982 resultados para camera motion


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An enhanced physical model of the bowed string presented previously [1] is explored. It takes into account: the width of the bow, the angular motion of the string, bow-hair elasticity and string bending stiffness. The results of an analytical investigation of a model system - an infinite string sticking to a bow of finite width and driven on one side of the bow - are compared with experimental results published by Cremer [2] and reinterpreted here. Comparison shows that both the width of the bow and the bow-hair elasticity have a large impact on the reflection and transmission behaviour. In general, bending stiffness plays a minor role. Furthermore, a method of numerical simulation of the stiff string bowed with a bow of finite width is presented along with some preliminary results.

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A block-based motion estimation technique is proposed which permits a less general segmentation performed using an efficient deterministic algorithm. Applied to image pairs from the Flower Garden and Table Tennis sequences, the algorithm successfully localizes motion discontinuities and detects uncovered regions. The algorithm is implemented in C on a Sun Sparcstation 20. The gradient-based motion estimation required 28.8 s CPU time, and 500 iterations of the segmentation algorithm required 32.6 s.

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Using transonic blowdown windtunnel experiments, the 2D unsteady shock motion on a NACA0012 aerofoil is examined at various frequencies typical for helicopter blades in forward flight. The aerofoil is subjected to freestream velocities oscillating periodically between M = 0.66 and M = 0.77. Unsteady pressure traces and schlieren images are analyzed over a range of low reduced frequencies to provide information on shock location and strength throughout the cycle. Unsteady effects were noticeable even at very low reduced frequencies (down to O(0.01). However, through the range of frequencies investigated, and within experimental error, the unsteady shock location showed no discernible lag compared to the quasi-steady behaviour. On the other hand, significant variations were observed in shock strengths with the upstream running part of the cycle (decreasing Mach number) displaying considerably stronger shocks than during the accelerating part of the cycle. It could be shown that this variation in shock strength is primarily caused by the shock motion modifying the relative shock Mach number. As a result is was possible to use the quasi-steady results to predict the unsteady shock behaviour at the frequencies investigated here (below 0(0.1)).

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Using transonic blowdown windtunnel experiments, the 2D unsteady shock motion on a NACA0012 aerofoil is examined at various frequencies typical for helicopter blades in forward flight. The aerofoil is subjected to freestream velocities oscillating periodically between M = 0.66 and M = 0.77. Unsteady pressure traces and schlieren images are analyzed over a range of low reduced frequencies to provide information on shock location and strength throughout the cycle. Unsteady effects were noticeable even at very low reduced frequencies (down to O(0.01). However, through the range of frequencies investigated, and within experimental error, the unsteady shock location showed no discernible lag compared to the quasi-steady behaviour. On the other hand, significant variations were observed in shock strengths with the upstream running part of the cycle (decreasing Mach number) displaying considerably stronger shocks than during the accelerating part of the cycle. It could be shown that this variation in shock strength is primarily caused by the shock motion modifying the relative shock Mach number. As a result is was possible to use the quasi-steady results to predict the unsteady shock behaviour at the frequencies investigated here (below 0(0.1)).

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Model-based optical motion capture systems require knowledge of the position of the markers relative to the underlying skeleton, the lengths of the skeleton's limbs, and which limb each marker is attached to. These model parameters are typically assumed and entered into the system manually, although techniques exist for calculating some of them, such as the position of the markers relative to the skeleton's joints. We present a fully automatic procedure for determining these model parameters. It tracks the 2D positions of the markers on the cameras' image planes and determines which markers lie on each limb before calculating the position of the underlying skeleton. The only assumption is that the skeleton consists of rigid limbs connected with ball joints. The proposed system is demonstrated on a number of real data examples and is shown to calculate good estimates of the model parameters in each. © 2004 Elsevier B.V. All rights reserved.

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We propose an algorithm for semantic segmentation based on 3D point clouds derived from ego-motion. We motivate five simple cues designed to model specific patterns of motion and 3D world structure that vary with object category. We introduce features that project the 3D cues back to the 2D image plane while modeling spatial layout and context. A randomized decision forest combines many such features to achieve a coherent 2D segmentation and recognize the object categories present. Our main contribution is to show how semantic segmentation is possible based solely on motion-derived 3D world structure. Our method works well on sparse, noisy point clouds, and unlike existing approaches, does not need appearance-based descriptors. Experiments were performed on a challenging new video database containing sequences filmed from a moving car in daylight and at dusk. The results confirm that indeed, accurate segmentation and recognition are possible using only motion and 3D world structure. Further, we show that the motion-derived information complements an existing state-of-the-art appearance-based method, improving both qualitative and quantitative performance. © 2008 Springer Berlin Heidelberg.

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This Chapter presents a vision-based system for touch-free interaction with a display at a distance. A single camera is fixed on top of the screen and is pointing towards the user. An attention mechanism allows the user to start the interaction and control a screen pointer by moving their hand in a fist pose directed at the camera. On-screen items can be chosen by a selection mechanism. Current sample applications include browsing video collections as well as viewing a gallery of 3D objects, which the user can rotate with their hand motion. We have included an up-to-date review of hand tracking methods, and comment on the merits and shortcomings of previous approaches. The proposed tracker uses multiple cues, appearance, color, and motion, for robustness. As the space of possible observation models is generally too large for exhaustive online search, we select models that are suitable for the particular tracking task at hand. During a training stage, various off-the-shelf trackers are evaluated. From this data differentmethods of fusing them online are investigated, including parallel and cascaded tracker evaluation. For the case of fist tracking, combining a small number of observers in a cascade results in an efficient algorithm that is used in our gesture interface. The system has been on public display at conferences where over a hundred users have engaged with it. © 2010 Springer-Verlag Berlin Heidelberg.