共查询到20条相似文献,搜索用时 15 毫秒
1.
We develop a new 3D hierarchical model of the human face. The model incorporates a physically-based approximation to facial tissue and a set of anatomically-motivated facial muscle actuators. Despite its sophistication, the model is efficient enough to produce facial animation at interactive rates on a high-end graphics workstation. A second contribution of this paper is a technique for estimating muscle contractions from video sequences of human faces performing expressive articulations. These estimates may be input as dynamic control parameters to the face model in order to produce realistic animation. Using an example, we demonstrate that our technique yields sufficiently accurate muscle contraction estimates for the model to reconstruct expressions from dynamic images of faces. 相似文献
2.
Robert E. Rosenblum Wayne E. Carlson Edwin Tripp 《Computer Animation and Virtual Worlds》1991,2(4):141-148
We develop and present a new approach to modelling the characteristics of human hair, considering not only its structure, but also the control of its motion and a technique for rendering it in a realistic form. The approach includes a system for interactively defining the global positioning of the strands of hair on the head. Special attention is paid to the self shadowing of the hair. A mass/spring/hinge system is used to control a single strand's position and orientation. We demonstrate that this approach results in a believable rendition of the hair and its dynamics. 相似文献
3.
Programming the motions of an autonomous planetary robot moving in an hostile and hazardous environment is a complex task which requires both the construction of nominal motion plans and the anticipation as far as possible of the effects of the interactions existing between the vehicle and the terrain. In this paper we show how physical models and dynamic simulation tools can be used for amending and completing a nominal motion plan provided by a classical geometrical path planner. The purpose of our physical modeller-simulator is to anticipate the dynamic behaviour of the vehicle while executing the nominal motion plan. Then the obtained simulation results can be used to assess and optimize the nominal motion plan. In the first part, we outline the physical models that have been used for modelling the different types of vehicle, of terrain and of vehicle-surface interactions. Then we formulate the motion planning problem through the definition of two basic abstract constructions derived from physical model: the concept of generalized obstacle and the concept of physical target. We show with various examples how it is possible, when using this method, to solve the locomotion problem and the obstacle avoidance problem simultaneously and, furthermore, to provide the human operator with a true force feedback gestural control over the simulated robot. 相似文献
4.
Modelling human perception of static facial expressions 总被引:1,自引:0,他引:1
A recent internet based survey of over 35,000 samples has shown that when different human observers are asked to assign labels to static human facial expressions, different individuals categorize differently the same image. This fact results in a lack of an unique ground-truth, an assumption held by the large majority of existing models for classification. This is especially true for highly ambiguous expressions, especially in the lack of a dynamic context. In this paper we propose to address this shortcoming by the use of discrete choice models (DCM) to describe the choice a human observer is faced to when assigning labels to static facial expressions. Different models of increasing complexity are specified to capture the causal effect between features of an image and its associated expression, using several combinations of different measurements. The sets of measurements we used are largely inspired by FACS but also introduce some new ideas, specific to a static framework. These models are calibrated using maximum likelihood techniques and they are compared with each other using a likelihood ratio test, in order to test for significance in the improvement resulting from adding supplemental features. Through a cross-validation procedure we assess the validity of our approach against overfitting and we provide a comparison with an alternative model based on Neural Networks for benchmark purposes. 相似文献
5.
A physically-based model is presented for the simulation of a new type of deformable objects-inflatable objects, such as shaped balloons, which consist of pressurized air enclosed by an elastic surface. These objects have properties inherent in both 3D and 2D elastic bodies, as they demonstrate the behaviour of 3D shapes using 2D formulations. As there is no internal structure in them, their behaviour is substantially different from the behaviour of deformable solid objects. We use one of the few available models for deformable surfaces, and enhance it to include the forces of internal and external pressure. These pressure forces may also incorporate buoyancy forces, to allow objects filled with a low density gas to float in denser media. The obtained models demonstrate rich dynamic behaviour, such as bouncing, floating, deflation and inflation. 相似文献
6.
The winged- and half-edge data structures are commonly used representations for polyhedron models. Due to the complexity, students in an introductory course to computer graphics usually have difficulty in handling these data structures and developing applications. This paper describes the authors’ effort in the development of a visualization and animation tool for teaching and learning these data structures. This tool also includes a simple pseudo-code-like language for algorithm design. Instructors may employ this tool for presentation and demonstration purposes. Students may use the simple language to develop and experiment with new algorithms before their actual implementation. The visualization and animation system may be used to explore and understand the relationship among mesh elements and algorithm execution. 相似文献
7.
Desktop haptic virtual assembly using physically based modelling 总被引:1,自引:0,他引:1
This research investigates the feasibility of using a desktop haptic virtual environment as a design tool for evaluating assembly
operations. Bringing virtual reality characteristics to the desktop, such as stereo vision, further promotes the use of this
technology into the every day engineering design process. In creating such a system, the affordability and availability of
hardware/software tools is taken into consideration. The resulting application combines several software packages including
VR Juggler, open dynamics engine (ODE)/open physics abstraction layer (OPAL), OpenHaptics, and OpenGL/GLM/GLUT libraries to
explore the benefits and limitations of combining haptics with physically based modelling. The equipment used to display stereo
graphics includes a Stereographics emitter, Crystal Eyes shutter glasses, and a high refresh rate CRT Monitor. One or two-handed
force feedback is obtained from various PHANTOM haptic devices from SensAble Technologies Inc. The application’s ability to
handle complex part interactions is tested using two different computer systems, which approximate the higher and lower end
of a typical engineer’s workstation. Different test scenarios are analyzed and results presented. 相似文献
8.
Georgios Sakas 《The Visual computer》1993,9(4):200-212
This paper presents a new spectral synthesis method, motivated by the spectral turbulence theory, for visual modeling and the realistic and computer-effective animation of turbulent gaseous motion in 2-D and 3-D, which avoids the computational costs of direct simulation. Animation of gases is achieved through a phase shift in the frequency domain according to Kolmogorov's exponential law. The parameters of the turbulence model are intuitive, enabling animaters and designers to become familiar with them quickly. Owing to the method's computational effectiveness, an interactive, (quasi-)real-time, parallelized version, which provides the fast feedack needed to easily adjust the model's parameters, could be implemented. 相似文献
9.
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
10.
A two-dimensional image model is formulated using a seasonal autoregressive time series. With appropriate use of initial conditions, the method of least squares is used to obtain estimates of the model parameters. The model is then used to regenerate the original image. Results obtained indicate this method could be used to code textures for low bit rates or be used in an application of generating compressed background scenes. A differential pulse code modulation (DPCM) scheme is also demonstrated as a means of archival storage of images along with a new quantization technique for DPCM. This quantization technique is compared with standard quantization methods. 相似文献
11.
Yong-YouMa HuiZhang Shou-WeiJiang 《计算机科学技术学报》2004,19(4):0-0
In this paper we propose a novel method for building animation model of real human body from surface scanned data. The human model is represented by a triangular mesh and described as a layered geometric model. The model consists of two layers: the control skeleton generating body animation from motion capture data, and the simplified surface model providing an efficient representation of the skin surface shape. The skeleton is generated automatically from surface scanned data using the feature extraction, and then a point-to-line mapping is used to map the surface model onto the underlying skeleton. The resulting model enables real-time and smooth animation by manipulation of the skeleton while maintaining the surface detail. Compared with earlier approach, the principal advantages of our approach are the automated generation of body control skeletons from the scanned data for real-time animation, and the automatic mapping and animation of the captured human surface shape. The human model constructed in this work can be used for applications of ergonomic design,garment CAD, real-time simulating humans in virtual reality environment and so on. 相似文献
12.
Published online: 24 January 2002 相似文献
13.
Modelling data secrecy and integrity 总被引:1,自引:0,他引:1
The paper describes a semantic data model used as a design environment for multilevel secure database applications. The proposed technique is built around the concept of security classification constraints (security semantics) and takes into account that security restrictions may either have effects on the static part of a system, on the behavior of the system (the system functions), or on both. As security constraints may influence each other appropriate integrity mechanisms are necessary and modelling of a multilevel application must be data as well as function driven. This functionality is included in the proposed semantic data model for multilevel security by developing secure data schemas, secure function schemas, a procedure for alternating iterative refinements on either schema, and a powerful integrity system to check the consistency of the classification constraints and of the multilevel secure database application. 相似文献
14.
In this paper, we present a novel computational modeling and simulation framework based on dynamic spherical volumetric simplex splines. The framework can handle the modeling and simulation of genus-zero objects with real physical properties. In this framework, we first develop an accurate and efficient algorithm to reconstruct the high-fidelity digital model of a real-world object with spherical volumetric simplex splines which can represent with accuracy geometric, material, and other properties of the object simultaneously. With the tight coupling of Lagrangian mechanics, the dynamic volumetric simplex splines representing the object can accurately simulate its physical behavior because it can unify the geometric and material properties in the simulation. The visualization can be directly computed from the object’s geometric or physical representation based on the dynamic spherical volumetric simplex splines during simulation without interpolation or resampling. We have applied the framework for biomechanic simulation of brain deformations, such as the brain shifting during surgery and brain injury under blunt impact. We have compared our simulation results with the ground truth obtained through intra-operative magnetic resonance imaging and real biomechanic experiments. The evaluations demonstrate the excellent performance of our new technique. 相似文献
15.
The FA (facial ageing) process has been of a great interest to many researchers and some finns like airports and police departments, this is due to the fact that the face appearance changes as people age resulting in difficulties identifying certain individuals. In this paper, 2D wrinkle maps will be used in the design of a 3D system for the purpose of facial wrinkles simulation and prediction. Our findings will challenge many commercial soffwares in the innovation of the techniques in setting solid grounds to generate real-time 3D wrinkles that can be used later for various reasons. The 2D binary wrinkles will be mapped on the corresponding 3D face models using the generated outlined images. NURBS curves will then be projected on those wrinkles to form a 3D wrinkle map. The coloured wrinkle map, as well as some parameters, will be combined together in an algorithm to predict the appearance of the individual wrinkles in every age group that are divided into decades, starting from the age of 20. The novelty of the adopted procedure in comparison to the previous works is the new elements that have been integrated and collaborated to boost accuracy and generate a more realistic outcome. 相似文献
16.
We propose a new explicit surface tracking approach for particle‐based fluid simulations. Our goal is to advect and update a highly detailed surface, while only computing a coarse simulation. Current explicit surface methods lose surface details when projecting on the isosurface of an implicit function built from particles. Our approach uses a detail‐preserving projection, based on a signed distance field, to prevent the divergence of the explicit surface without losing its initial details. Furthermore, we introduce a novel topology matching stage that corrects the topology of the explicit surface based on the topology of an implicit function. To that end, we introduce an optimization approach to update our explicit mesh signed distance field before remeshing. Our approach is successfully used to preserve the surface details of melting and highly viscous objects, and shown to be stable by handling complex cases involving multiple topological changes. Compared to the computation of a high‐resolution simulation, using our approach with a coarse fluid simulation significantly reduces the computation time and improves the quality of the resulting surface. 相似文献
17.
18.
facial animation (FA) will be. We have undertaken experiments on 190 subjects in order to explore the benefits of FA. Part of the experiment was aimed at exploring the objective benefits, i.e., to see if FA can help users to perform certain tasks better. The other part of the experiment was aimed at subjective benefits. At the same time comparison of different FA techniques was undertaken. We present the experiment design and the results. The results show that FA aids users in understanding spoken text in noisy conditions; that it can effectively make waiting times more acceptable to the user; and that it makes services more attractive to the users, particularly when they compare directly the same service with or without the FA. 相似文献
19.
The paper presents the LABAQM system developed for the analysis of laboratory animal behaviours. It is based on qualitative modelling of animal motions. We are dealing with the cognitive phase of the laboratory animal behaviour analysis as a part of the pharmacological experiments. The system is based on the quantitative data from the tracking application and incomplete domain background knowledge. The LABAQM system operates in two main phases: behaviour learning and behaviour analysis. The behaviour learning and behaviour analysis phase are based on symbol sequences, obtained by the transformation of the quantitative data. Behaviour learning phase includes supervised learning procedure, unsupervised learning procedure and their combination. We have shown that the qualitative model of behaviour can be modelled by hidden Markov models. The fusion of supervised and unsupervised learning procedures produces more robust models of characteristic behaviours, which are used in the behaviour analysis phase. 相似文献
20.
J. M. Ferryman A. D. Worrall G. D. Sullivan K. D. Baker 《Robotics and Autonomous Systems》1997,19(3-4):315-335
This paper presents recent developments to a vision-based traffic surveillance system which relies extensively on the use of geometrical and scene context. Firstly, a highly parametrised 3-D model is reported, able to adopt the shape of a wide variety of different classes of vehicle (e.g. cars, vans, buses etc.), and its subsequent specialisation to a generic car class which accounts for commonly encountered types of car (including saloon, batchback and estate cars). Sample data collected from video images, by means of an interactive tool, have been subjected to principal component analysis (PCA) to define a deformable model having 6 degrees of freedom.
Secondly, a new pose refinement technique using “active” models is described, able to recover both the pose of a rigid object, and the structure of a deformable model; an assessment of its performance is examined in comparison with previously reported “passive” model-based techniques in the context of traffic surveillance. The new method is more stable, and requires fewer iterations, especially when the number of free parameters increases, but shows somewhat poorer convergence.
Typical applications for this work include robot surveillance and navigation tasks. 相似文献