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1.
We present an integrated system that enables the capture and synthesis of 3D motions of small scale dynamic creatures, typically insects and arachnids, in order to drive computer generated models. The system consists of a number of stages, initially, the acquisition of a multi-view calibration scene and synchronised video footage of a subject performing some action is carried out. A user guided labelling process, that can be semi-automated using tracking techniques and a 3D point generating algorithm, then enables a full metric calibration and captures the motions of specific points on the subject. The 3D motions extracted, which often come from a limited number of frames of the original footage, are then extended to generate potentially infinitely long, characteristic motion sequences for multiple similar subjects. Finally a novel path following algorithm is used to find optimal path along with coherent motion for synthetic subjects.  相似文献   

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The model-based human body motion analysis system   总被引:3,自引:0,他引:3  
In this paper, we propose a model-based method to analyze the human walking motion. This system consists of three phases: the preprocessing phase, the model construction phase, and the motion analysis phase. In the experimental results, we show that our system not only analyzes the motion characteristics of the human body, but also recognizes the motion type of the input image sequences. Finally, the synthesized motion sequences are illustrated for verification. The major contributions of this research are: (1) developing a skeleton-based method to analyze the human motion; (2) using Hidden Markov Model (HMM) and posture patterns to describe the motion type.  相似文献   

4.
Obtaining high-quality, realistic motions of articulated characters is both time consuming and expensive, necessitating the development of easy-to-use and effective tools for motion editing and reuse. We propose a new simple technique for generating constrained variations of different lengths from an existing captured or otherwise animated motion. Our technique is applicable to textural motions, such as walking or dancing, where the motion sequence can be decomposed into shorter motion segments without an obvious temporal ordering among them. Inspired by previous work on texture synthesis and video textures, our method essentially produces a reordering of these shorter segments. Discontinuities are eliminated by carefully choosing the transition points and applying local adaptive smoothing in their vicinity, if necessary. The user is able to control the synthesis process by specifying a small number of simple constraints.  相似文献   

5.
Depth-of-field (DOF) and motion blur are important visual cues used for computer graphics and photography to illustrate focus of attention and object motion. In this work, we present a method for photo-realistic DOF and motion blur generation based on the characteristics of a real camera system. Both the depth–blur relation for different camera focus settings and the nonlinear intensity response of image sensors are modeled. The camera parameters are calibrated and used for defocus and motion blur synthesis. For a well-focused real scene image, DOF and motion blur effects are generated by post-processing techniques. Experiments have shown that the proposed method generates more photo-consistent results than the commonly used graphical models.  相似文献   

6.
We have synthesized new human body motions from existing motion data, by dividing the body of an animated character into several parts, such as upper and lower body, and partitioning the motion of the character into corresponding partial motions. By combining different partial motions, we can generate new motion sequences. We select the most natural-looking combinations by analyzing the similarity of partial motions, using techniques such as motion segmentation, dimensionality reduction, and clustering. These new combinations can dramatically increase the size of a motion database, allowing more score in selecting motions to meet constraints, such as collision avoidance. We verify the naturalness and physical plausibility of the new motions using an SVM learning model and by analysis of static and dynamic balance.  相似文献   

7.
虚拟人运动的可控性和逼真性是虚拟现实应用中追求的重要目标,为了实现对虚拟人的灵活控制,合成出逼真的运动序列,提出了基于参数化运动合成的运动图方法.运动图的结点中存储了具有明确含义的控制参数,通过改变控制参数合成不同的运动片段,可以实现对虚拟人的灵活控制;提出了一种改进的运动融合方法,运动图的边将不同运动片段进行融合,有效的避免了脚步滑动和根关节朝向抖动的产生.根据用户对交互控制和路径轨迹的不同应用需求设计实验,实验结果表明,方法不仅具有较高的控制精度,而且合成的运动序列逼真自然.  相似文献   

8.
When filtering an input image, the Green’s functions of matching equations are capable of inducing a broad class of motions, a property that has led to their use in several computer graphics and computer vision applications. In all such applications, the Green’s functions of second-order differential equations have been considered, even though no justification has been given for their preference over simpler, first-order equations. Here we present a study of first-order one-dimensional matching equations, both in the uniform and in the affine motion models. Comparing their Green’s functions with those of the corresponding second-order cases, we find evidence for the latter’s superiority in motion synthesis. We also propose and discuss a general discretization scheme for Green’s functions of one-dimensional matching equations, showing that the affine motion model is particularly sensitive to the sampling frequency. In this case, we advocate the use of area sampling, for allowing realistic motion simulations.  相似文献   

9.
This paper presents new methods for stylising video to produce cartoon motion emphasis cues and modern art. Specifically, we introduce “dynamic cues” as a class of motion emphasis cue, encompassing traditional animation techniques such as anticipation and motion exaggeration. We describe methods for automatically synthesising such cues within video premised upon the recovery of articulated figures, and the subsequent manipulation of the recovered pose trajectories. Additionally, we show how our motion emphasis framework may be applied to emulate artwork in the Futurist style, popularised by Duchamp.  相似文献   

10.
为解决现有运动合成方法中控制方式过于复杂的问题,提出一种模板化的运动合成模型,旨在降低运动合成技术的应用门槛.利用稀疏主成分分析(Sparse principal component analysis, SPCA)、Group lasso和Exclusive group lasso对人体运动进行建模,使其对应的每一个低维参数只依赖于少数几个人体关节,构成人体运动的一个内在自由度(Degree of freedom, DOF),并具有直观语义;同时,每个关节被尽量少的低维参数所控制,以减少低维参数对彼此所控制的自由度的交叉影响.实验表明,通过直观地修改低维参数,就能够实时地控制每个参数对应的摆臂幅度、踢腿高度、跳跃距离等运动属性.这种模板学习、模板定制的两步方法,有效地降低了运动合成控制的复杂度,即便非专业人员也可以用其进行艺术创作.  相似文献   

11.
The existence of orderly analogues of graph generators proposed by Heap and Farrell is established. The modifications to these algorithms supply practical methods enabling one to generate exhaustive lists of graphs and locally restricted graphs; moreover, the difficulty involved in ensuring that no duplications occur in the list is greatly reduced.  相似文献   

12.
Natural motion synthesis of virtual humans have been studied extensively, however, motion control of virtual characters actively responding to complex dynamic environments is still a challenging task in computer animation. It is a labor and cost intensive animator-driven work to create realistic human motions of character animations in a dynamically varying environment in movies, television and video games. To solve this problem, in this paper we propose a novel approach of motion synthesis that applies the optimal path planning to direct motion synthesis for generating realistic character motions in response to complex dynamic environment. In our framework, SIPP (Safe Interval Path Planning) search is implemented to plan a globally optimal path in complex dynamic environments. Three types of control anchors to motion synthesis are for the first time defined and extracted on the obtained planning path, including turning anchors, height anchors and time anchors. Directed by these control anchors, highly interactive motions of virtual character are synthesized by motion field which produces a wide variety of natural motions and has high control agility to handle complex dynamic environments. Experimental results have proven that our framework is capable of synthesizing motions of virtual humans naturally adapted to the complex dynamic environments which guarantee both the optimal path and the realistic motion simultaneously.  相似文献   

13.
This paper proposes a new examplar-based method for real-time human motion recognition using Motion Capture (MoCap) data. We have formalized streamed recognizable actions, coming from an online MoCap engine, into a motion graph that is similar to an animation motion graph. This graph is used as an automaton to recognize known actions as well as to add new ones. We have defined and used a spatio-temporal metric for similarity measurements to achieve more accurate feedbacks on classification. The proposed method has the advantage of being linear and incremental, making the recognition process very fast and the addition of a new action straightforward. Furthermore, actions can be recognized with a score even before they are fully completed. Thanks to the use of a skeleton-centric coordinate system, our recognition method has become view-invariant. We have successfully tested our action recognition method on both synthetic and real data. We have also compared our results with four state-of-the-art methods using three well known datasets for human action recognition. In particular, the comparisons have clearly shown the advantage of our method through better recognition rates.  相似文献   

14.
Automatic motion detection features are able to enhance surveillance efficiency and quality. The aim of this research is to recognize and detect motion automatically around a robot's environment in order to equip a mobile robot for a surveillance task. The required information is based on the input obtained from a charge coupled device (CCD) camera mounted on the mobile robot. As the first step toward achieving the goal, it is necessary to have a stationary mobile robot and moving objects. Experiments in a different environment, such as different movements, size of moving objects, and lighting conditions, have also been conducted. The “adjacent pixels comparison” is the proposed method to detect motion in this experiment. The results have verified that the motion detection experiments operate as expected. This work was presented in part at the 11th International Symposium on Artificial Life and Robotics, Oita, Japan, January 23–25, 2006  相似文献   

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The paper proposes a methodology to assist the designer at the initial stages of the design synthesis process by enabling him/her to employ knowledge and algorithms existing in graph network theory. The proposed method comprises three main stages: transforming the synthesis problem into a graph theoretic problem; devising the topology possessing special engineering properties corresponding to the system requirements; finding the geometric configuration of that topology that will possess the desired properties. To clarify the idea and to demonstrate its generality, the approach is presented through three synthesis case studies from different engineering domains: electrical networks, statics and kinematics.As is highlighted in the paper, the approach of employing graph theory in the synthesis process offers several unique advantages. Among these advantages are: gaining a general perspective on different synthesis problems from different engineering domains by transforming them into the same graph problem; employing the same graph algorithms for different synthesis problems; establishing the existence of configurations with special properties solely from the topology of the system; transferring knowledge and methods between different engineering disciplines for both the topology and the geometry generation steps.  相似文献   

17.
在网络风险评估中,攻击图模型用于表达网络存在的脆弱点以及脆弱点之间的关联关系,传统方法通过主观经验确定攻击图中状态转移的权重,给状态转移概率的确定带来较大不准确性。为提高其准确性,通过将脆弱点的攻击难度作为状态转移概率的确定标准,构建基于马尔科夫链的攻击图模型。搭建实验环境,将该模型应用到实际环境中,得到了准确的状态转移概率。该模型摒弃了传统概率确定方法中的主观性,有效提高了概率确定的准确性。  相似文献   

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Motion databases have a strong potential to guide progress in the field of machine recognition and motion-based animation. Existing databases either have a very loose structure that does not sample the domain according to any controlled methodology or too few action samples which limit their potential to quantitatively evaluate the performance of motion-based techniques. The controlled sampling of the motor domain in the database may lead investigators to identify the fundamental difficulties of motion cognition problems and allow the addressing of these issues in a more objective way. In this paper, we describe the construction of our Human Motion Database using controlled sampling methods (parametric and cognitive sampling) to obtain the structure necessary for the quantitative evaluation of several motion-based research problems. The Human Motion Database is organized into several components: the praxicon dataset, the cross-validation dataset, the generalization dataset, the compositionality dataset, and the interaction dataset. The main contributions of this paper include (1) a survey of human motion databases describing data sources related to motion synthesis and analysis problems, (2) a sampling methodology that takes advantage of a systematic controlled capture, denoted as cognitive sampling and parametric sampling, and (3) a novel structured motion database organized into several datasets addressing a number of aspects in the motion domain.  相似文献   

20.
Grasper-CL is a system for manipulating and displaying graphs, and for building graph-based user interfaces for application programs. It is implemented in COMMON LISP and CLIM, and has been proven by use in a number of applications. Grasper-CL includes several advances in graph drawing. It contains a graph abstract datatype plus a comprehensive and novel language of operations on that datatype. The appearance of Grasper-CL graphs can be tailored by a wide variety of shape parameters that allow the application to customize the display of nodes and edges for different domains. Default values for shape parameters can be established at several levels. Grasper-CL employs a toolbox approach to graph layout: the system contains a suite of graph layout algorithms that can be applied individually, or in combination to produce hierarchical graph layouts. The system also contains an interactive graph browser.  相似文献   

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