12,746 research outputs found

    Pembangunan CD ROM interaktif bagi tajuk ECG library interactive

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    Pembangunan perisian pengajaran dan pembelajaran berkomputer merupakan era baru dalam penyediaan bahan pengajaran bagi sesuatu matapelajaran. Kajian pembangunan perisian interaktif ini adalah untuk menilai dan menguji kebolehan serta keupayaan di dalam membangunkan sesebuah perisian multimedia interaktif bagi mata pelajaran Sistem Klinikal Gunaan khusus untuk pelajar Diploma Elektronik Perubatan sesi 2003/2004 di Politeknik Sultan Salahuddin Abdul Aziz Shah, Shah Alam Selangor. Kajian ini meliputi aspek mesra pengguna, kesesuaian paparan maklumat, kesesuaian unsur motivasi dan peningkatan daya kognitif. Metadologi kajian ini berdasarkan soal selidik yang diedarkan kepada 34 orang pelajar yang sedang mengambil matapelajaran ini. Penganalisan data menggunakan SPSS versi 11.5 dan dapatan kajian dianalisis dengan skor min. Hasil dapatan kajian merujuk kepada analisis data yang didapati. Perisian interaktif ini dapat diterima oleh pelajar dari segi mesra pengguna, kesesuaian paparan maklumat, kesesuaian unsur motivasi dan peningkatan daya kognitif di dalam proses pengajaran dan pembelajaran mereka. Diharap CD interaktif ini boleh dijadikan sebagai satu alternatif baru dalam meningkatkan proses pengajaran dan pembelajaran serta mendedahkan pelajar terhadap penggunaan komputer dan teknologi maklumat

    A survey of partial differential equations in geometric design

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    YesComputer aided geometric design is an area where the improvement of surface generation techniques is an everlasting demand since faster and more accurate geometric models are required. Traditional methods for generating surfaces were initially mainly based upon interpolation algorithms. Recently, partial differential equations (PDE) were introduced as a valuable tool for geometric modelling since they offer a number of features from which these areas can benefit. This work summarises the uses given to PDE surfaces as a surface generation technique togethe

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Fast generation of 3D deformable moving surfaces

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    Dynamic surface modeling is an important subject of geometric modeling due to their extensive applications in engineering design, entertainment and medical visualization. Many deformable objects in the real world are dynamic objects as their shapes change over time. Traditional geometric modeling methods are mainly concerned with static problems, therefore unsuitable for the representation of dynamic objects. Apart from the definition of a dynamic modeling problem, another key issue is how to solve the problem. Because of the complexity of the representations, currently the finite element method or finite difference method is usually used. Their major shortcoming is the excessive computational cost, hence not ideal for applications requiring real-time performance. We propose a representation of dynamic surface modeling with a set of fourth order dynamic partial differential equations (PDEs). To solve these dynamic PDEs accurately and efficiently, we also develop an effective resolution method. This method is further extended to achieve local deformation and produce n-sided patches. It is demonstrated that this new method is almost as fast and accurate as the analytical closed form resolution method and much more efficient and accurate than the numerical methods

    Artimate: an articulatory animation framework for audiovisual speech synthesis

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    We present a modular framework for articulatory animation synthesis using speech motion capture data obtained with electromagnetic articulography (EMA). Adapting a skeletal animation approach, the articulatory motion data is applied to a three-dimensional (3D) model of the vocal tract, creating a portable resource that can be integrated in an audiovisual (AV) speech synthesis platform to provide realistic animation of the tongue and teeth for a virtual character. The framework also provides an interface to articulatory animation synthesis, as well as an example application to illustrate its use with a 3D game engine. We rely on cross-platform, open-source software and open standards to provide a lightweight, accessible, and portable workflow.Comment: Workshop on Innovation and Applications in Speech Technology (2012
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