57 research outputs found

    Method for interactive, real-time animation of soft body dynamics

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    There is presented a method for interactive, real-time animation of soft body dynamics , comprising the steps of: providing a 3D model of a soft body, the model comprising a set of vertices connected by edges ; defining a set of physical constraints between vertices in the 3D model , the set of constraints forming a system of linear equations comprising a set of unknowns representing the positions of the vertices ; applying a Brooks-Vizing node coloring algorithm in order to partition the system of linear equations into a set of partitions each including an independent subset of unknowns; for each partition , applying a Gauss - Seidel based solver in parallel in order to determine an approximation of the unknowns ; and using the determined approximation of the unknowns to update the 3D model . There is also pre sented an animation system configured to perform the above-described method

    Fast Analytical Motion Blur with Transparency

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    We introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounded by the initial and final position of the triangle during one animation frame and three bilinear patches on the sides. Each prism covers a number of pixels for a certain amount of time according to its trajectory on the screen. We efficiently find, store and sort the list of prisms covering each pixel including the amount of time the pixel is covered by each prism. This information, together with the color, texture, normal, and transparency of the pixel, is used to resolve its final color. We demonstrate the performance, scalability, and generality of our approach in a number of test scenarios, showing that it achieves a visual quality practically indistinguishable from the ground truth in a matter of just a few milliseconds, including rendering of textured and transparent objects. A supplementary video has been made available online

    Interactive Assembly and Animation of 3D Digital Garments

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    We present a novel real-time tool for sewing together 2D patterns, enabling quick assembly of visually plausible, interactively animated garments for virtual characters. The process is assisted by ad-hoc visual hints and allows designers to import 2D patterns from any CAD-tool, connect them using seams around a 3D character with any body type, and assess the overall quality during the character animation. The cloth is numerically simulated including robust modeling of contact of the cloth with itself and with the character\u27s body. Overall, our tool allows for fast prototyping of virtual garments, achieving immediate feedback on their behaviour and visual quality on an animated character, in effect speeding up the content production pipeline for visual effects applications involving clothed characters

    Fast Nonlinear Least Squares Optimization of Large-Scale Semi-Sparse Problems

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    Many problems in computer graphics and vision can be formulated as a nonlinear least squares optimization problem, for which numerous off-the-shelf solvers are readily available. Depending on the structure of the problem, however, existing solvers may be more or less suitable, and in some cases the solution comes at the cost of lengthy convergence times. One such case is semi-sparse optimization problems, emerging for example in localized facial performance reconstruction, where the nonlinear least squares problem can be composed of hundreds of thousands of cost functions, each one involving many of the optimization parameters. While such problems can be solved with existing solvers, the computation time can severely hinder the applicability of these methods. We introduce a novel iterative solver for nonlinear least squares optimization of large-scale semi-sparse problems. We use the nonlinear Levenberg-Marquardt method to locally linearize the problem in parallel, based on its firstorder approximation. Then, we decompose the linear problem in small blocks, using the local Schur complement, leading to a more compact linear system without loss of information. The resulting system is dense but its size is small enough to be solved using a parallel direct method in a short amount of time. The main benefit we get by using such an approach is that the overall optimization process is entirely parallel and scalable, making it suitable to be mapped onto graphics hardware (GPU). By using our minimizer, results are obtained up to one order of magnitude faster than other existing solvers, without sacrificing the generality and the accuracy of the model. We provide a detailed analysis of our approach and validate our results with the application of performance-based facial capture using a recently-proposed anatomical local face deformation model

    Affective colormap design for accurate visual comprehension in industrial tomography

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    The design of colormaps can help tomography operators obtain accurate visual compre-hension, thereby assisting safety-critical decisions. The research presented here is about deploying colormaps that promote the best affective responses for industrial microwave tomography (MWT). To answer the two research questions related to our study, we firstly conducted a quantitative analysis of 11 frequently-used colormaps on a segmentation task. Secondly, we presented the same colormaps within a crowdsourced study comprising two parts to verify the quantitative outcomes. The first part encoded affective responses from participants into a prevailing four-quadrant valence–arousal grid; the second part recorded participant ratings towards the accuracy of each colormap on MWT segmentation. We concluded that three colormaps are the best suited in the context of MWT tasks. We also found that the colormaps triggering emotions in the positive–exciting quadrant can facilitate more accurate visual comprehension than other affect-related quadrants. A synthetic colormap design guideline was consequently proposed

    Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm

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    Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly-skilled artists using complex software packages for high quality results, or 2) highly-constrained simple interfaces for consumer-level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data-driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low-budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages

    Development of multi-purposes procedures and service tools for GNSS data processing finalized to monitor a deep-seated earthslide in the Dolomites (Italy)

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    The Corvara landslide is an active, large-scale, deep-seated and slow moving earthslide of about 30 Mm3 located in the Dolomites (Italy). It is frequently damaging a national road and, occasionally, isolated buildings and recre- ational ski facilities. In this work we present the analysis performed on data acquired thank to the installation of 3 DualFrequency GPS in permanent acquisition installed in the accumulation, track and source zone of the active portion of the landslide. In particular two years (2014 and 2015) of data were processed with several approaches and goals: daily time series were produced through Precise Point Positioning and Differential Positioning using both scientific packages and automatic on line tool based on open source libraries, specifically developed in order to provide a prototypal service. The achievable results based on single frequency (L1) data processing were also investigated in order to pave the way to the deployment of lowcost GPS receiver for this kind of application. Moreover, daily and sub-daily phenomena were analyzed. Different strategies were investigated in order to de- scribe the kinematics on the basis of 0.2 Hz data collected by the 3 permanent receivers. For particular events also the variometric approach, through the recent advances of VADASE, was applied, to detect significant movements. Finally, tropospheric parameters were estimated over the whole period in order to give a contribution to the SAR interferometry techniques. Also for this specific purpose and application, the possibilities of single frequency use were assessed

    Colorectal Cancer Stage at Diagnosis Before vs During the COVID-19 Pandemic in Italy

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    IMPORTANCE Delays in screening programs and the reluctance of patients to seek medical attention because of the outbreak of SARS-CoV-2 could be associated with the risk of more advanced colorectal cancers at diagnosis. OBJECTIVE To evaluate whether the SARS-CoV-2 pandemic was associated with more advanced oncologic stage and change in clinical presentation for patients with colorectal cancer. DESIGN, SETTING, AND PARTICIPANTS This retrospective, multicenter cohort study included all 17 938 adult patients who underwent surgery for colorectal cancer from March 1, 2020, to December 31, 2021 (pandemic period), and from January 1, 2018, to February 29, 2020 (prepandemic period), in 81 participating centers in Italy, including tertiary centers and community hospitals. Follow-up was 30 days from surgery. EXPOSURES Any type of surgical procedure for colorectal cancer, including explorative surgery, palliative procedures, and atypical or segmental resections. MAIN OUTCOMES AND MEASURES The primary outcome was advanced stage of colorectal cancer at diagnosis. Secondary outcomes were distant metastasis, T4 stage, aggressive biology (defined as cancer with at least 1 of the following characteristics: signet ring cells, mucinous tumor, budding, lymphovascular invasion, perineural invasion, and lymphangitis), stenotic lesion, emergency surgery, and palliative surgery. The independent association between the pandemic period and the outcomes was assessed using multivariate random-effects logistic regression, with hospital as the cluster variable. RESULTS A total of 17 938 patients (10 007 men [55.8%]; mean [SD] age, 70.6 [12.2] years) underwent surgery for colorectal cancer: 7796 (43.5%) during the pandemic period and 10 142 (56.5%) during the prepandemic period. Logistic regression indicated that the pandemic period was significantly associated with an increased rate of advanced-stage colorectal cancer (odds ratio [OR], 1.07; 95%CI, 1.01-1.13; P = .03), aggressive biology (OR, 1.32; 95%CI, 1.15-1.53; P < .001), and stenotic lesions (OR, 1.15; 95%CI, 1.01-1.31; P = .03). CONCLUSIONS AND RELEVANCE This cohort study suggests a significant association between the SARS-CoV-2 pandemic and the risk of a more advanced oncologic stage at diagnosis among patients undergoing surgery for colorectal cancer and might indicate a potential reduction of survival for these patients

    A Computational Muscoloskeletal Model for Animating Virtual Faces

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    Automatic synthesis of facial animation in Computer Graphics is a challenging task and although the problem is three decades old by now, there is still not a unified method to solve it. This is mainly due to the complex mathematical model required to reproduce the visual meanings of facial expressions coupled with the computational speed needed to run interactive applications. In this thesis, there are two different proposed methods to address the problem of the animation of 3D realistic faces at interactive rate. The first method is an integrated physically-based method which mimics the facial movements by reproducing the anatomical structure of a human head and the interaction among the bony structure, the facial muscles and the skin. Differently from previously proposed approaches in the literature, the muscles are organized in a layered, interweaving structure laying on the skull; their shape can be affected both by the simulation of active contraction and by the motion of the underlying anatomical parts. A design tool has been developed in order to assist the user in defining the muscles in a natural manner by sketching their shape directly on the already existing bones and other muscles. The dynamics of the face motion is computed through a position-based schema ensuring real-time performance, control and ro- bustness. Experiments demonstrate that through this model it can be effectively synthesized realistic expressive facial animation on different input face models in real-time on consumer class platforms. The second method for automatically achieving animation consists in a novel facial motion cloning technique. It is a purely geometric algorithm and it is able to transfer the motion from an animated source face to a different target face mesh, initially static, allowing to reuse facial motion from already animated virtual heads. Its robustness and flexibility are assessed over several input data sets
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