497 research outputs found
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Computer animation for virtual humans.
YesAdvances in computer animation techniques
have spurred increasing levels of
realism and movement in virtual characters that closely
mimic physical reality. Increases in computational
power and control methods enable the creation of 3D
virtual humans for real-time interactive applications.
Artificial intelligence techniques and autonomous
agents give computer-generated characters a life of
their own and let them interact with other characters
in virtual worlds. Developments and advances in networking
and virtual reality (VR) let multiple participants
share virtual worlds and interact with
applications or each other
A low-cost head and eye tracking system for realistic eye movements in virtual avatars
A virtual avatar or autonomous agent is a digital representation of a human being that can be controlled by either a human or an artificially intelligent computer system. Increasingly avatars are becoming realistic virtual human characters that exhibit human behavioral traits, body language and eye and head movements. As the interpretation of eye and head movements represents an important part of nonverbal human communication it is extremely important to accurately reproduce these movements in virtual avatars to avoid falling into the well-known ``uncanny valley''. In this paper we present a cheap hybrid real-time head and eye tracking system based on existing open source software and commonly available hardware. Our evaluation indicates that the system of head and eye tracking is stable and accurate and can allow a human user to robustly puppet a virtual avatar, potentially allowing us to train an A.I. system to learn realistic human head and eye movements
Automatic 3D facial model and texture reconstruction from range scans
This paper presents a fully automatic approach to fitting a generic facial model to detailed range scans of human faces to reconstruct 3D facial models and textures with no manual intervention (such as specifying landmarks). A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registrations between the generic model and the range scans with different sizes. And then a new template-fitting method, formulated in an optmization framework of minimizing the physically based elastic energy derived from thin shells, faithfully reconstructs the surfaces and the textures from the range scans and yields dense point correspondences across the reconstructed facial models. Finally, we demonstrate a facial expression transfer method to clone facial expressions from the generic model onto the reconstructed facial models by using the deformation transfer technique
3D functional models of monkey brain through elastic registration of histological sections
In this paper we describe a method for the reconstruction and visualization of functional models of monkey brains. Models are built through the registration of high resolution images obtained from the scanning of histological sections with reference photos taken during the brain slicing. From the histological sections it is also possible to acquire specifically activated neuron coordinates introducing functional information in the model. Due to the specific nature of the images (texture information is useless and the sections could be deformed when they were cut and placed on glass) we solved the registration problem by extracting corresponding cerebral cortex borders (extracted with a snake algorithm), and computing from their deformation an image transform modeled as an affine deformation plus a non-linear field evaluated as an elastically constrained deformation minimizing contour distances. Registered images and contours are used then to build 3D models of specific brains by a software tool allowing the interactive visualization of cortical volumes together with the spatially referenced neurons classified and differently colored according to their functionalities
Cyclic animation using Partial differential Equations
YesThis work presents an efficient and fast method for achieving cyclic animation using Partial Differential Equations (PDEs). The boundary-value nature associ- ated with elliptic PDEs offers a fast analytic solution technique for setting up a framework for this type of animation. The surface of a given character is thus cre- ated from a set of pre-determined curves, which are used as boundary conditions so that a number of PDEs can be solved. Two different approaches to cyclic ani- mation are presented here. The first consists of using attaching the set of curves to a skeletal system hold- ing the animation for cyclic motions linked to a set mathematical expressions, the second one exploits the spine associated with the analytic solution of the PDE as a driving mechanism to achieve cyclic animation, which is also manipulated mathematically. The first of these approaches is implemented within a framework related to cyclic motions inherent to human-like char- acters, whereas the spine-based approach is focused on modelling the undulatory movement observed in fish when swimming. The proposed method is fast and ac- curate. Additionally, the animation can be either used in the PDE-based surface representation of the model or transferred to the original mesh model by means of
a point to point map. Thus, the user is offered with the choice of using either of these two animation repre- sentations of the same object, the selection depends on the computing resources such as storage and memory capacity associated with each particular application
Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
Efficient cloth simulation is an important problem for interactive applications that involve virtual humans, such as computer games. A common aspect of many methods that have been developed to simulate cloth is a linear system of equations, which is commonly solved using conjugate gradient or multi-grid approaches. In this paper, we introduce to the computer gaming community a recently proposed preconditioner, the incomplete Poisson preconditioner, for conjugate gradient solvers. We show that the parallelized incomplete Poisson preconditioner (PIPP) performs as well as the current state-of-the-art preconditioners, while being much more amenable to standard thread-level parallelism. We demonstrate our results on an 8-core Apple* Mac* Pro and a 32-core code name Emerald Ridge system
Levelset and B-spline deformable model techniques for image segmentation: a pragmatic comparative study
International audienceDeformable contours are now widely used in image segmentation, using different models, criteria and numerical schemes. Some theoretical comparisons between some deformable model methods have already been published. Yet, very few experimental comparative studies on real data have been reported. In this paper,we compare a levelset with a B-spline based deformable model approach in order to understand the mechanisms involved in these widely used methods and to compare both evolution and results on various kinds of image segmentation problems. In general, both methods yield similar results. However, specific differences appear when considering particular problems
Analog hardware for detecting discontinuities in early vision
The detection of discontinuities in motion, intensity, color, and depth is a well-studied but difficult problem in computer vision [6]. We discuss the first hardware circuit that explicitly implements either analog or binary line processes in a deterministic fashion. Specifically, we show that the processes of smoothing (using a first-order or membrane type of stabilizer) and of segmentation can be implemented by a single, two-terminal nonlinear voltage-controlled resistor, the “resistive fuse”; and we derive its current-voltage relationship from a number of deterministic approximations to the underlying stochastic Markov random fields algorthms. The concept that the quadratic variation functionals of early vision can be solved via linear resistive networks minimizing power dissipation [37] can be extended to non-convex variational functionals with analog or binary line processes being solved by nonlinear resistive networks minimizing the electrical co-content.
We have successfully designed, tested, and demonstrated an analog CMOS VLSI circuit that contains a 1D resistive network of fuses implementing piecewise smooth surface interpolation. We furthermore demonstrate the segmenting abilities of these analog and deterministic “line processes” by numerically simulating the nonlinear resistive network computing optical flow in the presence of motion discontinuities. Finally, we discuss various circuit implementations of the optical flow computation using these circuits
A survey of partial differential equations in geometric design
YesComputer aided geometric design is an area
where the improvement of surface generation techniques
is an everlasting demand since faster and more accurate
geometric models are required. Traditional methods
for generating surfaces were initially mainly based
upon interpolation algorithms. Recently, partial differential
equations (PDE) were introduced as a valuable
tool for geometric modelling since they offer a number
of features from which these areas can benefit. This work
summarises the uses given to PDE surfaces as a surface
generation technique togethe
Varieties of developmental dyslexia in Greek children
The current study aimed to investigate in a group of nine Greek children with dyslexia (mean age 9.9 years) whether the surface and phonological dyslexia subtypes could be identified. A simple regression was conducted using printed word naming latencies and nonword reading accuracy for 33 typically developing readers. Ninety per cent confidence intervals were established and dyslexic children with datapoints lying outside the confidence intervals were identified. Using this regression-based method three children with the characteristic of phonological dyslexia (poor nonword reading), two with surface dyslexia (slow word naming latencies) and four with a mixed profile (poor nonword reading accuracy and slow word naming latencies) were identified. The children were also assessed in spelling to dictation, phonological ability, rapid naming, visual memory and multi-character processing (letter report). Results revealed that the phonological dyslexia subtype children had difficulties in tasks of phonological ability, and the surface subtype children had difficulties in tasks of multi-character simultaneous processing ability. Dyslexic children with a mixed profile showed deficits in both phonological abilities and multi-character processing. In addition, one child with a mixed profile showed a rapid naming deficit and another showed a difficulty in visual memory for abstract designs. Overall the results confirm that the surface and phonological subtypes of developmental dyslexia can be found in Greek-speaking children. They also indicate that different subtypes are associated with different underlying disorders
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