32,411 research outputs found
Fast filtering and animation of large dynamic networks
Detecting and visualizing what are the most relevant changes in an evolving
network is an open challenge in several domains. We present a fast algorithm
that filters subsets of the strongest nodes and edges representing an evolving
weighted graph and visualize it by either creating a movie, or by streaming it
to an interactive network visualization tool. The algorithm is an approximation
of exponential sliding time-window that scales linearly with the number of
interactions. We compare the algorithm against rectangular and exponential
sliding time-window methods. Our network filtering algorithm: i) captures
persistent trends in the structure of dynamic weighted networks, ii) smoothens
transitions between the snapshots of dynamic network, and iii) uses limited
memory and processor time. The algorithm is publicly available as open-source
software.Comment: 6 figures, 2 table
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Fast and deep deformation approximations
Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5×-10×. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device
Segue: Overviewing Evolution Patterns of Egocentric Networks by Interactive Construction of Spatial Layouts
Getting the overall picture of how a large number of ego-networks evolve is a
common yet challenging task. Existing techniques often require analysts to
inspect the evolution patterns of ego-networks one after another. In this
study, we explore an approach that allows analysts to interactively create
spatial layouts in which each dot is a dynamic ego-network. These spatial
layouts provide overviews of the evolution patterns of ego-networks, thereby
revealing different global patterns such as trends, clusters and outliers in
evolution patterns. To let analysts interactively construct interpretable
spatial layouts, we propose a data transformation pipeline, with which analysts
can adjust the spatial layouts and convert dynamic egonetworks into event
sequences to aid interpretations of the spatial positions. Based on this
transformation pipeline, we developed Segue, a visual analysis system that
supports thorough exploration of the evolution patterns of ego-networks.
Through two usage scenarios, we demonstrate how analysts can gain insights into
the overall evolution patterns of a large collection of ego-networks by
interactively creating different spatial layouts.Comment: Published at IEEE Conference on Visual Analytics Science and
Technology (IEEE VAST 2018
EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment
Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time
Evaluation of two interaction techniques for visualization of dynamic graphs
Several techniques for visualization of dynamic graphs are based on different
spatial arrangements of a temporal sequence of node-link diagrams. Many studies
in the literature have investigated the importance of maintaining the user's
mental map across this temporal sequence, but usually each layout is considered
as a static graph drawing and the effect of user interaction is disregarded. We
conducted a task-based controlled experiment to assess the effectiveness of two
basic interaction techniques: the adjustment of the layout stability and the
highlighting of adjacent nodes and edges. We found that generally both
interaction techniques increase accuracy, sometimes at the cost of longer
completion times, and that the highlighting outclasses the stability adjustment
for many tasks except the most complex ones.Comment: Appears in the Proceedings of the 24th International Symposium on
Graph Drawing and Network Visualization (GD 2016
Capture, Learning, and Synthesis of 3D Speaking Styles
Audio-driven 3D facial animation has been widely explored, but achieving
realistic, human-like performance is still unsolved. This is due to the lack of
available 3D datasets, models, and standard evaluation metrics. To address
this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans
captured at 60 fps and synchronized audio from 12 speakers. We then train a
neural network on our dataset that factors identity from facial motion. The
learned model, VOCA (Voice Operated Character Animation) takes any speech
signal as input - even speech in languages other than English - and
realistically animates a wide range of adult faces. Conditioning on subject
labels during training allows the model to learn a variety of realistic
speaking styles. VOCA also provides animator controls to alter speaking style,
identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball
rotations) during animation. To our knowledge, VOCA is the only realistic 3D
facial animation model that is readily applicable to unseen subjects without
retargeting. This makes VOCA suitable for tasks like in-game video, virtual
reality avatars, or any scenario in which the speaker, speech, or language is
not known in advance. We make the dataset and model available for research
purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201
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