181 research outputs found

    Supplementing Frequency Domain Interpolation Methods for Character Animation

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    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    Flavor text generation for role-playing video games

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    Exploring synthetic Image generation for training computer vision models under data scarcity

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    This thesis presents research conducted in the area of synthetic data generation for computer vision tasks. The research aims to address the challenge of datahungry deep learning models by generating synthetic images that can effectively train computer vision models to solve tasks such as object counting, polyp segmentation, and pattern classification. The work carried out explores the use of various techniques to ensure effective use of synthetic data, including domain randomisation and domain adaptation in both self- and semi-supervised setups. Through the application of these techniques, the research aims to develop a robust and effective approach for generating synthetic data that can improve the performance of computer vision models with a reduced amount of human annotations

    Proceedings of the 2021 DigitalFUTURES

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    This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Parameter Search for Aesthetic Design and Composition

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    PhDThis thesis is about algorithmic creation in the arts – where an artist, designer or composer uses a formal generative process to assist in crafting forms and patterns – and approaches to finding effective input parameter values to these generative processes for aesthetic ends. Framed in three practical studies, approaches to navigating the aesthetic possibilities of generative processes in sound and visuals are presented, and strategies for eliciting the preferences of the consumers of the generated output are explored. The first study presents a musical interface that enables navigation of the possibilities of a stochastic generative process with respect to measures of subjective predictability. Through a mobile phone version of the application, aesthetic preferences are crowd-sourced. The second study presents an eye-tracking based framework for the exploration of the possibilities afforded by generative designs; the interaction between the viewers’ gaze patterns and the system engendering a fluid navigation of the state-space of the visual forms. The third study presents a crowd-sourced interactive evolutionary system, where populations of abstract colour images are shaped by thousands of preference selections from users worldwide For each study, the results of analyses eliciting the attributes of the generated outputs – and their associated parameter values – that are most preferred by the consumers/users of these systems are presented. Placed in a historical and theoretical context, a refined perspective on the complex interrelationships between generative processes, input parameters and perceived aesthetic value is presented. Contributions to knowledge include identified trends in objective aesthetic preferences in colour combinations and their arrangements, theoretical insights relating perceptual mechanisms to generative system design and analysis, strategies for effectively leveraging evolutionary computation in an empirical aesthetic context, and a novel eye-tracking based framework for the exploration of visual generative designs.Engineering and Physical Sciences Research Council (EPSRC) as part of the Doctoral Training Centre in Media and Arts Technology at Queen Mary University of London (ref: EP/G03723X/1)

    Geospatial Computing: Architectures and Algorithms for Mapping Applications

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    Beginning with the MapTube website (1), which was launched in 2007 for crowd-sourcing maps, this project investigates approaches to exploratory Geographic Information Systems (GIS) using web-based mapping, or ‘web GIS’. Users can log in to upload their own maps and overlay different layers of GIS data sets. This work looks into the theory behind how web-based mapping systems function and whether their performance can be modelled and predicted. One of the important questions when dealing with different geospatial data sets is how they relate to one another. Internet data stores provide another source of information, which can be exploited if more generic geospatial data mining techniques are developed. The identification of similarities between thousands of maps is a GIS technique that can give structure to the overall fabric of the data, once the problems of scalability and comparisons between different geographies are solved. After running MapTube for nine years to crowd-source data, this would mark a natural progression from visualisation of individual maps to wider questions about what additional knowledge can be discovered from the data collected. In the new ‘data science’ age, the introduction of real-time data sets introduces a new challenge for web-based mapping applications. The mapping of real-time geospatial systems is technically challenging, but has the potential to show inter-dependencies as they emerge in the time series. Combined geospatial and temporal data mining of realtime sources can provide archives of transport and environmental data from which to accurately model the systems under investigation. By using techniques from machine learning, the models can be built directly from the real-time data stream. These models can then be used for analysis and experimentation, being derived directly from city data. This then leads to an analysis of the behaviours of the interacting systems. (1) The MapTube website: http://www.maptube.org
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