522 research outputs found

    Automatic skeletonization and skin attachment for realistic character animation.

    Get PDF
    The realism of character animation is associated with a number of tasks ranging from modelling, skin defonnation, motion generation to rendering. In this research we are concerned with two of them: skeletonization and weight assignment for skin deformation. The fonner is to generate a skeleton, which is placed within the character model and links the motion data to the skin shape of the character. The latter assists the modelling of realistic skin shape when a character is in motion. In the current animation production practice, the task of skeletonization is primarily undertaken by hand, i.e. the animator produces an appropriate skeleton and binds it with the skin model of a character. This is inevitably very time-consuming and costs a lot of labour. In order to improve this issue, in this thesis we present an automatic skeletonization framework. It aims at producing high-quality animatible skeletons without heavy human involvement while allowing the animator to maintain the overall control of the process. In the literature, the tenn skeletonization can have different meanings. Most existing research on skeletonization is in the remit of CAD (Computer Aided Design). Although existing research is of significant reference value to animation, their downside is the skeleton generated is either not appropriate for the particular needs of animation, or the methods are computationally expensive. Although some purpose-build animation skeleton generation techniques exist, unfortunately they rely on complicated post-processing procedures, such as thinning and pruning, which again can be undesirable. The proposed skeletonization framework makes use of a new geometric entity known as the 3D silhouette that is an ordinary silhouette with its depth information recorded. We extract a curve skeleton from two 3D silhouettes of a character detected from its two perpendicular projections. The skeletal joints are identified by down sampling the curve skeleton, leading to the generation of the final animation skeleton. The efficiency and quality are major performance indicators in animation skeleton generation. Our framework achieves the former by providing a 2D solution to the 3D skeletonization problem. Reducing in dimensions brings much faster performances. Experiments and comparisons are carried out to demonstrate the computational simplicity. Its accuracy is also verified via these experiments and comparisons. To link a skeleton to the skin, accordingly we present a skin attachment framework aiming at automatic and reasonable weight distribution. It differs from the conventional algorithms in taking topological information into account during weight computation. An effective range is defined for a joint. Skin vertices located outside the effective range will not be affected by this joint. By this means, we provide a solution to remove the influence of a topologically distant, hence highly likely irrelevant joint on a vertex. A user-defined parameter is also provided in this algorithm, which allows different deformation effects to be obtained according to user's needs. Experiments and comparisons prove that the presented framework results in weight distribution of good quality. Thus it frees animators from tedious manual weight editing. Furthermore, it is flexible to be used with various deformation algorithms

    Computer animation via optical video disc

    Get PDF
    Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1980.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH. VIDEOCASSETTE IN ROTCH VISUAL COLLECTIONS.Bibliography: leaves 43-45.This paper explores the notion of marrying two technologies: raster-scan computer animation and optical video discs. Animated sequences, generated at non real-time rates, then transfered to video disc, can be recalled under user control at real-time rates. Highly detailed animation may be combined with other media in interactive systems. Such systems inherently offer a greater degree of flexibility to the animator. The implementation of one such system is discussed in detail.by Walter Bender.M.S.V.S

    F-TOUCH Sensor: Concurrent Geometry Per-ception and Multi-axis Force Measurement

    Get PDF

    The future of composites for marine applications

    Get PDF

    Computational Aspects of Heat Transfer in Structures

    Get PDF
    Techniques for the computation of heat transfer and associated phenomena in complex structures are examined with an emphasis on reentry flight vehicle structures. Analysis methods, computer programs, thermal analysis of large space structures and high speed vehicles, and the impact of computer systems are addressed

    MARE-WINT: New Materials and Reliability in Offshore Wind Turbine Technology

    Get PDF
    renewable; green; energy; environment; law; polic

    Sixteenth NASTRAN (R) Users' Colloquium

    Get PDF
    These are the proceedings of the Sixteenth NASTRAN Users' Colloquium held in Arlington, Virginia from 25 to 29 April, 1988. Technical papers contributed by participants review general application of finite element methodology and the specific application of the NASA Structural Analysis System (NASTRAN) to a variety of static and dynamic structural problems

    Vertex classification for non-uniform geometry reduction.

    Get PDF
    Complex models created from isosurface extraction or CAD and highly accurate 3D models produced from high-resolution scanners are useful, for example, for medical simulation, Virtual Reality and entertainment. Often models in general require some sort of manual editing before they can be incorporated in a walkthrough, simulation, computer game or movie. The visualization challenges of a 3D editing tool may be regarded as similar to that of those of other applications that include an element of visualization such as Virtual Reality. However the rendering interaction requirements of each of these applications varies according to their purpose. For rendering photo-realistic images in movies computer farms can render uninterrupted for weeks, a 3D editing tool requires fast access to a model's fine data. In Virtual Reality rendering acceleration techniques such as level of detail can temporarily render parts of a scene with alternative lower complexity versions in order to meet a frame rate tolerable for the user. These alternative versions can be dynamic increments of complexity or static models that were uniformly simplified across the model by minimizing some cost function. Scanners typically have a fixed sampling rate for the entire model being scanned, and therefore may generate large amounts of data in areas not of much interest or that contribute little to the application at hand. It is therefore desirable to simplify such models non-uniformly. Features such as very high curvature areas or borders can be detected automatically and simplified differently to other areas without any interaction or visualization. However a problem arises when one wishes to manually select features of interest in the original model to preserve and create stand alone, non-uniformly reduced versions of large models, for example for medical simulation. To inspect and view such models the memory requirements of LoD representations can be prohibitive and prevent storage of a model in main memory. Furthermore, although asynchronous rendering of a base simplified model ensures a frame rate tolerable to the user whilst detail is paged, no guarantees can be made that what the user is selecting is at the original resolution of the model or of an appropriate LoD owing to disk lag or the complexity of a particular view selected by the user. This thesis presents an interactive method in the con text of a 3D editing application for feature selection from any model that fits in main memory. We present a new compression/decompression of triangle normals and colour technique which does not require dedicated hardware that allows for 87.4% memory reduction and allows larger models to fit in main memory with at most 1.3/2.5 degrees of error on triangle normals and to be viewed interactively. To address scale and available hardware resources, we reference a hierarchy of volumes of different sizes. The distances of the volumes at each level of the hierarchy to the intersection point of the line of sight with the model are calculated and these distances sorted. At startup an appropriate level of the tree is automatically chosen by separating the time required for rendering from that required for sorting and constraining the latter according to the resources available. A clustered navigation skin and depth buffer strategy allows for the interactive visualisation of models of any size, ensuring that triangles from the closest volumes are rendered over the navigation skin even when the clustered skin may be closer to the viewer than the original model. We show results with scanned models, CAD, textured models and an isosurface. This thesis addresses numerical issues arising from the optimisation of cost functions in LoD algorithms and presents a semi-automatic solution for selection of the threshold on the condition number of the matrix to be inverted for optimal placement of the new vertex created by an edge collapse. We show that the units in which a model is expressed may inadvertently affect the condition of these matrices, hence affecting the evaluation of different LoD methods with different solvers. We use the same solver with an automatically calibrated threshold to evaluate different uniform geometry reduction techniques. We then present a framework for non-uniform reduction of regular scanned models that can be used in conjunction with a variety of LoD algorithms. The benefits of non-uniform reduction are presented in the context of an animation system. (Abstract shortened by UMI.)
    corecore