1,193 research outputs found

    Calipso: Physics-based Image and Video Editing through CAD Model Proxies

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    We present Calipso, an interactive method for editing images and videos in a physically-coherent manner. Our main idea is to realize physics-based manipulations by running a full physics simulation on proxy geometries given by non-rigidly aligned CAD models. Running these simulations allows us to apply new, unseen forces to move or deform selected objects, change physical parameters such as mass or elasticity, or even add entire new objects that interact with the rest of the underlying scene. In Calipso, the user makes edits directly in 3D; these edits are processed by the simulation and then transfered to the target 2D content using shape-to-image correspondences in a photo-realistic rendering process. To align the CAD models, we introduce an efficient CAD-to-image alignment procedure that jointly minimizes for rigid and non-rigid alignment while preserving the high-level structure of the input shape. Moreover, the user can choose to exploit image flow to estimate scene motion, producing coherent physical behavior with ambient dynamics. We demonstrate Calipso's physics-based editing on a wide range of examples producing myriad physical behavior while preserving geometric and visual consistency.Comment: 11 page

    Mathematical Models of Catastrophes. Control of Catastrophic Processes

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    Collision response analysis and fracture simulation of deformable objects for computer graphics

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    Computer Animation is a sub-field of computer graphics with an emphasis on the time-dependent description of interested events. It has been used in many disciplines such as entertainment, scientific visualization, industrial design, multimedia, etc. Modeling of deformable objects in a dynamic interaction and/or fracture process has been an active research topic in the past decade. The main objective of this thesis is to provide a new effective approach to address the dynamic interaction and fracture simulation. With respect to the dynamic interaction between deformable objects, this thesis proposes a new semi-explicit local collision response analysis (CRA) algorithm which is better than most of previous approaches in three aspects: computational efficiency, accuracy mid generality. The computational cost of the semi-explicit local CRA algorithm is guaranteed to be O('n') for each time step, which is especially desirable for the collision response analysis of complex systems. With the use of the Lagrange multiplier method, the send-explicit local CPA algorithm avoids shortcomings associated with the penalty method and provides an accurate description of detailed local deformation during a collision process. The generic geometric constraint and the Gauss-Seidel iteration for enforcing the loading constraint such as Coulomb friction law make the semi-explicit local CRA algorithm to be general enough to handle arbitrary oblique collisions. The experimental results indicate that the semi-explicit local CRA approach is capable of capturing all the key features during collision of deformable objects and matches closely with the theoretical solution of a classic collision problem in solid mechanics. In the fracture simulation, a new element-split method is proposed, which has a sounder mechanical basis than previous approaches in computer graphics and is more flexible to accommodate different material fracture criteria such that different failure patterns are obtained accordingly. Quantitative simulation results show that the element-split approach is consistent with the theoretical Mohr's circle analysis and the slip-line theory in plasticity, while qualitative results indicate its visual effectiveness

    Proprioceptive Learning with Soft Polyhedral Networks

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    Proprioception is the "sixth sense" that detects limb postures with motor neurons. It requires a natural integration between the musculoskeletal systems and sensory receptors, which is challenging among modern robots that aim for lightweight, adaptive, and sensitive designs at a low cost. Here, we present the Soft Polyhedral Network with an embedded vision for physical interactions, capable of adaptive kinesthesia and viscoelastic proprioception by learning kinetic features. This design enables passive adaptations to omni-directional interactions, visually captured by a miniature high-speed motion tracking system embedded inside for proprioceptive learning. The results show that the soft network can infer real-time 6D forces and torques with accuracies of 0.25/0.24/0.35 N and 0.025/0.034/0.006 Nm in dynamic interactions. We also incorporate viscoelasticity in proprioception during static adaptation by adding a creep and relaxation modifier to refine the predicted results. The proposed soft network combines simplicity in design, omni-adaptation, and proprioceptive sensing with high accuracy, making it a versatile solution for robotics at a low cost with more than 1 million use cycles for tasks such as sensitive and competitive grasping, and touch-based geometry reconstruction. This study offers new insights into vision-based proprioception for soft robots in adaptive grasping, soft manipulation, and human-robot interaction.Comment: 20 pages, 10 figures, 2 tables, submitted to the International Journal of Robotics Research for revie

    Modeling and imaging of the vocal fold vibration for voice health.

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    Data-Augmented Contact Model for Rigid Body Simulation

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    Accurately modeling contact behaviors for real-world, near-rigid materials remains a grand challenge for existing rigid-body physics simulators. This paper introduces a data-augmented contact model that incorporates analytical solutions with observed data to predict the 3D contact impulse which could result in rigid bodies bouncing, sliding or spinning in all directions. Our method enhances the expressiveness of the standard Coulomb contact model by learning the contact behaviors from the observed data, while preserving the fundamental contact constraints whenever possible. For example, a classifier is trained to approximate the transitions between static and dynamic frictions, while non-penetration constraint during collision is enforced analytically. Our method computes the aggregated effect of contact for the entire rigid body, instead of predicting the contact force for each contact point individually, removing the exponential decline in accuracy as the number of contact points increases.Comment: 7 pages, 7 figures. Submitted to ICRA 2019. Added video attachment with full 3D experiments: https://youtu.be/AKSD8TabDV

    Doctor of Philosophy in Computing

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    dissertationPhysics-based animation has proven to be a powerful tool for creating compelling animations for film and games. Most techniques in graphics are based on methods developed for predictive simulation for engineering applications; however, the goals for graphics applications are dramatically different than the goals of engineering applications. As a result, most physics-based animation tools are difficult for artists to work with, providing little direct control over simulation results. In this thesis, we describe tools for physics-based animation designed with artist needs and expertise in mind. Most materials can be modeled as elastoplastic: they recover from small deformations, but large deformations permanently alter their rest shape. Unfortunately, large plastic deformations, common in graphical applications, cause simulation instabilities if not addressed. Most elastoplastic simulation techniques in graphics rely on a finite-element approach where objects are discretized into a tetrahedral mesh. Using these approaches, maintaining simulation stability during large plastic flows requires remeshing, a complex and computationally expensive process. We introduce a new point-based approach that does not rely on an explicit mesh and avoids the expense of remeshing. Our approach produces comparable results with much lower implementation complexity. Points are a ubiquitous primitive for many effects, so our approach also integrates well with existing artist pipelines. Next, we introduce a new technique for animating stylized images which we call Dynamic Sprites. Artists can use our tool to create digital assets that interact in a natural, but stylized, way in virtual environments. In order to support the types of nonphysical, exaggerated motions often desired by artists, our approach relies on a heavily modified deformable body simulator, equipped with a set of new intuitive controls and an example-based deformation model. Our approach allows artists to specify how the shape of the object should change as it moves and collides in interactive virtual environments. Finally, we introduce a new technique for animating destructive scenes. Our approach is built on the insight that the most important visual aspects of destruction are plastic deformation and fracture. Like with Dynamic Sprites, we use an example-based model of deformation for intuitive artist control. Our simulator treats objects as rigid when computing dynamics but allows them to deform plastically and fracture in between timesteps based on interactions with the other objects. We demonstrate that our approach can efficiently animate the types of destructive scenes common in film and games. These animation techniques are designed to exploit artist expertise to ease creation of complex animations. By using artist-friendly primitives and allowing artists to provide characteristic deformations as input, our techniques enable artists to create more compelling animations, more easily

    Pedestrian and Vehicle Detection in Autonomous Vehicle Perception Systems—A Review

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    Autonomous Vehicles (AVs) have the potential to solve many traffic problems, such as accidents, congestion and pollution. However, there are still challenges to overcome, for instance, AVs need to accurately perceive their environment to safely navigate in busy urban scenarios. The aim of this paper is to review recent articles on computer vision techniques that can be used to build an AV perception system. AV perception systems need to accurately detect non-static objects and predict their behaviour, as well as to detect static objects and recognise the information they are providing. This paper, in particular, focuses on the computer vision techniques used to detect pedestrians and vehicles. There have been many papers and reviews on pedestrians and vehicles detection so far. However, most of the past papers only reviewed pedestrian or vehicle detection separately. This review aims to present an overview of the AV systems in general, and then review and investigate several detection computer vision techniques for pedestrians and vehicles. The review concludes that both traditional and Deep Learning (DL) techniques have been used for pedestrian and vehicle detection; however, DL techniques have shown the best results. Although good detection results have been achieved for pedestrians and vehicles, the current algorithms still struggle to detect small, occluded, and truncated objects. In addition, there is limited research on how to improve detection performance in difficult light and weather conditions. Most of the algorithms have been tested on well-recognised datasets such as Caltech and KITTI; however, these datasets have their own limitations. Therefore, this paper recommends that future works should be implemented on more new challenging datasets, such as PIE and BDD100K.EPSRC DTP PhD studentshi
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