10,996 research outputs found

    Splicing of concurrent upper-body motion spaces with locomotion

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    In this paper, we present a motion splicing technique for generating concurrent upper-body actions occurring simultaneously with the evolution of a lower-body locomotion sequence. Specifically, we show that a layered interpolation motion model generates upper-body poses while assigning different actions to each upper-body part. Hence, in the proposed motion splicing approach, it is possible to increase the number of generated motions as well as the number of desired actions that can be performed by virtual characters. Additionally, we propose an iterative motion blending solution, inverse pseudo-blending, to maintain a smooth and natural interaction between the virtual character and the virtual environment; inverse pseudo-blending is a constraint-based motion editing technique that blends the motions enclosed in a tetrahedron by minimising the distances between the end-effector positions of the actual and blended motions. Additionally, to evaluate the proposed solution, we implemented an example-based application for interactive motion splicing based on specified constraints. Finally, the generated results show that the proposed solution can be beneficially applied to interactive applications where concurrent actions of the upper-body are desired

    VIOLA - A multi-purpose and web-based visualization tool for neuronal-network simulation output

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    Neuronal network models and corresponding computer simulations are invaluable tools to aid the interpretation of the relationship between neuron properties, connectivity and measured activity in cortical tissue. Spatiotemporal patterns of activity propagating across the cortical surface as observed experimentally can for example be described by neuronal network models with layered geometry and distance-dependent connectivity. The interpretation of the resulting stream of multi-modal and multi-dimensional simulation data calls for integrating interactive visualization steps into existing simulation-analysis workflows. Here, we present a set of interactive visualization concepts called views for the visual analysis of activity data in topological network models, and a corresponding reference implementation VIOLA (VIsualization Of Layer Activity). The software is a lightweight, open-source, web-based and platform-independent application combining and adapting modern interactive visualization paradigms, such as coordinated multiple views, for massively parallel neurophysiological data. For a use-case demonstration we consider spiking activity data of a two-population, layered point-neuron network model subject to a spatially confined excitation originating from an external population. With the multiple coordinated views, an explorative and qualitative assessment of the spatiotemporal features of neuronal activity can be performed upfront of a detailed quantitative data analysis of specific aspects of the data. Furthermore, ongoing efforts including the European Human Brain Project aim at providing online user portals for integrated model development, simulation, analysis and provenance tracking, wherein interactive visual analysis tools are one component. Browser-compatible, web-technology based solutions are therefore required. Within this scope, with VIOLA we provide a first prototype.Comment: 38 pages, 10 figures, 3 table

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Real-time motion data annotation via action string

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    Even though there is an explosive growth of motion capture data, there is still a lack of efficient and reliable methods to automatically annotate all the motions in a database. Moreover, because of the popularity of mocap devices in home entertainment systems, real-time human motion annotation or recognition becomes more and more imperative. This paper presents a new motion annotation method that achieves both the aforementioned two targets at the same time. It uses a probabilistic pose feature based on the Gaussian Mixture Model to represent each pose. After training a clustered pose feature model, a motion clip could be represented as an action string. Then, a dynamic programming-based string matching method is introduced to compare the differences between action strings. Finally, in order to achieve the real-time target, we construct a hierarchical action string structure to quickly label each given action string. The experimental results demonstrate the efficacy and efficiency of our method

    Visual Dynamics: Stochastic Future Generation via Layered Cross Convolutional Networks

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    We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods that have tackled this problem in a deterministic or non-parametric way, we propose to model future frames in a probabilistic manner. Our probabilistic model makes it possible for us to sample and synthesize many possible future frames from a single input image. To synthesize realistic movement of objects, we propose a novel network structure, namely a Cross Convolutional Network; this network encodes image and motion information as feature maps and convolutional kernels, respectively. In experiments, our model performs well on synthetic data, such as 2D shapes and animated game sprites, and on real-world video frames. We present analyses of the learned network representations, showing it is implicitly learning a compact encoding of object appearance and motion. We also demonstrate a few of its applications, including visual analogy-making and video extrapolation.Comment: Journal preprint of arXiv:1607.02586 (IEEE TPAMI, 2019). The first two authors contributed equally to this work. Project page: http://visualdynamics.csail.mit.ed

    Direct Manipulation-like Tools for Designing Intelligent Virtual Agents

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    If intelligent virtual agents are to become widely adopted it is vital that they can be designed using the user friendly graphical tools that are used in other areas of graphics. However, extending this sort of tool to autonomous, interactive behaviour, an area with more in common with artificial intelligence, is not trivial. This paper discusses the issues involved in creating user-friendly design tools for IVAs and proposes an extension of the direct manipulation methodology to IVAs. It also presents an initial implementation of this methodology

    Visual Dynamics: Probabilistic Future Frame Synthesis via Cross Convolutional Networks

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    We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods, which have tackled this problem in a deterministic or non-parametric way, we propose a novel approach that models future frames in a probabilistic manner. Our probabilistic model makes it possible for us to sample and synthesize many possible future frames from a single input image. Future frame synthesis is challenging, as it involves low- and high-level image and motion understanding. We propose a novel network structure, namely a Cross Convolutional Network to aid in synthesizing future frames; this network structure encodes image and motion information as feature maps and convolutional kernels, respectively. In experiments, our model performs well on synthetic data, such as 2D shapes and animated game sprites, as well as on real-wold videos. We also show that our model can be applied to tasks such as visual analogy-making, and present an analysis of the learned network representations.Comment: The first two authors contributed equally to this wor

    IUPUC Spatial Innovation Lab

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    During the summer of 2016 the IUPUC ME Division envi-sioned the concept of an “Imagineering Lab” based largely on academic makerspace concepts. Important sub-sections of the Imagineering Lab are its “Actualization Lab” (mecha-tronics, actuators, sensors, DAQ devices etc.) and a “Spatial Innovation Lab” (SIL) based on developing “dream stations” (computer work stations) equipped with exciting new tech-nology in intuitive 2D and 3D image creation and Virtual Reality (VR) technology. The objective of the SIL is to cre-ate a work flow converting intuitively created imagery to an-imation, engineering simulation and analysis and computer driven manufacturing interfaces. This paper discusses the challenges and methods being used to create a sustainable Spatial Innovation Lab

    Fast Simulation of Skin Sliding

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    Skin sliding is the phenomenon of the skin moving over underlying layers of fat, muscle and bone. Due to the complex interconnections between these separate layers and their differing elasticity properties, it is difficult to model and expensive to compute. We present a novel method to simulate this phenomenon at real--time by remeshing the surface based on a parameter space resampling. In order to evaluate the surface parametrization, we borrow a technique from structural engineering known as the force density method which solves for an energy minimizing form with a sparse linear system. Our method creates a realistic approximation of skin sliding in real--time, reducing texture distortions in the region of the deformation. In addition it is flexible, simple to use, and can be incorporated into any animation pipeline
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