95,911 research outputs found
Stochastic Sensor Scheduling via Distributed Convex Optimization
In this paper, we propose a stochastic scheduling strategy for estimating the
states of N discrete-time linear time invariant (DTLTI) dynamic systems, where
only one system can be observed by the sensor at each time instant due to
practical resource constraints. The idea of our stochastic strategy is that a
system is randomly selected for observation at each time instant according to a
pre-assigned probability distribution. We aim to find the optimal pre-assigned
probability in order to minimize the maximal estimate error covariance among
dynamic systems. We first show that under mild conditions, the stochastic
scheduling problem gives an upper bound on the performance of the optimal
sensor selection problem, notoriously difficult to solve. We next relax the
stochastic scheduling problem into a tractable suboptimal quasi-convex form. We
then show that the new problem can be decomposed into coupled small convex
optimization problems, and it can be solved in a distributed fashion. Finally,
for scheduling implementation, we propose centralized and distributed
deterministic scheduling strategies based on the optimal stochastic solution
and provide simulation examples.Comment: Proof errors and typos are fixed. One section is removed from last
versio
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
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