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1.
Sketch-based interfaces are becoming a useful methodology for interaction with a wide range of applications. Drawing is a natural and simple paradigm for designers. One of the problems in most of the current generation of such interfaces is that designers are forced to use single strokes where they may prefer to use many strokes while drawing with traditional tools such as a pencil. In this work we have addressed this problem by analyzing multiple strokes and replacing them with a single stroke that makes a reasonable estimate of the designer’s intention. Our solution recursively subdivides space stopping where either there is only a single stroke, or several strokes that have a proper ordering using principal component analysis. The subspaces are then reconnected, and the orderings are joined to create the control points of a single B-spline curve. The resulting curve is very noisy due to the multitude of strokes. A multi-resolution technique that makes use of reverse subdivision has been used to fit a smooth B-spline curve.  相似文献   

2.
In this paper, we present a new approach and a novel interface, Virtual Human Sketcher (VHS), which enables those who can draw, to sketch-out various human body models. Our approach supports freehand drawing input and a “Stick Figure→Fleshing-out→Skin Mapping” modelling pipeline. Following this pipeline, a stick figure is drawn first to illustrate a figure pose, which is automatically reconstructed into 3D through a “Multi-layered Back-Front Ambiguity Clarifier”. It is then fleshed-out with freehand body contours. A “Creative Model-based Method” is developed for interpreting the body size, shape, and fat distribution of the sketched figure and transferring it into a 3D human body through graphical comparisons and generic model morphing. The generic model is encapsulated with three distinct layers: skeleton, fat tissue, and skin. It can be transformed sequentially through rigid morphing, fatness morphing, and surface matching to match the 2D figure sketch. The initial resulting 3D body model can be incrementally modified through sketching directly on the 3D model. In addition, this body surface can be mapped onto a series of posed stick figures to be interpolated as a 3D character animation. VHS has been tested by various users on Tablet PC. After minimal training, even a beginner can create plausible human bodies and animate them within minutes.  相似文献   

3.
As 3-D modeling applications transition from engineering environments into the hands of artists, designers, and the consumer market, there is an increasing demand for more intuitive interfaces. In response, 3-D modeling and interface design communities have begun to develop systems based on traditional artistic techniques, particularly sketching. Collectively this growing field of research has come to be known as sketch-based modeling, however the name belies a diversity of promising techniques and unique approaches. This paper presents a survey of current research in sketch-based modeling, including a basic introduction to the topic, the challenges of sketch-based input, and an examination of a number of popular approaches, including representative examples and a general analysis of the benefits and challenges inherent to each.  相似文献   

4.
5.
In this work, the background and evolution of three-dimensional reconstruction of line drawings during the last 30 years is discussed. A new general taxonomy is proposed to make apparent and discuss the historical evolution of geometrical reconstruction and their challenges. The evolution of geometrical reconstruction from recovering know-how stored in engineering drawings to sketch-based modeling for helping in the first steps of conceptual design purposes, and the current challenges of geometrical reconstruction are discussed too.  相似文献   

6.
In this article, we describe a multi-layered architecture for sketch-based interaction within virtual environments. Our architecture consists of eight hierarchically arranged layers that are described by giving examples of how they are implemented and how they interact. Focusing on table-like projection systems (such as Virtual Tables or Responsive Workbenches) as human-centered output-devices, we show examples of how to integrate parts or all of the architecture into existing domain-specific applications — rather than realizing new general sketch applications — to make sketching an integral part of the next-generation human–computer interface.  相似文献   

7.
Motion sensing has now become one of the crucial parts of modern life. The tech products for entertainment create huge competition in the modern market, with the front runners such as game and handset manufacturers. Users can use their own bodies to control the systems without Conversational User Interfaces (CUIs) and Graph User Interfaces (GUIs). With many benefits, the technologies of NUI is getting more and more important, which also are usually accompanied by the sensor developments. Hence, system designers uses the sensors on the embedded platforms used to develop the system devices for different body movement control interfaces, such as using the gravitational sensor to control the systems or using touchscreen detection. However most of the body movement is restricted to the hand portion for the system platform, making it not as dynamic as the traditional monitor consoles. Thus, this restriction decreases the multitude and availability of controlling modes in system devices. In this study, a sensor-based gait recognition was proposed, in order to provide a novel natural user interface for control systems except the operating modes of gesture.  相似文献   

8.
A proper segmentation of pen marking enhances shape recognition and enables a natural interface for sketch-based modeling from simple line drawing tools to 3D solid modeling applications; user input is otherwise restricted to draw only one segment per one stroke. In general, the pen marking segmentation is achieved by detecting the points of high curvature-called, segmenting points-and splitting the pen marking at those points. This paper presents a curvature estimation method, which considers only local shape information. The proposed method can therefore estimate curvature on-the-fly while user is drawing on a pen-input display, such as tablet PCs.  相似文献   

9.
Motion capture is an increasingly popular animation technique; however data acquired by motion capture can become substantial. This makes it difficult to use motion capture data in a number of applications, such as motion editing, motion understanding, automatic motion summarization, motion thumbnail generation, or motion database search and retrieval. To overcome this limitation, we propose an automatic approach to extract keyframes from a motion capture sequence. We treat the input sequence as motion curves, and obtain the most salient parts of these curves using a new proposed metric, called 'motion saliency'. We select the curves to be analysed by a dimension reduction technique, Principal Component Analysis (PCA). We then apply frame reduction techniques to extract the most important frames as keyframes of the motion. With this approach, around 8% of the frames are selected to be keyframes for motion capture sequences. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

10.
Valid representations of geological heterogeneity are fundamental inputs for quantitative models used in managing subsurface activities. Consequently, the simulation of realistic facies distributions is a significant aim. Realistic facies distributions are typically obtained by pixel-based, object-based or process-based methods. This work presents a pixel-based geostatistical algorithm suitable for reproducing lateral gradual facies transitions (LGFT) between two adjacent sedimentary bodies. Lateral contact (i.e. interfingering) between distinct depositional facies is a widespread geometric relationship that occurs at different scales in any depositional system. The algorithm is based on the truncation of the sum of a linear expectation trend and a random Gaussian field, and can be conditioned to well data. The implementation introduced herein also includes subroutines to clean and geometrically characterize the obtained LGFT. The cleaned sedimentary body transition provides a more appropriate and realistic facies distribution for some depositional settings. The geometric measures of the LGFT yield an intuitive measure of the morphology of the sedimentary body boundary, which can be compared to analogue data. An example of a LGFT obtained by the algorithm presented herein is also flow simulated, quantitatively demonstrating the importance of realistically reproducing them in subsurface models, if further flow-related accurate predictions are to be made.  相似文献   

11.
In this paper, we propose an interactive character motion control interface that uses hands. Using their hands and fingers, the user can control a large number of degrees of freedom at the same time. We applied principal component analysis to a set of sample poses and assigned the extracted principal components to each degree of freedom of the hands (such as the hand positions and finger bending/extending angles). The user can control the blending weights of the principal components and deform the character's pose by moving their hands and bending/extending their fingers. We introduced pose and action controls, so that we can alter the standing pose and perform various actions with deformations. So that various types of actions were possible, we constructed a number of action models in advance. We introduced action model selection and action execution mechanisms. We developed methods for computing the feature vector, for applying principal component analysis, and for pose and action synthesis. In addition, we introduced a pose transition method for performing a step motion when necessary to prevent foot sliding. We present our experimental results and demonstrate the effectiveness of our interface. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

12.
An integrated or ‘weak’ solution approach to a distributed parameter system model for dynamic image sequences forms the basis for a feature extraction and motion estimation algorithm. Motion parameters may be estimated using either least-squares techniques or, in the case of multiple targets, clustering procedures. Experimental results are shown.  相似文献   

13.
This paper presents an extensive comparative evaluation of five popular foreground/background sketch-based interactive mesh segmentation algorithms, addressing the quantitative assessment of the accuracy, efficiency, and stability of each algorithm. To facilitate the comparison, we have developed a complete framework with an intuitive and simple sketch-based interface to enable interactive mesh segmentation by marking strokes to specify the foreground and background with the mouse buttons, allowing us to quantify the algorithms in a unified manner. The evaluation has been performed via extensive user experiments in which each participant was assigned to segment models with the evaluated algorithms and the corresponding update of each segmentation was recorded as a new refinement when additional interactions were added. We then collected the segmentations from participants and evaluated them against the ground-truth corpus constructed from the Princeton segmentation database. To investigate how well the interactive segmentations match the ground-truth, five metrics were used to measure the boundary and region accuracy of segmentations. By studying the experimental results, we have analyzed the performance of the evaluated algorithms and provided valuable insights into their characteristics.  相似文献   

14.
Zhang Z  Troje NF 《Neural computation》2007,19(5):1400-1421
We present and evaluate a method of reconstructing three-dimensional (3D) periodic human motion from two-dimensional (2D) motion sequences. Using Fourier decomposition, we construct a compact representation for periodic human motion. A low-dimensional linear motion model is learned from a training set of 3D Fourier representations by means of principal components analysis. Two-dimensional test data are projected onto this model with two approaches: least-square minimization and calculation of a maximum a posteriori probability using the Bayes' rule. We present two different experiments in which both approaches are applied to 2D data obtained from 3D walking sequences projected onto a plane. In the first experiment, we assume the viewpoint is known. In the second experiment, the horizontal viewpoint is unknown and is recovered from the 2D motion data. The results demonstrate that by using the linear model, not only can missing motion data be reconstructed, but unknown view angles for 2D test data can also be retrieved.  相似文献   

15.
16.
An algorithm is described for recovering the six degrees of freedom of motion of a vehicle from a sequence of range images of a static environment taken by a range camera rigidly attached to the vehicle. The technique utilizes a least-squares minimization of the difference between the measured rate of change of elevation at a point and the rate predicted by the so-called elevation rate constraint equation. It is assumed that most of the surface is smooth enough so that local tangent planes can be constructed, and that the motion between frames is smaller than the size of most features in the range image. This method does not depend on the determination of correspondences between isolated high-level features in the range images. The algorithm has been successfully applied to data obtained from the range imager on the Autonomous Land Vehicle (ALV). Other sensors on the ALV provide an initial approximation to the motion between frames. It was found that the outputs of the vehicle sensors themselves are not suitable for accurate motion recovery because of errors in dead reckoning resulting from such problems as wheel slippage. The sensor measurements are used only to approximately register range data. The algorithm described here then recovers the difference between the true motion and that estimated from the sensor outputs.  相似文献   

17.
Analyzing and capturing articulated hand motion in image sequences   总被引:2,自引:0,他引:2  
Capturing the human hand motion from video involves the estimation of the rigid global hand pose as well as the nonrigid finger articulation. The complexity induced by the high degrees of freedom of the articulated hand challenges many visual tracking techniques. For example, the particle filtering technique is plagued by the demanding requirement of a huge number of particles and the phenomenon of particle degeneracy. This paper presents a novel approach to tracking the articulated hand in video by learning and integrating natural hand motion priors. To cope with the finger articulation, this paper proposes a powerful sequential Monte Carlo tracking algorithm based on importance sampling techniques, where the importance function is based on an initial manifold model of the articulation configuration space learned from motion-captured data. In addition, this paper presents a divide-and-conquer strategy that decouples the hand poses and finger articulations and integrates them in an iterative framework to reduce the complexity of the problem. Our experiments show that this approach is effective and efficient for tracking the articulated hand. This approach can be extended to track other articulated targets.  相似文献   

18.
This paper proposes a novel method for robustly recovering the camera geometry of an uncalibrated image sequence taken under circular motion. Under circular motion, all the camera centers lie on a circle and the mapping from the plane containing this circle to the horizon line observed in the image can be modelled as a 1D projection. A 2x2 homography is introduced in this paper to relate the projections of the camera centers in two 1D views. It is shown that the two imaged circular points of the motion plane and the rotation angle between the two views can be derived directly from such a homography. This way of recovering the imaged circular points and rotation angles is intrinsically a multiple view approach, as all the sequence geometry embedded in the epipoles is exploited in the estimation of the homography for each view pair. This results in a more robust method compared to those computing the rotation angles using adjacent views only. The proposed method has been applied to self-calibrate turntable sequences using either point features or silhouettes, and highly accurate results have been achieved.  相似文献   

19.
This paper presents a computer algorithm which, given a dense temporal sequence of intensity images of multiple moving objects, can separate the images into regions showing distinct objects and, for those objects which are rotating, calculate the three-dimensional structure and motion  相似文献   

20.
The Taguchi method has been successfully applied in engineering fields to deal with a single performance quality problem, but it is not often used in interface design and the handling of multiple performance quality problems. This study investigated a multi-response problem in terms of searching time, number of missing characters/buttons (NMCB), and visual fatigue by integrating the Taguchi method and the weighting method to optimize the Chinese interface design parameters such as display type, character size, font type, and text/background color combination in motion environments. The results indicated that subjects’ visual performance was improved when using the optimum interface setting (LCD, 7.5 * 7.5 mm, Kai font and white/blue color combination) rather than the current interface setting.  相似文献   

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