798 resultados para swd: Computer Animation
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Projects in the area of architectural design and urban planning typically engage several architects as well as experts from other professions. While the design and review meetings thus often involve a large number of cooperating participants, the actual design is still done by the individuals in the time in between those meetings using desktop PCs and CAD applications. A real collaborative approach to architectural design and urban planning is often limited to early paper-based sketches.In order to overcome these limitations, we designed and realized the ARTHUR system, an Augmented Reality (AR) enhanced round table to support complex design and planning decisions for architects. WhileAR has been applied to this area earlier, our approach does not try to replace the use of CAD systems but rather integrates them seamlessly into the collaborative AR environment. The approach is enhanced by intuitiveinteraction mechanisms that can be easily con-figured for different application scenarios.
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During decades Distance Transforms have proven to be useful for many image processing applications, and more recently, they have started to be used in computer graphics environments. The goal of this paper is to propose a new technique based on Distance Transforms for detecting mesh elements which are close to the objects' external contour (from a given point of view), and using this information for weighting the approximation error which will be tolerated during the mesh simplification process. The obtained results are evaluated in two ways: visually and using an objective metric that measures the geometrical difference between two polygonal meshes.
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We consider the problem of approximating the 3D scan of a real object through an affine combination of examples. Common approaches depend either on the explicit estimation of point-to-point correspondences or on 2-dimensional projections of the target mesh; both present drawbacks. We follow an approach similar to [IF03] by representing the target via an implicit function, whose values at the vertices of the approximation are used to define a robust cost function. The problem is approached in two steps, by approximating first a coarse implicit representation of the whole target, and then finer, local ones; the local approximations are then merged together with a Poisson-based method. We report the results of applying our method on a subset of 3D scans from the Face Recognition Grand Challenge v.1.0.
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There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
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Three dimensional datasets representing scalar fields are frequently rendered using isosurfaces. For datasets arranged as a cubic lattice, the marching cubes algorithm is the most used isosurface extraction method. However, the marching cubes algorithm produces some ambiguities which have been solved using different approaches that normally imply a more complex process. One of them is to tessellate the cubes into tetrahedra, and by using a similar method (marching tetrahedra), to build the isosurface. The main drawback of other tessellations is that they do not produce the same isosurface topologies as those generated by improved marching cubes algorithms. We propose an adaptive tessellation that, being independent of the isovalue, preserves the topology. Moreover the tessellationallows the isosurface to evolve continuously when the isovalue is changed continuously.
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In this paper we present a hybrid method to track human motions in real-time. With simplified marker sets and monocular video input, the strength of both marker-based and marker-free motion capturing are utilized: A cumbersome marker calibration is avoided while the robustness of the marker-free tracking is enhanced by referencing the tracked marker positions. An improved inverse kinematics solver is employed for real-time pose estimation. A computer-visionbased approach is applied to refine the pose estimation and reduce the ambiguity of the inverse kinematics solutions. We use this hybrid method to capture typical table tennis upper body movements in a real-time virtual reality application.
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Adult male southern elephant seals instrumented in 2000 on King George Island (n = 13), travelled both to the north (doi:10.1594/PANGAEA.231580, doi:10.1594/PANGAEA.231585) and to the east (doi:10.1594/PANGAEA.231571, doi:10.1594/PANGAEA.231579, doi:10.1594/PANGAEA.261708, doi:10.1594/PANGAEA.261709, doi:10.1594/PANGAEA.261710, doi:10.1594/PANGAEA.261711) of the Antarctic Peninsula. Five males (doi:10.1594/PANGAEA.231571, doi:10.1594/PANGAEA.231579, doi:10.1594/PANGAEA.231580, doi:10.1594/PANGAEA.261710, doi:10.1594/PANGAEA.231585) remained within 500 km of the island and focusing movements in the Bransfield Strait and around the Antarctic Peninsula. Sea-surface temperatures encountered by these animals showed little variation and they seemed to move about irrespective of sea ice cover, but frequented areas of shallow bathymetry. Three males (doi:10.1594/PANGAEA.261708, doi:10.1594/PANGAEA.261709, doi:10.1594/PANGAEA.261711) moved as far as 75°S to the east of the peninsula, into the Weddell Sea, with maximum distances of more than 1500 km from King George Island. They travelled into the Weddell Sea along the western continental shelf break until they reached the region of the Filchner Trough outflow. Here the bathymetry consists of canyons and ridges which support the intensive mixing between the warm saline waters of the Weddell Gyre and the very cold outflow waters with Ice Shelf water ingredients at the Antarctic Slope Front. Another five data sets were shorter then 40 days, and excluded from analyses (doi:10.1594/PANGAEA.231568, doi:10.1594/PANGAEA.231576, doi:10.1594/PANGAEA.231572, doi:10.1594/PANGAEA.231577, doi:10.1594/PANGAEA.264710). A computer animation was developed to visualize the animal movements in relation to the extent and concentration of sea ice (doi:10.1594/PANGAEA.509404). The need for re-instrumentation of adult males from King George Island is highlighted to investigate whether males continue to travel to similar areas and to obtain higher resolution data.
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AMS Subj. Classification: 68U05, 68P30
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Between December 1996 and February 1997, weaned pups and postmoult female southern elephant seals (Mirounga leonina) were fitted with satellite transmitters at King George Island (South Shetlands). Of the nine adult females tracked for more than two months, three stayed in a localized area between the South Shetlands and the South Orkneys. The other six females travelled southwest along the coast of the Antarctic Peninsula up to the Bellingshausen Sea. Two of them then moved far northeast and hauled out on South Georgia in October. One female was last located north of the South Shetlands in March 1998. In total, eight females were again sighted on King George Island and six of the transmitters removed. The tracks of the weaners contrasted with those of the adults. In January, five juveniles left King George Island for the Pacific sector ranging about four weeks in the open sea west of the De Gerlache Seamounts. Three of them returned to the tip of the Antarctic Peninsula in June, of which one was last located on the Patagonian Shelf in November 1997. A computer animation was developed to visualize the animal movements in relation to the extent and concentration of sea ice. The juveniles avoided sea ice while the adults did not. The latter displayed behavioural differences in using the pack ice habitat during winter. Some females adjusted their movement patterns to the pulsating sea ice fringe in far-distant foraging areas while others ranged in closed pack ice of up to 100 %. The feeding grounds of adult female elephant seals are more closely associated with the pack ice zone than previously assumed.
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Funding for this study was received from the Chief Scientist Office for Scotland. We would like to thank Asthma UK and Asthma UK Scotland for facilitating the advertisement of the study pilot and consultative user group. Thanks to Dr Mark Grindle for his helpful discussions concerning narrative. Thanks also to Mr Mark Haldane who designed the characters, backgrounds, and user interface used within the 3D computer animation. Particular thanks to the participants of the consultative user group for their enthusiasm, comments, and suggestions at all stages of the intervention design.
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Sign language animations can lead to better accessibility of information and services for people who are deaf and have low literacy skills in spoken/written languages. Due to the distinct word-order, syntax, and lexicon of the sign language from the spoken/written language, many deaf people find it difficult to comprehend the text on a computer screen or captions on a television. Animated characters performing sign language in a comprehensible way could make this information accessible. Facial expressions and other non-manual components play an important role in the naturalness and understandability of these animations. Their coordination to the manual signs is crucial for the interpretation of the signed message. Software to advance the support of facial expressions in generation of sign language animation could make this technology more acceptable for deaf people. In this survey, we discuss the challenges in facial expression synthesis and we compare and critique the state of the art projects on generating facial expressions in sign language animations. Beginning with an overview of facial expressions linguistics, sign language animation technologies, and some background on animating facial expressions, a discussion of the search strategy and criteria used to select the five projects that are the primary focus of this survey follows. This survey continues on to introduce the work from the five projects under consideration. Their contributions are compared in terms of support for specific sign language, categories of facial expressions investigated, focus range in the animation generation, use of annotated corpora, input data or hypothesis for their approach, and other factors. Strengths and drawbacks of individual projects are identified in the perspectives above. This survey concludes with our current research focus in this area and future prospects.
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As far back as I can remember, I have always been interested in studio art. Whether it be painting, drawing, printmaking, or photography, it has consistently been a part of my life. Upon enrolling in Colby, I became interested in computers and decided to major my undergraduate college career in Computer Science. Not forgetting past interests, I continued my studio art education, taking several classes within the Art department. In due time, I began combining interests and began studying Computer Graphics and Design. With limited resources in this field at Colby, the majority of my computer graphic education and experience has been done on my own time apart from regular classroom work. As time progressed, so did my interests. Starting with simple image manipulation of digitally scanned photographs, I moved on to Web Page design, eventually leading to Desktop Publishing. Ultimately, I wanted to take a step further and expand my overall computer graphic knowledge by learning 3D modeling and animation. With even fewer resources in 3D animation at Colby, I perceived having trouble finding the information and tools I would need to gain the necessary skills for this new field. The Senior Scholars program gave me the opponunity to find and acquire the necessary tools to pursue my interest. This program also allowed me to devote the proper amount of time required for learning these new tools.
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The examination of traffic accidents is daily routine in forensic medicine. An important question in the analysis of the victims of traffic accidents, for example in collisions between motor vehicles and pedestrians or cyclists, is the situation of the impact. Apart from forensic medical examinations (external examination and autopsy), three-dimensional technologies and methods are gaining importance in forensic investigations. Besides the post-mortem multi-slice computed tomography (MSCT) and magnetic resonance imaging (MRI) for the documentation and analysis of internal findings, highly precise 3D surface scanning is employed for the documentation of the external body findings and of injury-inflicting instruments. The correlation of injuries of the body to the injury-inflicting object and the accident mechanism are of great importance. The applied methods include documentation of the external and internal body and the involved vehicles and inflicting tools as well as the analysis of the acquired data. The body surface and the accident vehicles with their damages were digitized by 3D surface scanning. For the internal findings of the body, post-mortem MSCT and MRI were used. The analysis included the processing of the obtained data to 3D models, determination of the driving direction of the vehicle, correlation of injuries to the vehicle damages, geometric determination of the impact situation and evaluation of further findings of the accident. In the following article, the benefits of the 3D documentation and computer-assisted, drawn-to-scale 3D comparisons of the relevant injuries with the damages to the vehicle in the analysis of the course of accidents, especially with regard to the impact situation, are shown on two examined cases.