95,911 research outputs found

    Stochastic Sensor Scheduling via Distributed Convex Optimization

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    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

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    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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