156 research outputs found

    From confocal microscope to virtual reality and computer games; technical and educational considerations

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    From confocal microscope to virtual reality and computer games; technical and educational considerations

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    No abstract available

    Interactive techniques for motion deformation of articulated figures using prioritized constraints

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    Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to provide the player with an immersion feeling. At the same time, computer generated movies have become very popular and thus have increased the demand for animation realism. Indeed, virtual humans are now the new stars in movies like Final Fantasy or Shrek, or are even used for special effects in movies like Matrix. In this context, the virtual humans animations not only need to be realistic as for computer games, but really need to be expressive as for real actors. While creating animations from scratch is still widespread, it demands artistics skills and hours if not days to produce few seconds of animation. For these reasons, there has been a growing interest for motion capture: instead of creating a motion, the idea is to reproduce the movements of a live performer. However, motion capture is not perfect and still needs improvements. Indeed, the motion capture process involves complex techniques and equipments. This often results in noisy animations which must be edited. Moreover, it is hard to exactly foresee the final motion. For example, it often happens that the director of a movie decides to change the script. The animators then have to change part or the whole animation. The aim of this thesis is then to provide animators with interactive tools helping them to easily and rapidly modify preexisting animations. We first present our Inverse Kinematics solver used to enforce kinematic constraints at each time of an animation. Afterward, we propose a motion deformation framework offering the user a way to specify prioritized constraints and to edit an initial animation so that it may be used in a new context (characters, environment,etc). Finally, we introduce a semi-automatic algorithm to extract important motion features from motion capture animation which may serve as a first guess for the animators when specifying important characteristics an initial animation should respect

    Decomposition of the 20th centrury climate variability

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    The ability of climate models to simulate the climate variability is of great importance when considering the reliability of, for instance, multi-annual or longer-term predictions. The aim of this thesis is to study the 20th century low-frequency variability patterns in the Earth system and how these patterns are represented by the current modelling systems. Another, equally important objective is to enable efficient spatio-temporal analysis of high-dimensional climate data sets. Decadal scale variability and predictability, from the point of view of the Nordic region, is also summarised in this study. The work is based on the near-surface temperature of two 20th century reanalyses, obtained from the NOAA/OAR/ESRL and ECMWF, and historical climate model simulations from the coupled model intercomparison project 5 (CMIP5) data archive. In addition, a millennial Earth system model simulation is analysed. The analysis relies on a powerful dimensionality reduction method, called random projection (RP), which is introduced as a preprocessing for high-dimensional climate data sets to enhance or enable the analysis. The spectral decomposition of the data sets is based on randomised multi-channel singular spectrum analysis (RMSSA), which is one of the main achievements of this thesis. It is shown that dimensionality reduction obtained by RP preserves the main spatial and temporal patterns with high accuracy. In addition, RMSSA is shown to provide an efficient tool for identifying different variability modes in high-dimensional climate data sets. This study shows that the 20th century variability patterns in the two reanalysis data sets are very similar. It is also shown that none of the studied climate models can closely reproduce all the variability modes identified in the reanalyses, although many aspects are simulated well. Taking into account the rapidly accumulating amount of data and increasing dimensionality of data sets, RP is a promising method for dimensionality reduction. The results of the model evaluation can be useful in model development due better understanding of the deficiencies in representing the low-frequency modes. In addition to near-surface temperature, it would be a natural extension to include more variables in the analysis, especially because RP allows efficient data compression

    Geometric Expression Invariant 3D Face Recognition using Statistical Discriminant Models

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    Currently there is no complete face recognition system that is invariant to all facial expressions. Although humans find it easy to identify and recognise faces regardless of changes in illumination, pose and expression, producing a computer system with a similar capability has proved to be particularly di cult. Three dimensional face models are geometric in nature and therefore have the advantage of being invariant to head pose and lighting. However they are still susceptible to facial expressions. This can be seen in the decrease in the recognition results using principal component analysis when expressions are added to a data set. In order to achieve expression-invariant face recognition systems, we have employed a tensor algebra framework to represent 3D face data with facial expressions in a parsimonious space. Face variation factors are organised in particular subject and facial expression modes. We manipulate this using single value decomposition on sub-tensors representing one variation mode. This framework possesses the ability to deal with the shortcomings of PCA in less constrained environments and still preserves the integrity of the 3D data. The results show improved recognition rates for faces and facial expressions, even recognising high intensity expressions that are not in the training datasets. We have determined, experimentally, a set of anatomical landmarks that best describe facial expression e ectively. We found that the best placement of landmarks to distinguish di erent facial expressions are in areas around the prominent features, such as the cheeks and eyebrows. Recognition results using landmark-based face recognition could be improved with better placement. We looked into the possibility of achieving expression-invariant face recognition by reconstructing and manipulating realistic facial expressions. We proposed a tensor-based statistical discriminant analysis method to reconstruct facial expressions and in particular to neutralise facial expressions. The results of the synthesised facial expressions are visually more realistic than facial expressions generated using conventional active shape modelling (ASM). We then used reconstructed neutral faces in the sub-tensor framework for recognition purposes. The recognition results showed slight improvement. Besides biometric recognition, this novel tensor-based synthesis approach could be used in computer games and real-time animation applications

    Reduced order models for 3D parametric lattice structures: computation and post-processing in portable devices

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    The Proper General ized Decomposition (PGD) provides explicit parametric solutions of parametric PD Es. Here, the same ideas are used to obtain parametric solutions of the algebraic equations arising from lattice structural models. Once the explicit parametric solution is available, the optimal design problem is a simple post-process. The same strategy is applied in the numerical illustrations, first to a unit-cell (and then homogenized with periodicity conditions), and in a second phase to the complete structure of a lattice material specimen

    Reduced Order Modeling For High Speed Flows with Moving Shocks

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    The use of Proper Orthogonal Decomposition (POD) for reduced order modeling (ROM) of fluid problems is extended to high-speed compressible fluid flows. The challenge in using POD for high-speed flows is presented by the presence of moving discontinuities in the flow field. To overcome these difficulties, a domain decomposition approach is developed that isolates the region containing the moving shock wave for special treatment. The domain decomposition implementation produces internal boundaries between the various domain sections. The domains are linked using optimization-based solvers which employ constraints to ensure smoothness in overlapping portions of the internal boundary. This approach is applied to three problems with increasing difficulty. The accuracy and order reduction of the domain decomposition POD/ROM approach is quantified for each application. ROMs with as large as three orders of magnitude reduction in degrees of freedom (DOFs) produce flow fields with maximum errors below 5%. One order of magnitude in computational savings for the non-Galerkin solver implementations accompanies this reduction in DOFs. Finally, the robustness of the reduced order models across a wide parameter space is demonstrated

    From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation

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    This dissertation takes performance-driven character animation as a representative application and advances motion capture algorithms and animation methods to meet its high demands. Existing approaches have either coarse resolution and restricted capture volume, require expensive and complex multi-camera systems, or use intrusive suits and controllers. For motion capture, set-up time is reduced using fewer cameras, accuracy is increased despite occlusions and general environments, initialization is automated, and free roaming is enabled by egocentric cameras. For animation, increased robustness enables the use of low-cost sensors input, custom control gesture definition is guided to support novice users, and animation expressiveness is increased. The important contributions are: 1) an analytic and differentiable visibility model for pose optimization under strong occlusions, 2) a volumetric contour model for automatic actor initialization in general scenes, 3) a method to annotate and augment image-pose databases automatically, 4) the utilization of unlabeled examples for character control, and 5) the generalization and disambiguation of cyclical gestures for faithful character animation. In summary, the whole process of human motion capture, processing, and application to animation is advanced. These advances on the state of the art have the potential to improve many interactive applications, within and outside virtual reality.Diese Arbeit befasst sich mit Performance-driven Character Animation, insbesondere werden Motion Capture-Algorithmen entwickelt um den hohen Anforderungen dieser Beispielanwendung gerecht zu werden. Existierende Methoden haben entweder eine geringe Genauigkeit und einen eingeschränkten Aufnahmebereich oder benötigen teure Multi-Kamera-Systeme, oder benutzen störende Controller und spezielle Anzüge. Für Motion Capture wird die Setup-Zeit verkürzt, die Genauigkeit für Verdeckungen und generelle Umgebungen erhöht, die Initialisierung automatisiert, und Bewegungseinschränkung verringert. Für Character Animation wird die Robustheit für ungenaue Sensoren erhöht, Hilfe für benutzerdefinierte Gestendefinition geboten, und die Ausdrucksstärke der Animation verbessert. Die wichtigsten Beiträge sind: 1) ein analytisches und differenzierbares Sichtbarkeitsmodell für Rekonstruktionen unter starken Verdeckungen, 2) ein volumetrisches Konturenmodell für automatische Körpermodellinitialisierung in genereller Umgebung, 3) eine Methode zur automatischen Annotation von Posen und Augmentation von Bildern in großen Datenbanken, 4) das Nutzen von Beispielbewegungen für Character Animation, und 5) die Generalisierung und Übertragung von zyklischen Gesten für genaue Charakteranimation. Es wird der gesamte Prozess erweitert, von Motion Capture bis hin zu Charakteranimation. Die Verbesserungen sind für viele interaktive Anwendungen geeignet, innerhalb und außerhalb von virtueller Realität
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