human motion sequence using low‐dimensional control signals is a major line of study in the motion research area in computer graphics. We propose a novel approach that allows us to reconstruct full body human locomotion using a single inertial sensing device, a smartphone. Smartphones are among the most widely used devices and incorporate inertial sensors such as an accelerometer and a gyroscope. To find a mapping between a full body pose and smartphone sensor data, we perform low dimensional embedding of full body motion capture data, based on a Gaussian Process Latent Variable Model. Our system ensures temporal coherence between the reconstructed poses by using a state decomposition model for automatic phase segmentation. Finally, application of the proposed nonlinear regression algorithm finds a proper mapping between the latent space and the sensor data. Our framework effectively reconstructs plausible 3D locomotion sequences. We compare the generated animation to ground truth data obtained using a commercial motion capture system.  相似文献   

5.
For any visual feature‐based SLAM (simultaneous localization and mapping) solutions, to estimate the relative camera motion between two images, it is necessary to find “correct” correspondence between features extracted from those images. Given a set of feature correspondents, one can use a n‐point algorithm with robust estimation method, to produce the best estimate to the relative camera pose. The accuracy of a motion estimate is heavily dependent on the accuracy of the feature correspondence. Such a dependency is even more significant when features are extracted from the images of the scenes with drastic changes in viewpoints and illuminations and presence of occlusions. To make a feature matching robust to such challenging scenes, we propose a new feature matching method that incrementally chooses a five pairs of matched features for a full DoF (degree of freedom) camera motion estimation. In particular, at the first stage, we use our 2‐point algorithm to estimate a camera motion and, at the second stage, use this estimated motion to choose three more matched features. In addition, we use, instead of the epipolar constraint, a planar constraint for more accurate outlier rejection. With this set of five matching features, we estimate a full DoF camera motion with scale ambiguity. Through the experiments with three, real‐world data sets, our method demonstrates its effectiveness and robustness by successfully matching features (1) from the images of a night market where presence of frequent occlusions and varying illuminations, (2) from the images of a night market taken by a handheld camera and by the Google street view, and (3) from the images of a same location taken daytime and nighttime.  相似文献   

6.
Fei Liu  Bixin Li  Rupesh Nasre 《Software》2016,46(5):601-623
Pointer analysis is a key static analysis during compilation. Several client analyses and transformations rely on precise pointer information to optimize programs. Therefore, it is paramount to improve the efficiency of pointer analysis. A critical piece of an inclusion‐based pointer analysis is online cycle detection. The efficiency of pointer analysis is significantly influenced by the efficacy of detecting cycles. Existing approaches perform poorly when they guess cycle formation in the constraint graph. Thus, the number of false cycle‐detection triggers of the state‐of‐the‐art methods is considerably high (over 99% on Standard Performance Evaluation Corporation (SPEC) benchmarks). In this paper, we propose bootstrapping as a way to improve cycle detection predictability of pointer analysis. The main idea is to run a sequence of increasingly precise analyses to feed into the next more precise analysis to improve the efficiency of the latter analysis. In this process, we develop a new notion of pointer equivalence called constraint equivalence. Using Steensgaard's fast unification algorithm as the bootstrap, we devise a new cycle detection method for Andersen's inclusion‐based analysis. We measure the effectiveness of our approach using a suite of programs including SPEC 2000 benchmarks and two open‐source programs, and find that our method can reduce the number of false cycle detections by almost 22× compared with a state‐of‐the‐art method. This leads to an overall analysis time improvement of 18% on an average. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

7.
Many impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands. Our simulation framework handles multi‐phase interactions robustly thanks to a modified constraint formulation for density contrast PBF. And, it also supports the interaction of fluids sampled at different resolutions. We put special care on data structure design and implementation details. Our framework highlights cache‐efficient GPU‐friendly data structures, an improved spatial voxelization technique based on Z‐index sorting, tuned‐up simulation algorithms and two‐way‐coupled collision handling based on VDB fields. Altogether, our fluid simulation framework empowers artists with the efficiency, scalability and versatility needed for simulating very diverse scenes and effects.  相似文献   

8.
Most recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their perception of the surrounding environment. In this paper, we propose a new perception/motion loop to steering agents along collision free trajectories that significantly improves the quality of vision‐based crowd simulators. In contrast with solutions where agents avoid collisions in a purely reactive (binary) way, we suggest exploring the full range of possible adaptations and retaining the locally optimal one. To this end, we introduce a cost function, based on perceptual variables, which estimates an agent's situation considering both the risks of future collision and a desired destination. We then compute the partial derivatives of that function with respect to all possible motion adaptations. The agent then adapts its motion by following the gradient. This paper has thus two main contributions: the definition of a general purpose control scheme for steering synthetic vision‐based agents; and the proposition of cost functions for evaluating the perceived danger of the current situation. We demonstrate improvements in several cases.  相似文献   

9.
In this paper, we propose an efficient data‐guided method based on Model Predictive Control (MPC) to synthesize a full‐body motion. Guided by a reference motion, our method repeatedly plans the full‐body motion to produce an optimal control policy for predictive control while sliding the fixed‐span window along the time axis. Based on this policy, the method computes the joint torques of a character at every time step. Together with contact forces and external perturbations if there are any, the joint torques are used to update the state of the character. Without including the contact forces in the control vector, our formulation of the trajectory optimization problem enables automatic adjustment of contact timings and positions for balancing in response to environmental changes and external perturbations. For efficiency, we adopt derivative‐based trajectory optimization on top of state‐of‐the‐art smoothed contact dynamics. Use of derivatives enables our method to run much faster than the existing sampling‐based methods. In order to further accelerate the performance of MPC, we propose efficient numerical differentiation of the system dynamics of a full‐body character based on two schemes: data reuse and data interpolation. The former scheme exploits data dependency to reuse physical quantities of the system dynamics at near‐by time points. The latter scheme allows the use of derivatives at sparse sample points to interpolate those at other time points in the window. We further accelerate evaluation of the system dynamics by exploiting the sparsity of physical quantities such as Jacobian matrix resulting from the tree‐like structure of the articulated body. Through experiments, we show that the proposed method efficiently can synthesize realistic motions such as locomotion, dancing, gymnastic motions, and martial arts at interactive rates using moderate computing resources.  相似文献   

10.
11.
In this work, we present WALK‐MAN, a humanoid platform that has been developed to operate in realistic unstructured environment, and demonstrate new skills including powerful manipulation, robust balanced locomotion, high‐strength capabilities, and physical sturdiness. To enable these capabilities, WALK‐MAN design and actuation are based on the most recent advancements of series elastic actuator drives with unique performance features that differentiate the robot from previous state‐of‐the‐art compliant actuated robots. Physical interaction performance is benefited by both active and passive adaptation, thanks to WALK‐MAN actuation that combines customized high‐performance modules with tuned torque/velocity curves and transmission elasticity for high‐speed adaptation response and motion reactions to disturbances. WALK‐MAN design also includes innovative design optimization features that consider the selection of kinematic structure and the placement of the actuators with the body structure to maximize the robot performance. Physical robustness is ensured with the integration of elastic transmission, proprioceptive sensing, and control. The WALK‐MAN hardware was designed and built in 11 months, and the prototype of the robot was ready four months before DARPA Robotics Challenge (DRC) Finals. The motion generation of WALK‐MAN is based on the unified motion‐generation framework of whole‐body locomotion and manipulation (termed loco‐manipulation). WALK‐MAN is able to execute simple loco‐manipulation behaviors synthesized by combining different primitives defining the behavior of the center of gravity, the motion of the hands, legs, and head, the body attitude and posture, and the constrained body parts such as joint limits and contacts. The motion‐generation framework including the specific motion modules and software architecture is discussed in detail. A rich perception system allows the robot to perceive and generate 3D representations of the environment as well as detect contacts and sense physical interaction force and moments. The operator station that pilots use to control the robot provides a rich pilot interface with different control modes and a number of teleoperated or semiautonomous command features. The capability of the robot and the performance of the individual motion control and perception modules were validated during the DRC in which the robot was able to demonstrate exceptional physical resilience and execute some of the tasks during the competition.  相似文献   

12.
In the previous works, the real‐time fluid‐character animation could hardly be achieved because of the intensive processing demand on the character's movement and fluid simulation. This paper presents an effective approach to the real‐time generation of the fluid flow driven by the motion of a character in full 3D space, based on smoothed‐particle hydrodynamics method. The novel method of conducting and constraining the fluid particles by the geometric properties of the character motion trajectory is introduced. Furthermore, the optimized algorithms of particle searching and rendering are proposed, by taking advantage of the graphics processing unit parallelization. Consequently, both simulation and rendering of the 3D liquid effects with realistic character interactions can be implemented by our framework and performed in real‐time on a conventional PC. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

13.
We have developed a machine learning framework to accurately extract complex genetic interactions from text. Employing type‐specific classifiers, this framework processes research articles to extract various biological events. Subsequently, the algorithm identifies regulation events that take other events as arguments, allowing a nested structure of predictions. All predictions are merged into an integrated network, useful for visualization and for deduction of new biological knowledge. In this paper, we discuss several design choices for an event‐based extraction framework. These detailed studies help improving on existing systems, which is illustrated by the relative performance gain of 10% of our system compared to the official results in the recent BioNLP’09 Shared Task. Our framework now achieves state‐of‐the‐art performance with 37.43 recall, 54.81 precision and 44.48 F‐score. We further present the first study of feature selection for bio‐molecular event extraction from text. While producing more cost‐effective models, feature selection can also lead to a better insight into the complexity of the challenge. Finally, this paper tries to bridge the gap between theoretical relation extraction from text and experimental work on bio‐molecular interactions by discussing interesting opportunities to employ event‐based text mining tools for real‐life tasks such as hypothesis generation, database curation and knowledge discovery.  相似文献   

14.
Content‐based human motion analysis has captured extensive concerns of researchers from the domains of computer animation, human‐machine interaction, entertainment, etc. However, it is a non‐trivial task due to the spatial and temporal variations in the motion data. In this paper, we propose a generalized model (GM)‐based approach to model the variations and accurately recognize motion patterns. We partition the human character model into five parts, and extract the features of the submotions of each specific body part using clustering techniques. These features from the training trials in each class are combined to build the GM. We propose a new penalty based similarity measure for DTW to be used with the GMs for isolated motion recognition. On the other hand, from the GMs five body partition index maps are constructed and used for matching together with a flexible end point detection scheme during continuous motion recognition. In the experiments, we examine the effectiveness and efficiency of the approach in both isolated motion and continuous motion recognition. The results show that our proposed method has good performance compared with other state‐of‐the‐art methods in recognition accuracy and processing speed.  相似文献   

15.
In this paper, we exploit the use of peridynamics theory for graphical animation of material deformation and fracture. We present a new meshless framework for elastoplastic constitutive modelling that contrasts with previous approaches in graphics. Our peridynamics‐based elastoplasticity model represents deformation behaviours of materials with high realism. We validate the model by varying the material properties and performing comparisons with finite element method (FEM) simulations. The integral‐based nature of peridynamics makes it trivial to model material discontinuities, which outweighs differential‐based methods in both accuracy and ease of implementation. We propose a simple strategy to model fracture in the setting of peridynamics discretization. We demonstrate that the fracture criterion combined with our elastoplasticity model could realistically produce ductile fracture as well as brittle fracture. Our work is the first application of peridynamics in graphics that could create a wide range of material phenomena including elasticity, plasticity, and fracture. The complete framework provides an attractive alternative to existing methods for producing modern visual effects.  相似文献   

16.
Recent applications of unmanned aerial systems (UAS) to precision agriculture have shown increased ease and efficiency in data collection at precise remote locations. However, further enhancement of the field requires operation over long periods of time, for example, days or weeks. This has so far been impractical due to the limited flight times of such platforms and the requirement of humans in the loop for operation. To overcome these limitations, we propose a fully autonomous rotorcraft UAS that is capable of performing repeated flights for long‐term observation missions without any human intervention. We address two key technologies that are critical for such a system: full platform autonomy to enable mission execution independently from human operators and the ability of vision‐based precision landing on a recharging station for automated energy replenishment. High‐level autonomous decision making is implemented as a hierarchy of master and slave state machines. Vision‐based precision landing is enabled by estimating the landing pad's pose using a bundle of AprilTag fiducials configured for detection from a wide range of altitudes. We provide an extensive evaluation of the landing pad pose estimation accuracy as a function of the bundle's geometry. The functionality of the complete system is demonstrated through two indoor experiments with duration of 11 and 10.6 hr, and one outdoor experiment with a duration of 4 hr. The UAS executed 16, 48, and 22 flights, respectively, during these experiments. In the outdoor experiment, the ratio between flying to collect data and charging was 1–10, which is similar to past work in this domain. All flights were fully autonomous with no human in the loop. To our best knowledge, this is the first research publication about the long‐term outdoor operation of a quadrotor system with no human interaction.  相似文献   

17.
Motion capture is mainly based on standard systems using optic, magnetic or sonic technologies. In this paper, the possibility to detect useful human motion based on new techniques using different types of body‐fixed sensors is shown. In particular, a combination of accelerometers and angular rate sensors (gyroscopes) showed a promising design for a hybrid kinematic sensor measuring the 2D kinematics of a body segment. These sensors together with a portable datalogger, and using simple biomechanical models, allow capture of outdoor and long‐term movements and overcome some limitations of the standard motion capture systems. Significant parameters of body motion, such as nature of motion (postural transitions, trunk rotation, sitting, standing, lying, walking, jumping) and its spatio‐temporal features (velocity, displacement, angular rotation, cadence and duration) have been evaluated and compared to the camera‐based system. Based on these parameters, the paper outlines the possibility to monitor physical activity and to perform gait analysis in the daily environment, and reviews several clinical investigations related to fall risk in the elderly, quality of life, orthopaedic outcome and sport performance. Taking advantage of all the potential of these body‐fixed sensors should be promising for motion capture and particularly in environments not suitable for standard technology such as in any field activity. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

18.
Creating dynamic virtual environments consisting of humans interacting with objects is a fundamental problem in computer graphics. While it is well‐accepted that agent interactions play an essential role in synthesizing such scenes, most extant techniques exclusively focus on static scenes, leaving the dynamic component out. In this paper, we present a generative model to synthesize plausible multi‐step dynamic human‐object interactions. Generating multi‐step interactions is challenging since the space of such interactions is exponential in the number of objects, activities, and time steps. We propose to handle this combinatorial complexity by learning a lower dimensional space of plausible human‐object interactions. We use action plots to represent interactions as a sequence of discrete actions along with the participating objects and their states. To build action plots, we present an automatic method that uses state‐of‐the‐art computer vision techniques on RGB videos in order to detect individual objects and their states, extract the involved hands, and recognize the actions performed. The action plots are built from observing videos of everyday activities and are used to train a generative model based on a Recurrent Neural Network (RNN). The network learns the causal dependencies and constraints between individual actions and can be used to generate novel and diverse multi‐step human‐object interactions. Our representation and generative model allows new capabilities in a variety of applications such as interaction prediction, animation synthesis, and motion planning for a real robotic agent.  相似文献   

19.
Inverse kinematics (IK) equations are usually solved through approximated linearizations or heuristics. These methods lead to character animations that are unnatural looking or unstable because they do not consider both the motion coherence and limits of human joints. In this paper, we present a method based on the formulation of multi‐variate Gaussian distribution models (MGDMs), which precisely specify the soft joint constraints of a kinematic skeleton. Each distribution model is described by a covariance matrix and a mean vector representing both the joint limits and the coherence of motion of different limbs. The MGDMs are automatically learned from the motion capture data in a fast and unsupervised process. When the character is animated or posed, a Gaussian process synthesizes a new MGDM for each different vector of target positions, and the corresponding objective function is solved with Jacobian‐based IK. This makes our method practical to use and easy to insert into pre‐existing animation pipelines. Compared with previous works, our method is more stable and more precise, while also satisfying the anatomical constraints of human limbs. Our method leads to natural and realistic results without sacrificing real‐time performance.  相似文献   

20.
This paper proposes a new approach for color transfer between two images. Our method is unique in its consideration of the scene illumination and the constraint that the mapped image must be within the color gamut of the target image. Specifically, our approach first performs a white‐balance step on both images to remove color casts caused by different illuminations in the source and target image. We then align each image to share the same ‘white axis’ and perform a gradient preserving histogram matching technique along this axis to match the tone distribution between the two images. We show that this illuminant‐aware strategy gives a better result than directly working with the original source and target image's luminance channel as done by many previous methods. Afterwards, our method performs a full gamut‐based mapping technique rather than processing each channel separately. This guarantees that the colors of our transferred image lie within the target gamut. Our experimental results show that this combined illuminant‐aware and gamut‐based strategy produces more compelling results than previous methods. We detail our approach and demonstrate its effectiveness on a number of examples.  相似文献   

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