124,473 research outputs found
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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 5Ă-10Ă. 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
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Multimedia broadcast and internet satellite system design and user trial results
The EU funded project, System for Advanced Multimedia Broadcast
and IT Services (SAMBITS), has created an enhanced and synchronised,
multimedia terminal for merging satellite broadcast and internet
telecommunication services in a way that efficiently combines the large
bandwidth of the broadcast channel and the interactivity of the internet.
This paper proposes a novel broadcast and internet service concept, illustrates
this concept with two service scenarios and develops a system architecture to
demonstrate the range of key benefits provided by these new technologies.
It then describes the interactive multimedia terminal that was used for
consuming this new service concept. Finally, the results of the user trials on the
terminal are presented and discussed
Interactive design exploration for constrained meshes
In architectural design, surface shapes are commonly subject to geometric constraints imposed by material, fabrication or assembly. Rationalization algorithms can convert a freeform design into a form feasible for production, but often require design modifications that might not comply with the design intent. In addition, they only offer limited support for exploring alternative feasible shapes, due to the high complexity of the optimization algorithm. We address these shortcomings and present a computational framework for interactive shape exploration of discrete geometric structures in the context of freeform architectural design. Our method is formulated as a mesh optimization subject to shape constraints. Our formulation can enforce soft constraints and hard constraints at the same time, and handles equality constraints and inequality constraints in a unified way. We propose a novel numerical solver that splits the optimization into a sequence of simple subproblems that can be solved efficiently and accurately. Based on this algorithm, we develop a system that allows the user to explore designs satisfying geometric constraints. Our system offers full control over the exploration process, by providing direct access to the specification of the design space. At the same time, the complexity of the underlying optimization is hidden from the user, who communicates with the system through intuitive interfaces
An interactive approach to learning economics: The WinEcon package
Under the TLTP initiative, the Economics Consortium is developing an interactive computerâbased learning package called WinEcon. The package is directed at firstâyear economics undergraduates, particularly those taking economics as a supplementary course. Using recent technological developments, the aim is both to facilitate a further increase in student numbers without a proportionate increase in teaching staff, and to provide a better method of student learning. Some key elements of WinEcon are set out in this paper and demonstrated by screens produced at Leicester University. Methods of presenting textual information that give the user control over accessing it are described. For learning difficult concepts, a visual active learning approach is discussed. It involves user interaction and stepâbyâstep analysis. The importance of flexibility and choice is emphasized, and the capacity of the computer to assist in deepening and consolidating learning is shown
ROAM: a Rich Object Appearance Model with Application to Rotoscoping
Rotoscoping, the detailed delineation of scene elements through a video shot,
is a painstaking task of tremendous importance in professional post-production
pipelines. While pixel-wise segmentation techniques can help for this task,
professional rotoscoping tools rely on parametric curves that offer the artists
a much better interactive control on the definition, editing and manipulation
of the segments of interest. Sticking to this prevalent rotoscoping paradigm,
we propose a novel framework to capture and track the visual aspect of an
arbitrary object in a scene, given a first closed outline of this object. This
model combines a collection of local foreground/background appearance models
spread along the outline, a global appearance model of the enclosed object and
a set of distinctive foreground landmarks. The structure of this rich
appearance model allows simple initialization, efficient iterative optimization
with exact minimization at each step, and on-line adaptation in videos. We
demonstrate qualitatively and quantitatively the merit of this framework
through comparisons with tools based on either dynamic segmentation with a
closed curve or pixel-wise binary labelling
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Arcadia, a software development environment research project
The research objectives of the Arcadia project are two-fold: discovery and development of environment architecture principles and creation of novel software development tools, particularly powerful analysis tools, which will function within an environment built upon these architectural principles.Work in the architecture area is concerned with providing the framework to support integration while also supporting the often conflicting goal of extensibility. Thus, this area of research is directed toward achieving external integration by providing a consistent, uniform user interface, while still admitting customization and addition of new tools and interface functions. In an effort to also attain internal integration, research is aimed at developing mechanisms for structuring and managing the tools and data objects that populate a software development environment, while facilitating the insertion of new kinds of tools and new classes of objects.The unifying theme of work in the tools area is support for effective analysis at every stage of a software development project. Research is directed toward tools suitable for analyzing pre-implementation descriptions of software, software itself, and towards the production of testing and debugging tools. In many cases, these tools are specifically tailored for applicability to concurrent, distributed, or real-time software systems.The initial focus of Arcadia research is on creating a prototype environment, embodying the architectural principles, which supports Ada1 software development. This prototype environment is itself being developed in Ada.Arcadia is being developed by a consortium of researchers from the University of California at Irvine, the University of Colorado at Boulder, the University of Massachusetts at Amherst, TRW, Incremental Systems Corporation, and The Aerospace Corporation. This paper delineates the research objectives and describes the approaches being taken, the organization of the research endeavor, and current status of the work
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