10 research outputs found

    Techniques de mise en scène pour le jeu vidéo et l'animation

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    Eurographics State of the Art Report (STAR).International audienceOver the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research.Depuis quarante ans, les chercheurs en informatique graphique ont proposé une grande variété de modèles théoriques et d'implémentations de réalisateurs virtuels, capables de créer des films automatiquement à partir de scénarios ou de storyboards. Les techniques de mise en scène sous-jacentes peuvent également être très utiles pour assister et automatiser la création de films dans le jeu vidéo et l'animation. Le but de cet état de l'art est de caractériser le spectre des applications qui peuvent bénéficier des techniques de mise en scène, de donner un compte rendu historique de la recherche en mise en scène algorithmique, et d'identifier les tendances et perspectives du domaine

    A framework for analyzing changes in health care lexicons and nomenclatures

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    Ontologies play a crucial role in current web-based biomedical applications for capturing contextual knowledge in the domain of life sciences. Many of the so-called bio-ontologies and controlled vocabularies are known to be seriously defective from both terminological and ontological perspectives, and do not sufficiently comply with the standards to be considered formai ontologies. Therefore, they are continuously evolving in order to fix the problems and provide valid knowledge. Moreover, many problems in ontology evolution often originate from incomplete knowledge about the given domain. As our knowledge improves, the related definitions in the ontologies will be altered. This problem is inadequately addressed by available tools and algorithms, mostly due to the lack of suitable knowledge representation formalisms to deal with temporal abstract notations, and the overreliance on human factors. Also most of the current approaches have been focused on changes within the internal structure of ontologies, and interactions with other existing ontologies have been widely neglected. In this research, alter revealing and classifying some of the common alterations in a number of popular biomedical ontologies, we present a novel agent-based framework, RLR (Represent, Legitimate, and Reproduce), to semi-automatically manage the evolution of bio-ontologies, with emphasis on the FungalWeb Ontology, with minimal human intervention. RLR assists and guides ontology engineers through the change management process in general, and aids in tracking and representing the changes, particularly through the use of category theory. Category theory has been used as a mathematical vehicle for modeling changes in ontologies and representing agents' interactions, independent of any specific choice of ontology language or particular implementation. We have also employed rule-based hierarchical graph transformation techniques to propose a more specific semantics for analyzing ontological changes and transformations between different versions of an ontology, as well as tracking the effects of a change in different levels of abstractions. Thus, the RLR framework enables one to manage changes in ontologies, not as standalone artifacts in isolation, but in contact with other ontologies in an openly distributed semantic web environment. The emphasis upon the generality and abstractness makes RLR more feasible in the multi-disciplinary domain of biomedical Ontology change management

    Zugriffskontrolle in dienstorientierten Architekturen

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    Diese Arbeit zeigt, wie Zugriffskontrolle im Kontext Webservice-basierter dienstorientierter Architekturen umgesetzt werden kann. Dazu wird zunächst eine querschnittlich nutzbare, dienstorientierte Zugriffskontroll-Architektur entwickelt, die eine Erweiterung der dienstorientierten Fach-Architektur darstellt. Parallel wird ein Zugriffskontroll-Modell und eine zugehörigen Policy-Sprache spezifiziert sowie die Einbettung in einen modellgetrieben Software-Entwicklungsprozess geschaffen

    Consistency Modeling in a Multi-Model Architecture : Integrate and Celebrate Diversity

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    Central to Model-Driven Engineering (MDE) is seeing models as objects that can be handled and organized into metamodel stacks and multi-model architectures. This work contributes with a unique way of doing consistency modeling where the involved models are explicitly organized in a multi-model architecture; a general model for creating multi-model architectures that allows semantics to be attached is defined and applied; explicit attachment of semantics is demonstrated by attaching Java classes that implement different instantiation semantics in order to realize the consistency modeling and the automatic generation of consistency data. The kind of consistency addressed concerns relations between data residing in legacy databases defined by different schemas. The consistency modeling is meant to solve the problem of exposing inconsistencies by relating the data. The consistency modeling combines in a practical way visual modeling and logic (OCL). The approach is not limited to exposing inconsistencies, but may also be used to derive more general information given one or more data sets. The consistency is modeled by defining a consistency model that relates elements of two given legacy models. The consistency model is expressed in a language specially designed for consistency modeling. The language allows definition of classes, associations and invariants expressed in OCL. The interpretation of the language is special: Given one conforming data set for each of the legacy models, the consistency model may then be automatically instantiated to consistency data that tells if the data sets are consistent or not. The invariants are used to decide what instances to generate when making the consistency data. The amount of consistency data to create is finite and limited by the given data sets. The consistency model is instantiated until no more elements can be added without breaking some invariant or multiplicity. The consistency data is presented as a model which can be investigated by the user

    Faces and hands : modeling and animating anatomical and photorealistic models with regard to the communicative competence of virtual humans

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    In order to be believable, virtual human characters must be able to communicate in a human-like fashion realistically. This dissertation contributes to improving and automating several aspects of virtual conversations. We have proposed techniques to add non-verbal speech-related facial expressions to audiovisual speech, such as head nods for of emphasis. During conversation, humans experience shades of emotions much more frequently than the strong Ekmanian basic emotions. This prompted us to develop a method that interpolates between facial expressions of emotions to create new ones based on an emotion model. In the area of facial modeling, we have presented a system to generate plausible 3D face models from vague mental images. It makes use of a morphable model of faces and exploits correlations among facial features. The hands also play a major role in human communication. Since the basis for every realistic animation of gestures must be a convincing model of the hand, we devised a physics-based anatomical hand model, where a hybrid muscle model drives the animations. The model was used to visualize complex hand movement captured using multi-exposure photography.Um überzeugend zu wirken, müssen virtuelle Figuren auf dieselbe Art wie lebende Menschen kommunizieren können. Diese Dissertation hat das Ziel, verschiedene Aspekte virtueller Unterhaltungen zu verbessern und zu automatisieren. Wir führten eine Technik ein, die es erlaubt, audiovisuelle Sprache durch nichtverbale sprachbezogene Gesichtsausdrücke zu bereichern, wie z.B. Kopfnicken zur Betonung. Während einer Unterhaltung empfinden Menschen weitaus öfter Emotionsnuancen als die ausgeprägten Ekmanschen Basisemotionen. Dies bewog uns, eine Methode zu entwickeln, die Gesichtsausdrücke für neue Emotionen erzeugt, indem sie, ausgehend von einem Emotionsmodell, zwischen bereits bekannten Gesichtsausdrücken interpoliert. Auf dem Gebiet der Gesichtsmodellierung stellten wir ein System vor, um plausible 3D-Gesichtsmodelle aus vagen geistigen Bildern zu erzeugen. Dieses System basiert auf einem Morphable Model von Gesichtern und nutzt Korrelationen zwischen Gesichtszügen aus. Auch die Hände spielen ein große Rolle in der menschlichen Kommunikation. Da der Ausgangspunkt für jede realistische Animation von Gestik ein überzeugendes Handmodell sein muß, entwikkelten wir ein physikbasiertes anatomisches Handmodell, bei dem ein hybrides Muskelmodell die Animationen antreibt. Das Modell wurde verwendet, um komplexe Handbewegungen zu visualisieren, die aus mehrfach belichteten Photographien extrahiert worden waren

    Deductive Synthesis and Repair

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    In this thesis, we explore techniques for the development of recursive functional programs over unbounded domains that are proved correct according to their high-level specifications. We present algorithms for automatically synthesizing executable code, starting from the speci- fication alone. We implement these algorithms in the Leon system. We augment relational specifications with a concise notation for symbolic tests, which are are helpful to characterize fragments of the functionsâ behavior. We build on our synthesis procedure to automatically repair invalid functions by generating alternative implementations. Our approach therefore formulates program repair in the framework of deductive synthesis and uses the existing program structure as a hint to guide synthesis. We rely on user-specified tests as well as automatically generated ones to localize the fault. This localization enables our procedure to repair functions that would otherwise be out of reach of our synthesizer, and ensures that most of the original behavior is preserved. We also investigate multiple ways of enabling Leon programs to interact with external, un- trusted code. For that purpose, we introduce a precise inter-procedural effect analysis for arbitrary Scala programs with mutable state, dynamic object allocation, and dynamic dispatch. We analyzed the Scala standard library containing 58000 methods and classified them into sev- eral categories according to their effects. Our analysis proves that over one half of all methods are pure, identifies a number of conditionally pure methods, and computes summary graphs and regular expressions describing the side effects of non-pure methods. We implement the synthesis and repair algorithms within the Leon system and deploy them as part of a novel interactive development environment available as a web interface. Our implementation is able to synthesize, within seconds, a number of useful recursive functions that manipulate unbounded numbers and data structures. Our repair procedure automatically locates various kinds of errors in recursive functions and fixes them by synthesizing alternative implementations

    Part-based recognition of 3-D objects with application to shape modeling in hearing aid manufacturing

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    In order to meet the needs of people with hearing loss today hearing aids are custom designed. Increasingly accurate 3-D scanning technology has contributed to the transition from conventional production scenarios to software based processes. Nonetheless, there is a tremendous amount of manual work involved to transform an input 3-D surface mesh of the outer ear into a final hearing aid shape. This manual work is often cumbersome and requires lots of experience which is why automatic solutions are of high practical relevance. This work is concerned with the recognition of 3-D surface meshes of ear implants. In particular we present a semantic part-labeling framework which significantly outperforms existing approaches for this task. We make at least three contributions which may also be found useful for other classes of 3-D meshes. Firstly, we validate the discriminative performance of several local descriptors and show that the majority of them performs poorly on our data except for 3-D shape contexts. The reason for this is that many local descriptor schemas are not rich enough to capture subtle variations in form of bends which is typical for organic shapes. Secondly, based on the observation that the left and the right outer ear of an individual look very similar we raised the question how similar the ear shapes among arbitrary individuals are? In this work, we define a notion of distance between ear shapes as building block of a non-parametric shape model of the ear to better handle the anatomical variability in ear implant labeling. Thirdly, we introduce a conditional random field model with a variety of label priors to facilitate the semantic part-labeling of 3-D meshes of ear implants. In particular we introduce the concept of a global parametric transition prior to enforce transition boundaries between adjacent object parts with an a priori known parametric form. In this way we were able to overcome the issue of inadequate geometric cues (e.g., ridges, bumps, concavities) as natural indicators for the presence of part boundaries. The last part of this work offers an outlook to possible extensions of our methods, in particular the development of 3-D descriptors that are fast to compute whilst at the same time rich enough to capture the characteristic differences between objects residing in the same class

    Contrôle de caméra virtuelle à base de partitions spatiales dynamiques

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    Le contrôle de caméra virtuelle est aujourd'hui un composant essentiel dans beaucoup d'applications d'infographie. Malgré cette importance, les approches actuelles restent limitées en terme d'expressivité, d'interactivité et de performances. Typiquement, les éléments de style ou de genre cinématographique sont difficiles à modéliser et à simuler dû à l'incapacité des systèmes actuels de calculer simultanément des points de vues, des trajectoires et d'effectuer le montage. Deuxièmement, elles n'explorent pas assez le potentiel créatif offert par le couplage potentiel d'un humain et d'un système intelligent pour assister les utilisateurs dans une tâche complexe de construction de séquences cinématographiques. Enfin, la plupart des approches existantes se basent sur des techniques d'optimisation dans un espace de recherche 6D, qui s'avèrent coûteuses et donc inadaptées à un contexte interactif. Dans cette thèse, nous proposons tout d'abord un cadre unique intégrant les quatre aspects clés de la cinématographie (le calcul de point de vue, la planification de trajectoires, le montage et la visibilité). Ce cadre expressif permet de simuler certaines dimensions de style cinématographique. Nous proposons ensuite une méthodologie permettant de combiner les capacités d'un système automatique avec une interaction utilisateur. Enfin, nous présentons un modèle de contrôle de caméra efficace qui réduit l'espace de recherche de 6D à 3D. Ce modèle a le potentiel pour remplacer un certain nombre de formulations existantes.Virtual camera control is nowadays an essential component in many computer graphics applications. Despite its importance, current approaches remain limited in their expressiveness, interactive nature and performances. Typically, elements of directorial style and genre cannot be easily modeled nor simulated due to the lack of simultaneous control in viewpoint computation, camera path planning and editing. Second, there is a lack in exploring the creative potential behind the coupling of a human with an intelligent system to assist users in the complex task of designing cinematographic sequences. Finally, most techniques are based on computationally expensive optimization techniques performed in a 6D search space, which prevents their application to real-time contexts. In this thesis, we first propose a unifying approach which handles four key aspects of cinematography (viewpoint computation, camera path planning, editing and visibility computation) in an expressive model which accounts for some elements of directorial style. We then propose a workflow allowing to combine automated intelligence with user interaction. We finally present a novel and efficient approach to virtual camera control which reduces the search space from 6D to 3D and has the potential to replace a number of existing formulations.RENNES1-Bibl. électronique (352382106) / SudocSudocFranceF

    A component framework for personalized multimedia applications

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    Eine praktikable Unterstützung für eine dynamische Erstellung von personalisierten Multimedia-Präsentationen bieten bisher weder industrielle Lösungen noch Forschungsansätze. Mit dem Software-technischen Ansatz des MM4U-Frameworks („MultiMedia For You“) wird erstmals eine generische und zugleich praktikable Unterstützung für den dynamischen Erstellungsprozess bereitgestellt. Das Ziel des MM4U-Frameworks ist es den Anwendungsentwicklern eine umfangreiche und anwendungsunabhängige Unterstützung zur Erstellung von personalisierten Multimedia-Inhalten anzubieten und damit den Entwicklungsprozess solcher Anwendungen erheblich zu erleichtern. Um das Ziel eines Software-Frameworks zur generischen Unterstützung der Entwicklung von personalisierten Multimedia-Anwendungen zu erreichen, stellt sich die Frage nach einer geeigneten Software-technischen Unterstützung zur Entwicklung eines solchen Frameworks. Seit der Einführung von objektorientierten Frameworks, ist heute die Entwicklung immer noch aufwendig und schwierig. Um die Entwicklungsrisiken zu reduzieren, sind geeignete Vorgehensmodelle und Entwicklungsmethoden erstellt worden. Mit der Komponenten-Technologie sind auch so genannte Komponenten-Frameworks entstanden. Im Gegensatz zu objekt-orientierten Frameworks fehlt derzeit jedoch ein geeignetes Vorgehensmodell für Komponenten-Frameworks. Um den Entwicklungsprozess von Komponenten-Frameworks zu verbessern ist mit ProMoCF („Process Model for Component Frameworks“) ein neuartiger Ansatz entwickelt worden. Hierbei handelt es sich um ein leichtgewichtiges Vorgehensmodell und eine Entwicklungsmethodik für Komponenten-Frameworks. Das Vorgehensmodell wurde unter gegenseitigem Nutzen mit der Entwicklung des MM4U-Frameworks erstellt. Das MM4U-Framework stellt keine Neuerfindung der Adaption von Multimedia-Inhalten dar, sondern zielt auf die Vereinigung und Einbettung existierender Forschungsansätze und Lösungen im Umfeld der Multimedia-Personalisierung. Mit so einem Framework an der Hand können Anwendungsentwickler erstmals effizient und einfach eine dynamische Erstellung ihrer personalisierten Multimedia-Inhalte realisieren

    Democracy Enhancing Technologies: Toward deployable and incoercible E2E elections

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    End-to-end verifiable election systems (E2E systems) provide a provably correct tally while maintaining the secrecy of each voter's ballot, even if the voter is complicit in demonstrating how they voted. Providing voter incoercibility is one of the main challenges of designing E2E systems, particularly in the case of internet voting. A second challenge is building deployable, human-voteable E2E systems that conform to election laws and conventions. This dissertation examines deployability, coercion-resistance, and their intersection in election systems. In the course of this study, we introduce three new election systems, (Scantegrity, Eperio, and Selections), report on two real-world elections using E2E systems (Punchscan and Scantegrity), and study incoercibility issues in one deployed system (Punchscan). In addition, we propose and study new practical primitives for random beacons, secret printing, and panic passwords. These are tools that can be used in an election to, respectively, generate publicly verifiable random numbers, distribute the printing of secrets between non-colluding printers, and to covertly signal duress during authentication. While developed to solve specific problems in deployable and incoercible E2E systems, these techniques may be of independent interest
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