2,435 research outputs found
Generative Image Dynamics
We present an approach to modeling an image-space prior on scene dynamics.
Our prior is learned from a collection of motion trajectories extracted from
real video sequences containing natural, oscillating motion such as trees,
flowers, candles, and clothes blowing in the wind. Given a single image, our
trained model uses a frequency-coordinated diffusion sampling process to
predict a per-pixel long-term motion representation in the Fourier domain,
which we call a neural stochastic motion texture. This representation can be
converted into dense motion trajectories that span an entire video. Along with
an image-based rendering module, these trajectories can be used for a number of
downstream applications, such as turning still images into seamlessly looping
dynamic videos, or allowing users to realistically interact with objects in
real pictures.Comment: Project website: http://generative-dynamics.github.i
Modeling and generating moving trees from video
We present a probabilistic approach for the automatic production of tree models with convincing 3D appearance and motion. The only input is a video of a moving tree that provides us an initial dynamic tree model, which is used to generate new individual trees of the same type. Our approach combines global and local constraints to construct a dynamic 3D tree model from a 2D skeleton. Our modeling takes into account factors such as the shape of branches, the overall shape of the tree, and physically plausible motion. Furthermore, we provide a generative model that creates multiple trees in 3D, given a single example model. This means that users no longer have to make each tree individually, or specify rules to make new trees. Results with different species are presented and compared to both reference input data and state of the art alternatives
Modeling and animation of orb webs
Modeling of natural phenomena has been of particular interest in the graphics ommunity in recent years. This thesis will explore a method for creating and animating orb webs using a coupled spring-mass system. Using a spring-mass system for creating the orb web is ideal as we can represent each web strand using coupled spring-mass pairs. This allows the orb web simulator to be physically based, i.e., the simulation follows the laws that act on objects in the real world. This in turn simplifies the process of animating the web, as the animation emerges from the simulator without anyone having to set it up explicitly. Since this model is physically based, it would allow for realistic visualization of effects such as observing an orb web under a wind.
In the children's book ``Charlotte's Web', the spider creates orb webs with words inscribed on them. Charlotte's web is used as an inspiration, in this thesis, to create webs which no real world spider could possibly create, while keeping the model physically based. This involves modifying the orb web such that the target text shows up on the orb web while keeping the web looking as natural as possible
A Survey of Applications and Human Motion Recognition with Microsoft Kinect
Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation
River Campus: Past and Future
River Campus: Past and Future
The Development, Implementation, and Advancement of a LongâTerm Scientific Study and how it is Being Replicate
Digital Art And Feminism: A Surreal Relationship
An essay discussing the political aspects of digital art works by Emilia Forstreuter, Jennifer Hall, Claudia Hart, Yael Kanarek, Jeanette Louie, Ranu Mukherjee, Mary Bates Neuvauer, Marie Sivak, Camille Utterback, Adrianne Wortzel, and Janet Zweig
Phase-based video motion processing
We introduce a technique to manipulate small movements in videos based on an analysis of motion in complex-valued image pyramids. Phase variations of the coefficients of a complex-valued steerable pyramid over time correspond to motion, and can be temporally processed and amplified to reveal imperceptible motions, or attenuated to remove distracting changes. This processing does not involve the computation of optical flow, and in comparison to the previous Eulerian Video Magnification method it supports larger amplification factors and is significantly less sensitive to noise. These improved capabilities broaden the set of applications for motion processing in videos. We demonstrate the advantages of this approach on synthetic and natural video sequences, and explore applications in scientific analysis, visualization and video enhancement.Shell ResearchUnited States. Defense Advanced Research Projects Agency. Soldier Centric Imaging via Computational CamerasNational Science Foundation (U.S.) (CGV-1111415)Cognex CorporationMicrosoft Research (PhD Fellowship)American Society for Engineering Education. National Defense Science and Engineering Graduate Fellowshi
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Immersion and interaction: Creating virtual 3d worlds for stage performances
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts.
Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the âcreation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds).
This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansenâs mixed reality paradigm proposing the concept of the âspace schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which âlivesâ, functions and interacts with the performer.
The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performerâs intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions
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