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Published online: 25 July 2001  相似文献   

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We establish a lower bound of remote memory references for N-process mutual exclusion algorithms based on reads, writes, or comparison primitives such as test-and-set and compare-and-swap. Our bound improves an earlier lower bound of established by Cypher. Our lower bound is of importance for two reasons. First, it almost matches the time complexity of the best known algorithms based on reads, writes, or comparison primitives. Second, our lower bound suggests that it is likely that, from an asymptotic standpoint, comparison primitives are no better than reads and writes when implementing local-spin mutual exclusion algorithms. Thus, comparison primitives may not be the best choice to provide in hardware if one is interested in scalable synchronization. Received: January 2002 / Accepted: September 2002 RID="*" ID="*" Work supported by NSF grants CCR 9732916, CCR 9972211, CCR 9988327, ITR 0082866, and CCR 0208289.  相似文献   

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Creating and retargetting motion by the musculoskeletal human body model   总被引:1,自引:1,他引:0  
Recently, optimization has been used in various ways to interpolate or retarget human body motions obtained by motion-capturing systems. However, in such cases, the inner structure of a human body has rarely been taken into account, and hence there have been difficulties in simulating physiological effects such as fatigue or injuries. In this paper, we propose a method to create/retarget human body motions using a musculoskeletal human body model. Using our method, it is possible to create dynamically and physiologically feasible motions. Since a muscle model based on Hill's model is included in our system, it is also possible to retarget the original motion by changing muscular parameters. For example, using the muscle fatigue model, a motion where a human body gradually gets tired can be simulated. By increasing the maximal force exertable by the muscles, or decreasing it to zero, training or displacement effects of muscles can also be simulated. Our method can be used for biomechanically correct inverse kinematics, interpolation of motions, and physiological retargetting of the human body motion.  相似文献   

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This paper describes a deformable model of the human iris which forms part of a system for accurate off-line measurement of binocular three-dimensional eye movements, particularly cyclotorsion (torsion), from video image sequences. At least two existing systems measure torsion from infrared video images by pupil tracking followed by cross correlation using arcs of bandpass-filtered iris texture. Unfortunately, pupil expansion and contraction reduces the accuracy of this method unless drugs are used to constrict the pupil, which causes temporary blurred vision. A five-parameter deformable model of the iris is therefore developed for analysing images obtained without the use of drugs. This model can translate (horizontal and vertical eye motion), rotate (torsion) and scale both uniformly and radially (pupil changes). Torsion measurements obtained with the model are repeatable and accurate to within 0.1°; this performance is illustrated by analysing binocular torsion during fixation on a stationary target. Received: 27 August 1997 / Accepted: 15 January 1998  相似文献   

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We propose a prototype of a facial surgery simulation system for surgical planning and the prediction of facial deformation. We use a physics-based human head model. Our head model has a 3D hierarchical structure that consists of soft tissue and the skull, constructed from the exact 3D CT patient data. Anatomic points measured on X-ray images from both frontal and side views are used to fire the model to the patient's head. The purposes of this research is to analyze the relationship between changes of mandibular position and facial morphology after orthognathic surgery, and to simulate the exact postoperative 3D facial shape. In the experiment, we used our model to predict the facial shape after surgery for patients with mandibular prognathism. Comparing the simulation results and the actual facial images after the surgery shows that the proposed method is practical.  相似文献   

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A multimedia application involves information that may be in a form of video, images, audio, text and graphics, need to be stored, retrieved and manipulated in large databases. In this paper, we propose an object-oriented database schema that supports multimedia documents and their temporal, spatial and logical structures. We present a document example and show how the schema can adress all the structures described. We also present a multimedia query specification language that can be used to describe a multimedia content portion to be retrieved from the database. The language provides means by which the user can specify the information on the media as well as the temoral and spatial relationships among these media.  相似文献   

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Wavelet shape blending   总被引:2,自引:0,他引:2  
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The problem of an instructive and realistic animation and visualization of the shadow- and color-conditions during conjunctions of actively and passively illuminated cosmic objects has found only particularly satisfying solutions so far. As an example we study a total solar eclipse. There are didactic shortcomings of specialized astronomical software, even though solutions have been given, which are very impressive for experts. Using the possibilities of commercial 3D-animation software we give an object-oriented partial solution. In order to get correct astronomical representations we model – for different tasks – the object space under cinematic aspects with parameters for spatial and temporal scaling, for illumination and coloring under couplings of varying strength. The adaptation of the parameters to optimal acceptance of the spectator must be done a posteriori.  相似文献   

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This paper proposes a new hand posture identification system which applies genetic algorithm to develop an efficient 3D hand-model-fitting method. The 3D hand-model-fitting method consists of (1) finding the closed-form inverse kinematics solution, (2) defining the alignment measure function for the wrist-fitting process, and (3) applying genetic algorithm to develop the dynamic hand posture identification process. In contrast to the conventional computationally intensive hand-model-fitting methods, we develop an off-line training process to find the closed-form inverse kinematics solution functions, and a fast model-based hand posture identification process. In the experiments, we will illustrate that our hand posture identification system is very effective. Received: 10 April 1997 / Accepted: 18 June 1998  相似文献   

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Dynamic sculpting and animation of free-form subdivision solids   总被引:3,自引:0,他引:3  
Published online: 15 March 2002  相似文献   

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Through an investigation of how the performance of people who have normal visual capabilities is affected by unimodal, bimodal, and trimodal feedback, this research establishes a foundation for presenting effective feedback to enhance the performance of individuals who have visual impairments. Interfaces that employ multiple feedback modalities, such as auditory, haptic, and visual, can enhance user performance for individuals with barriers limiting one or more channels of perception, such as a visual impairment. Results obtained demonstrate the effects of different feedback combinations on mental workload, accuracy, and performance time. Future, similar studies focused on participants with visual impairments will be grounded in this work. Published online: 6 November 2002  相似文献   

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We describe a method for simulating the process of cracking based on a 3D physical model. Cracks appear when the stress caused by internal or external force exceeds the tolerable amount. We applied a spring network model to a simulation of cracks that appear on drying clay. Clay contracts, or shrinks, as it dries. Because the surface part dries more quickly than the interior, the stretching stress acts on the surface part, generating cracks. The process of drying changes physical characteristics such as stiffness and maximum strain. Our model introduces the properties of clay by defining these parameters as functions of time on the basis of measurement.  相似文献   

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image-based control or visual servoing approach. It consists of positioning a camera according to the information perceived in the image. This is thus a very intuitive approach of animation. To be able to react automatically to modifications of the environment, we also considered the introduction of constraints into the control. This approach is thus adapted to highly reactive contexts (virtual reality, video games). Numerous examples dealing with classic problems in animation are considered within this framework and presented in this paper. Published online: 19 July 2001  相似文献   

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Dynamic logic (DL) provides a suitable formal framework to model actions and reasoning about them. <$>\cal OASIS<$> is a language for the specification of object-oriented conceptual models. In our model, specialisation is a relation between classes that defines an inheritance mechanism through static and dynamic partitions. A variant of DL (including the deontic operators for permission, prohibition and obligation) is the formalism used in <$>\cal OASIS<$> to deal with changes of state, triggers, preconditions, protocols and operations. The animation of conceptual models in order to validate the specification is an interesting topic. We have worked on translating <$>\cal OASIS<$> specifications automatically to concurrent environments in order to obtain a prototype useful to validate specifications by animation. The aim of this paper is to show that it is feasible to translate static and dynamic partitions automatically into dynamic logic formulae. Thus, using the same developed schema of animation it is possible to execute <$>\cal OASIS<$> specifications including inheritance.  相似文献   

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A model-based hand gesture recognition system   总被引:2,自引:0,他引:2  
This paper introduces a model-based hand gesture recognition system, which consists of three phases: feature extraction, training, and recognition. In the feature extraction phase, a hybrid technique combines the spatial (edge) and the temporal (motion) information of each frame to extract the feature images. Then, in the training phase, we use the principal component analysis (PCA) to characterize spatial shape variations and the hidden Markov models (HMM) to describe the temporal shape variations. A modified Hausdorff distance measurement is also applied to measure the similarity between the feature images and the pre-stored PCA models. The similarity measures are referred to as the possible observations for each frame. Finally, in recognition phase, with the pre-trained PCA models and HMM, we can generate the observation patterns from the input sequences, and then apply the Viterbi algorithm to identify the gesture. In the experiments, we prove that our method can recognize 18 different continuous gestures effectively. Received: 19 May 1999 / Accepted: 4 September 2000  相似文献   

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