2,577 research outputs found
10411 Abstracts Collection -- Computational Video
From 10.10.2010 to 15.10.2010, the Dagstuhl Seminar 10411 ``Computational Video \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
A survey on human performance capture and animation
With the rapid development of computing technology, three-dimensional (3D) human body
models and their dynamic motions are widely used in the digital entertainment industry. Human perfor-
mance mainly involves human body shapes and motions. Key research problems include how to capture
and analyze static geometric appearance and dynamic movement of human bodies, and how to simulate
human body motions with physical e�ects. In this survey, according to main research directions of human body performance capture and animation, we summarize recent advances in key research topics, namely
human body surface reconstruction, motion capture and synthesis, as well as physics-based motion sim-
ulation, and further discuss future research problems and directions. We hope this will be helpful for
readers to have a comprehensive understanding of human performance capture and animatio
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
Real-Time Cleaning and Refinement of Facial Animation Signals
With the increasing demand for real-time animated 3D content in the
entertainment industry and beyond, performance-based animation has garnered
interest among both academic and industrial communities. While recent solutions
for motion-capture animation have achieved impressive results, handmade
post-processing is often needed, as the generated animations often contain
artifacts. Existing real-time motion capture solutions have opted for standard
signal processing methods to strengthen temporal coherence of the resulting
animations and remove inaccuracies. While these methods produce smooth results,
they inherently filter-out part of the dynamics of facial motion, such as high
frequency transient movements. In this work, we propose a real-time animation
refining system that preserves -- or even restores -- the natural dynamics of
facial motions. To do so, we leverage an off-the-shelf recurrent neural network
architecture that learns proper facial dynamics patterns on clean animation
data. We parametrize our system using the temporal derivatives of the signal,
enabling our network to process animations at any framerate. Qualitative
results show that our system is able to retrieve natural motion signals from
noisy or degraded input animation.Comment: ICGSP 2020: Proceedings of the 2020 The 4th International Conference
on Graphics and Signal Processin
Recognizing Teamwork Activity In Observations Of Embodied Agents
This thesis presents contributions to the theory and practice of team activity recognition. A particular focus of our work was to improve our ability to collect and label representative samples, thus making the team activity recognition more efficient. A second focus of our work is improving the robustness of the recognition process in the presence of noisy and distorted data. The main contributions of this thesis are as follows: We developed a software tool, the Teamwork Scenario Editor (TSE), for the acquisition, segmentation and labeling of teamwork data. Using the TSE we acquired a corpus of labeled team actions both from synthetic and real world sources. We developed an approach through which representations of idealized team actions can be acquired in form of Hidden Markov Models which are trained using a small set of representative examples segmented and labeled with the TSE. We developed set of team-oriented feature functions, which extract discrete features from the high-dimensional continuous data. The features were chosen such that they mimic the features used by humans when recognizing teamwork actions. We developed a technique to recognize the likely roles played by agents in teams even before the team action was recognized. Through experimental studies we show that the feature functions and role recognition module significantly increase the recognition accuracy, while allowing arbitrary shuffled inputs and noisy data
Interaction Analysis in Smart Work Environments through Fuzzy Temporal Logic
Interaction analysis is defined as the generation of situation descriptions from machine perception. World models created through machine perception are used by a reasoning engine based on fuzzy metric temporal logic and situation graph trees, with optional parameter learning and clustering as preprocessing, to deduce knowledge about the observed scene. The system is evaluated in a case study on automatic behavior report generation for staff training purposes in crisis response control rooms
Augmenting the Creation of 3D Character Motion By Learning from Video Data
When it comes to character motions, especially articulated character animation, the majority of efforts are spent on accurately capturing the low level and high level action styles. Among the many techniques which have evolved over the years, motion capture (mocap) and key frame animations are the two popular choices. Both techniques are capable of capturing the low level and high level action styles of a particular individual, but at great expense in terms of the human effort involved. In this thesis, we make use of performance data in video format to augment the process of character animation, considerably decreasing human effort for both style preservation and motion regeneration. Two new methods, one for high-level and another for low-level character animation, which are based on learning from video data to augment the motion creation process, constitute the major contribution of this research. In the first, we take advantage of the recent advancements in the field of action recognition to automatically recognize human actions from video data. High level action patterns are learned and captured using Hidden Markov Models (HMM) to generate action sequences with the same pattern. For the low level action style, we present a completely different approach that utilizes user-identified transition frames in a video to enhance the transition construction in the standard motion graph technique for creating smooth action sequences. Both methods have been implemented and a number of results illustrating the concept and applicability of the proposed approach are presented
Interaction Analysis in Smart Work Environments through Fuzzy Temporal Logic
Interaction analysis is defined as the generation of situation descriptions from machine perception. World models created through machine perception are used by a reasoning engine based on fuzzy metric temporal logic and situation graph trees, with optional parameter learning and clustering as preprocessing, to deduce knowledge about the observed scene. The system is evaluated in a case study on automatic behavior report generation for staff training purposes in crisis response control rooms
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Generating 3D product design models in real-time using hand motion and gesture
This thesis was submitted for the degree of Master of Philosophy and awarded by Brunel University.Three dimensional product design models are widely used in conceptual design and in the early stage of prototyping during the design processes. A product design specification often demands a substantial amount of 3D models to be constructed within a short period of time. Current methods begin with designers sketching product concepts in 2D using pencil and paper, which in turn are then translated into 3D models by a design individual with CAD expertise, using a 3D modelling software package such as Pro Engineer, Solid Works, Auto CAD etc. Several novel methods have been used to incorporate hand motion as a way of interacting with computers. There are three main types of technology available to capture motion data, capable of translating human motion into numeric data which can be read by a computer system. The first being, hand gesture glove-based systems such as “Cyberglove”, these systems are generally used to capture hand gesture and joint angle information. The second is full body motion capture systems, optical and non-optical-based, and finally vision based gesture recognition systems which capture full degree of - freedom (DOF) hand motion estimation. There has yet to be a method using any of the above mentioned input devices to rapidly produce 3D product design models in real time, using hand motion and gestures. In this research, a novel method is presented, using a motion capture system to capture hand gestures and motion in real time, to recreate 3D curves and surfaces, which can be translated into 3D product design models. The main aim of this research is to develop a hand motion and gesture-based rapid 3D product modelling method, allowing designers to interactively sketch out 3D concepts in real time using a virtual workspace.
A database of a number of hand signs was built for both architectural hand signs (preliminary study) and Product Design hand signs. A marker set model with a total of eight markers (five on the left hand and three on right hand/marker pen) was designed and used in the capture of hand gestures with the use of an Optical Motion Capture System. A preliminary testing session was successfully completed to determine whether the Motion Capture system would be suitable for a real-time application, by effectively modelling a train station in an offline state using hand motion and gesture. An OpenGL software application was programmed using C++ and the Microsoft Foundation Classes which was used to communicate and pass information of captured motion from the EVaRT system to the user
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