57,880 research outputs found
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
An algorithm to detect blends with eclipsing binaries in planet transit searches
We present an algorithm that can detect blends of bright stars with fainter,
un-associated eclipsing binaries. Such systems contaminate searches for
transiting planets, in particular in crowded fields where blends are common.
Spectroscopic follow-up observations on large aperture telescopes have been
used to reject these blends, but the results are not always conclusive. Our
approach exploits the fact that a blend with a eclipsing binary changes its
shape during eclipse. We analyze original imaging data from the Optical
Gravitational Lensing Experiment (OGLE), which were used to discover planet
transit candidates. Adopting a technique developed in weak gravitational
lensing to carefully correct for the point spread function which varies both
with time and across the field, we demonstrate that ellipticities can be
measured with great accuracy using an ensemble of images. Applied to OGLE-TR-3
and OGLE-TR-56, two of the planetary transit candidates, we show that both
systems are blended with fainter stars, as are most other stars in the OGLE
fields. Moreover, while we do not detect shape change when TR-56 undergoes
transits, TR-3 exhibits a significant shape change during eclipses. We
therefore conclude that TR-3 is indeed a blend with an eclipsing binary, as has
been suggested from other lines of evidence. The probability that its shape
change is caused by residual systematics is found to be less than 0.6%. Our
technique incurs no follow-up cost and requires little human interaction. As
such it could become part of the data pipeline for any planetary transit search
to minimize contamination by blends. We briefly discuss its relevance for the
Kepler mission and for binary star detection.Comment: Submitted to ApJ, 10 pages, 10 figure
Animating Human Muscle Structure
Graphical simulations of human muscle motion and deformation are of great interest to
medical education. In this article, the authors present a technique for simulating muscle
deformations by combining physically and geometrically based computations to reduce
computation cost and produce fast, accurate simulations
Optimized normal and distance matching for heterogeneous object modeling
This paper presents a new optimization methodology of material blending for heterogeneous object modeling by matching the material governing features for designing a heterogeneous object. The proposed method establishes point-to-point correspondence represented by a set of connecting lines between two material directrices. To blend the material features between the directrices, a heuristic optimization method developed with the objective is to maximize the sum of the inner products of the unit normals at the end points of the connecting lines and minimize the sum of the lengths of connecting lines. The geometric features with material information are matched to generate non-self-intersecting and non-twisted connecting surfaces. By subdividing the connecting lines into equal number of segments, a series of intermediate piecewise curves are generated to represent the material metamorphosis between the governing material features. Alternatively, a dynamic programming approach developed in our earlier work is presented for comparison purposes. Result and computational efficiency of the proposed heuristic method is also compared with earlier techniques in the literature. Computer interface implementation and illustrative examples are also presented in this paper
Assessment criteria for 2D shape transformations in animation
The assessment of 2D shape transformations (or morphing) for animation is a difficult task because it is a multi-dimensional problem. Existing morphing techniques pay most attention to shape information interactive control and mathematical simplicity. This paper shows that it is not enough to use shape information alone, and we should consider other factors such as structure, dynamics, timing, etc. The paper also shows that an overall objective assessment of morphing is impossible because factors such as timing are related to subjective judgement, yet local objective assessment criteria, e.g. based on shape, are available. We propose using “area preservation” as the shape criterion for the 2D case as an acceptable approximation to “volume preservation” in reality, and use it to establish cases in which a number of existing techniques give clearly incorrect results. The possibility of deriving objective assessment criteria for dynamics simulations and timing under certain conditions is discussed
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