687 research outputs found

    Data-driven techniques for animating virtual characters

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    One of the key goals of current research in data-driven computer animation is the synthesis of new motion sequences from existing motion data. This thesis presents three novel techniques for synthesising the motion of a virtual character from existing motion data and develops a framework of solutions to key character animation problems. The first motion synthesis technique presented is based on the character’s locomotion composition process. This technique examines the ability of synthesising a variety of character’s locomotion behaviours while easily specified constraints (footprints) are placed in the three-dimensional space. This is achieved by analysing existing motion data, and by assigning the locomotion behaviour transition process to transition graphs that are responsible for providing information about this process. However, virtual characters should also be able to animate according to different style variations. Therefore, a second technique to synthesise real-time style variations of character’s motion. A novel technique is developed that uses correlation between two different motion styles, and by assigning the motion synthesis process to a parameterised maximum a posteriori (MAP) framework retrieves the desire style content of the input motion in real-time, enhancing the realism of the new synthesised motion sequence. The third technique presents the ability to synthesise the motion of the character’s fingers either o↵-line or in real-time during the performance capture process. The advantage of both techniques is their ability to assign the motion searching process to motion features. The presented technique is able to estimate and synthesise a valid motion of the character’s fingers, enhancing the realism of the input motion. To conclude, this thesis demonstrates that these three novel techniques combine in to a framework that enables the realistic synthesis of virtual character movements, eliminating the post processing, as well as enabling fast synthesis of the required motion

    Unsupervised Trajectory Segmentation for Surgical Gesture Recognition in Robotic Training

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    International audienceDexterity and procedural knowledge are two critical skills that surgeons need to master to perform accurate and safe surgical interventions. However, current training systems do not allow us to provide an in-depth analysis of surgical gestures to precisely assess these skills. Our objective is to develop a method for the automatic and quantitative assessment of surgical gestures. To reach this goal, we propose a new unsupervised algorithm that can automatically segment kinematic data from robotic training sessions. Without relying on any prior information or model, this algorithm detects critical points in the kinematic data that define relevant spatio-temporal segments. Based on the association of these segments, we obtain an accurate recognition of the gestures involved in the surgical training task. We, then, perform an advanced analysis and assess our algorithm using datasets recorded during real expert training sessions. After comparing our approach with the manual annotations of the surgical gestures, we observe 97.4% accuracy for the learning purpose and an average matching score of 81.9% for the fully automated gesture recognition process. Our results show that trainees workflow can be followed and surgical gestures may be automatically evaluated according to an expert database. This approach tends toward improving training efficiency by minimizing the learning curve

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes

    Computational Models for the Analysis and Synthesis of Graffiti Tag Strokes

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    In this paper we describe a system aimed at the generation and analysis of graffiti tags.We argue that the dynamics of the movement involved in generating tags is in large part — and at a higher degree with respect to many other visual art forms — determinant of their stylistic quality. To capture this notion computationally, we rely on a biophysically plausible model of handwriting gestures (the Sigma Lognormal Model proposed by Réjean Plamondon et al.) that permits the generation of curves which are aesthetically and kinetically similar to the ones made by a human hand when writing. We build upon this model and extend it in order to facilitate the interactive construction and manipulation of digital tags. We then describe a method that reconstructs any planar curve or a sequence of planar points with a set of corresponding model parameters. By doing so, we seek to recover plausible velocity and temporal information for a static trace. We present a number of applications of our system: (i) the interactive design of curves that closely resemble the ones typically observed in graffiti art; (ii) the stylisation and beautification of input point sequences via curves that evoke a smooth and rapidly executed movement; (iii) the generation of multiple instances of a synthetic tag from a single example. This last application is a step in the direction of our longer term plan of realising a system which is capable of automatically generating convincing images in the graffiti style space

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    A statistical framework for embodied music cognition

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    CASA 2009:International Conference on Computer Animation and Social Agents

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    A collaborative approach to image segmentation and behavior recognition from image sequences

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    Visual behavior recognition is currently a highly active research area. This is due both to the scientific challenge posed by the complexity of the task, and to the growing interest in its applications, such as automated visual surveillance, human-computer interaction, medical diagnosis or video indexing/retrieval. A large number of different approaches have been developed, whose complexity and underlying models depend on the goals of the particular application which is targeted. The general trend followed by these approaches is the separation of the behavior recognition task into two sequential processes. The first one is a feature extraction process, where features which are considered relevant for the recognition task are extracted from the input image sequence. The second one is the actual recognition process, where the extracted features are classified in terms of the pre-defined behavior classes. One problematic issue of such a two-pass procedure is that the recognition process is highly dependent on the feature extraction process, and does not have the possibility to influence it. Consequently, a failure of the feature extraction process may impair correct recognition. The focus of our thesis is on the recognition of single object behavior from monocular image sequences. We propose a general framework where feature extraction and behavior recognition are performed jointly, thereby allowing the two tasks to mutually improve their results through collaboration and sharing of existing knowledge. The intended collaboration is achieved by introducing a probabilistic temporal model based on a Hidden Markov Model (HMM). In our formulation, behavior is decomposed into a sequence of simple actions and each action is associated with a different probability of observing a particular set of object attributes within the image at a given time. Moreover, our model includes a probabilistic formulation of attribute (feature) extraction in terms of image segmentation. Contrary to existing approaches, segmentation is achieved by taking into account the relative probabilities of each action, which are provided by the underlying HMM. In this context, we solve the joint problem of attribute extraction and behavior recognition by developing a variation of the Viterbi decoding algorithm, adapted to our model. Within the algorithm derivation, we translate the probabilistic attribute extraction formulation into a variational segmentation model. The proposed model is defined as a combination of typical image- and contour-dependent energy terms with a term which encapsulates prior information, offered by the collaborating recognition process. This prior information is introduced by means of a competition between multiple prior terms, corresponding to the different action classes which may have generated the current image. As a result of our algorithm, the recognized behavior is represented as a succession of action classes corresponding to the images in the given sequence. Furthermore, we develop an extension of our general framework, that allows us to deal with a common situation encountered in applications. Namely, we treat the case where behavior is specified in terms of a discrete set of behavior types, made up of different successions of actions, which belong to a shared set of action classes. Therefore, the recognition of behavior requires the estimation of the most probable behavior type and of the corresponding most probable succession of action classes which explains the observed image sequence. To this end, we modify our initial model and develop a corresponding Viterbi decoding algorithm. Both our initial framework and its extension are defined in general terms, involving several free parameters which can be chosen so as to obtain suitable implementations for the targeted applications. In this thesis, we demonstrate the viability of the proposed framework by developing particular implementations for two applications. Both applications belong to the field of gesture recognition and concern finger-counting and finger-spelling. For the finger-counting application, we use our original framework, whereas for the finger-spelling application, we use its proposed extension. For both applications, we instantiate the free parameters of the respective frameworks with particular models and quantities. Then, we explain the training of the obtained models from specific training data. Finally, we present the results obtained by testing our trained models on new image sequences. The test results show the robustness of our models in difficult cases, including noisy images, occlusions of the gesturing hand and cluttered background. For the finger-spelling application, a comparison with the traditional sequential approach to image segmentation and behavior recognition illustrates the superiority of our collaborative model

    Quantifying scribal behavior : a novel approach to digital paleography

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    We propose a novel approach for analyzing scribal behavior quantitatively using information about the handwriting of characters. To implement this approach, we develop a computational framework that recovers this information and decomposes the characters into primitives (called strokes) to create a hierarchically structured representation. We then propose a number of intuitive metrics quantifying various facets of scribal behavior, which are derived from the recovered information and character structure. We further propose the use of techniques modeling the generation of handwriting to directly study the changes in writing behavior. We then present a case study in which we use our framework and metrics to analyze the development of four major Indic scripts. We show that our framework and metrics coupled with appropriate statistical methods can provide great insight into scribal behavior by discovering specific trends and phenomena with quantitative methods. We also illustrate the use of handwriting modeling techniques in this context to study the divergence of the Brahmi script into two daughter scripts. We conduct a user study with domain experts to evaluate our framework and salient results from the case study, and we elaborate on the results of this evaluation. Finally, we present our conclusions and discuss the limitations of our research along with future work that needs to be done
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