14,147 research outputs found
Animating Human Muscle Structure
Graphical simulations of human muscle motion and deformation are of great interest to
medical education. In this article, the authors present a technique for simulating muscle
deformations by combining physically and geometrically based computations to reduce
computation cost and produce fast, accurate simulations
Modelling Rod-like Flexible Biological Tissues for Medical Training
This paper outlines a framework for the modelling of slender rod-like biological tissue structures in both global and local scales. Volumetric discretization of a rod-like structure is expensive in computation and therefore
is not ideal for applications where real-time performance is essential. In our approach, the Cosserat rod model is introduced to capture the global shape changes, which models the structure as a one-dimensional entity, while the
local deformation is handled separately. In this way a good balance in accuracy and efficiency is achieved. These advantages make our method appropriate for
the modelling of soft tissues for medical training applications
Fast generation of 3D deformable moving surfaces
Dynamic surface modeling is an important subject of geometric modeling due to their extensive applications in engineering design, entertainment and medical visualization. Many deformable objects in the real world are dynamic objects as their shapes change over time. Traditional geometric modeling methods are mainly concerned with static problems, therefore unsuitable for the representation of dynamic objects. Apart from the definition of a dynamic modeling problem, another key issue is how to solve the problem. Because of the complexity of the representations, currently the finite element method or finite difference method is usually used. Their major shortcoming is the excessive computational cost, hence not ideal for applications requiring real-time performance. We propose a representation of dynamic surface modeling with a set of fourth order dynamic partial differential equations (PDEs). To solve these dynamic PDEs accurately and efficiently, we also develop an effective resolution method. This method is further extended to achieve local deformation and produce n-sided patches. It is demonstrated that this new method is almost as fast and accurate as the analytical closed form resolution method and much more efficient and accurate than the numerical methods
Caricature Synthesis Based on Mean Value Coordinates
In this paper, a novel method for caricature synthesis is developed based on mean value coordinates (MVC). Our method can be applied to any single frontal face image to learn a specified caricature face exemplar pair for frontal and side view caricature synthesis. The technique only requires one or a small number of caricature face pairs and a natural frontal face training set, while the system can transfer the style of the exemplar pair across individuals. Further exaggeration can be fulfilled in a controllable way. Our method is further extended to facial expression transfer, interpolation and exaggeration, which are
applications of expression editing. Moreover, the deformation equation of MVC is modified to handle the case of polygon intersections and applied to lateral view caricature synthesis from a single frontal view image. Using experiments we demonstrate that the transferred expressions are credible and the resulting caricatures can be characterized and recognized
Constrained Texture Mapping And Foldover-free Condition
Texture mapping has been widely used in image
processing and graphics to enhance the realism of CG scenes.
However to perfectly match the feature points of a 3D model
with the corresponding pixels in texture images, the
parameterisation which maps a 3D mesh to the texture space
must satisfy the positional constraints. Despite numerous
research efforts, the construction of a mathematically robust
foldover-free parameterisation subject to internal constraints
is still a remaining issue. In this paper, we address this
challenge by developing a two-step parameterisation method.
First, we produce an initial parameterisation with a method
traditionally used to solve structural engineering problems,
called the bar-network. We then derive a mathematical
foldover-free condition, which is incorporated into a Radial
Basis Function based scheme. This method is therefore able to
guarantee that the resulting parameterization meets the hard
constraints without foldovers
Once again: Instanton method vs. WKB
A recent analytic test of the instanton method performed by comparing the
exact spectrum of the Lam potential (derived from representations
of a finite dimensional matrix expressed in terms of generators) with
the results of the tight--binding and instanton approximations as well as the
standard WKB approximation is commented upon. It is pointed out that in the
case of the Lam potential as well as others the WKB--related method
of matched asymptotic expansions yields the exact instanton result as a result
of boundary conditions imposed on wave functions which are matched in domains
of overlap.Comment: 10 pages, no figures. References list revised according to JHE
Fast Simulation of Skin Sliding
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
Beads-on-String Model for Virtual Rectum Surgery Simulation
A beads-on-string model is proposed to handle the deformation and collision of the rectum in virtual surgery simulation. The idea is firstly inspired by the observation of the similarity in shape shared by a rectum with regular bulges and a string of beads. It is beneficial to introduce an additional layer of beads, which provides an interface to map the deformation of centreline to the associated mesh in an elegant manner and a bounding volume approximation in collision handling. Our approach is carefully crafted to achieve high computational efficiency and retain its physical basis. It can be implemented for real time surgery simulation application
Posing 3D Models from Drawing
Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The inference of the 3D pose is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp, a horse and a human character. The results show that this method is robust, highly scalable and is able to be extended to various types of models
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