51,954 research outputs found
Universal attraction force-inspired freeform surface modeling for 3D sketching
This paper presents a novel freeform surface modeling method to construct a freeform surface from 3D sketch. The approach is inspired by Newtonâs universal attraction force law to construct a surface model from rough boundary curves and unorganized interior characteristic curves which may cross the boundary curves or not.
Based on these unorganized curves, an initial surface can be obtained for conceptual design and it can be improved later in a commercial package. The approach has been tested with examples and it is capable of dealing with unorganized design curves for surface modeling
A simple construction method for sequentially tidying up 2D online freehand sketches
This paper presents a novel constructive approach to sequentially tidying up 2D online freehand sketches for further 3D interpretation in a conceptual design system. Upon receiving a sketch stroke, the system first identifies it as a 2D primitive and then automatically infers its 2D geometric constraints related to previous 2D geometry (if any). Based on recognized 2D constraints, the identified geometry will be modified accordingly to meet its constraints. The modification is realized in one or two sequent geometric constructions in consistence with its degrees of freedom. This method can produce 2D configurations without iterative procedures to solve constraint equations. It is simple and easy to use for a real-time application. Several examples are tested and discussed
Sketch-based virtual human modelling and animation
Animated virtual humans created by skilled artists play a remarkable role in todayâs public entertainment. However, ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. We developed a new method and a novel sketching interface, which enable anyone who can draw to âsketch-outâ 3D virtual humans and animation.
We devised a âStick FigureFleshing-outSkin Mappingâ graphical pipeline, which decomposes the complexity of figure drawing and considerably boosts the modelling and animation efficiency. We developed a gesture-based method for 3D pose reconstruction from 2D stick figure drawings. We investigated a âCreative Model-based Methodâ, which performs a human perception process to transfer usersâ 2D freehand sketches into 3D human bodies of various body sizes, shapes and fat distributions. Our current system supports character animation in various forms including articulated figure animation, 3D mesh model animation, and 2D contour/NPR animation with personalised drawing styles. Moreover, this interface also supports sketch-based crowd animation and 2D storyboarding of 3D multiple character interactions. A preliminary user study was conducted to support the overall system design. Our system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation
Virtual beings are playing a remarkable role in todayâs public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive âstick figurefleshing-outskin mappingâ graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A âcreative model-based methodâ is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
Sketching-out virtual humans: A smart interface for human modelling and animation
In this paper, we present a fast and intuitive interface for sketching out
3D virtual humans and animation. The user draws stick figure key frames first and
chooses one for âfleshing-outâ with freehand body contours. The system
automatically constructs a plausible 3D skin surface from the rendered figure, and
maps it onto the posed stick figures to produce the 3D character animation. A
âcreative model-based methodâ is developed, which performs a human perception
process to generate 3D human bodies of various body sizes, shapes and fat
distributions. In this approach, an anatomical 3D generic model has been created with
three distinct layers: skeleton, fat tissue, and skin. It can be transformed sequentially
through rigid morphing, fatness morphing, and surface fitting to match the original
2D sketch. An auto-beautification function is also offered to regularise the 3D
asymmetrical bodies from usersâ imperfect figure sketches. Our current system
delivers character animation in various forms, including articulated figure animation,
3D mesh model animation, 2D contour figure animation, and even 2D NPR animation
with personalised drawing styles. The system has been formally tested by various
users on Tablet PC. After minimal training, even a beginner can create vivid virtual
humans and animate them within minutes
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Modelling human behaviours and reactions under dangerous environment
This paper describes the framework of a real-time simulation system to model human behavior and reactions in dangerous environments. The system utilizes the latest 3D computer animation techniques, combined with artificial intelligence, robotics and psychology, to model human behavior, reactions and decision making under expected/unexpected dangers in real-time in virtual environments. The development of the system includes: classification on the conscious/subconscious behaviors and reactions of different people; capturing different motion postures by the Eagle Digital System; establishing 3D character animation models; establishing 3D models for the scene; planning the scenario and the contents; and programming within Virtools (TM) Dev. Programming within Virtools (TM) Dev is subdivided into modeling dangerous events, modeling character's perceptions, modeling character's decision making, modeling character's movements, modeling character's interaction with environment and setting up the virtual cameras. The real-time simulation of human reactions in hazardous environments is invaluable in military defense, fire escape, rescue operation planning, traffic safety studies, and safety planning in chemical factories, the design of buildings, airplanes, ships and trains. Currently, human motion modeling can be realized through established technology, whereas to integrate perception and intelligence into virtual human's motion is still a huge undertaking. The challenges here are the synchronization of motion and intelligence, the accurate modeling of human's vision, smell, touch and hearing, the diversity and effects of emotion and personality in decision making. There are three types of software platforms which could be employed to realize the motion and intelligence within one system, and their advantages and disadvantages are discussed
Creation and Growth of Components in a Random Hypergraph Process
Denote by an -component a connected -uniform hypergraph with
edges and vertices. We prove that the expected number of
creations of -component during a random hypergraph process tends to 1 as
and tend to with the total number of vertices such that
. Under the same conditions, we also show that
the expected number of vertices that ever belong to an -component is
approximately . As an immediate
consequence, it follows that with high probability the largest -component
during the process is of size . Our results
give insight about the size of giant components inside the phase transition of
random hypergraphs.Comment: R\'{e}sum\'{e} \'{e}tend
The Panther Mountain circular structure, a possible buried meteorite crater
Panther Mountain, located near Phoenicia, New York, is part of the Catskill Mountains, which form the eastern end of the Allegheny Plateau in New York. It is a circular mass defined physiographically by an anomalous circular drainage pattern produced by Esopus Creek and its tributary Woodland Creek. The circular valley that rings the mountain is fracture-controlled; where bedrock is exposed, it shows a joint density 5 to 10 times greater than that on either side of the valley. Where obscured by alluvial valley fill, the bedrock's low seismic velocity suggests that this anomalous fracturing is continuous in the bedrock underlying the rim valley. North-south and east-west gravity and magnetic profiles were made across the structure. Terrane-corrected, residual gravity profiles show an 18-mgal negative anomaly, and very steep gradients indicate a near-surface source. Several possible explanations of the gravity data were modeled. We conclude that the Panther Mountain circular structure is probably a buried meteorite crater that formed contemporaneously with marine or fluvial sedimentation during Silurian or Devonian time. An examination of drill core and cuttings in the region is underway to search for ejecta deposits and possible seismic and tsunami effects in the sedimentary section. Success would result in both dating the impact and furnishing a chronostratigraphic marker horizon
The pathway out of neoliberalism and the analysis of political ideology in the post-crisis world
Neoliberalism has not simply âsurvivedâ; it has failed to die, seemingly outlived the socio-economic conditions that gave rise to its existence. In this way, the non-death of neoliberalism raises some important questions about the nature of ideology, principally: its relationship to socio-economic determinants; how it exercises its grip over subjects and how this grip, or hold, can itself be exorcised. Seeking insights into these questions, this paper tells the story of the scholarly response to the non-death of neoliberalism over a ten year period of crisis: a pre-crisis era beginning with the Asian financial crisis (1997-2007) and a post-crisis era beginning with the global financial crisis to the present day (2008-2015). The paper considers key scholarly responses to the persistence of neoliberalism at three fundamental levels: (a) the trajectory of their analytical technique, or the key concepts that underpin their wider project; (b) their critique of neoliberalism, or how these concepts render the construction of core neoliberal ideals; and, (c) their ideological response to neoliberalism, or their recommendations regarding the pathway out of neoliberalism. On this basis, the paper engages in a discussion of the most plausible explanation for the non-death of neoliberalism and the most likely avenue along which the post-crisis world might build an escape
Why should the German approach to health economic evaluation differ so markedly from approaches in other EU Member States?
The Efficiency Frontier is the method by which German policy makers establish the cost-effectiveness of new pharmaceutical technologies. In a new paper, Corinna Klingler, Sara Shah, Anthony Barron and John Wright argue that the development of the Efficiency Frontier can be associated with cultural reluctance to frame healthcare prioritization decisions around cost based valuations of human health and related doubts about the validity of metrics for human health gain. Using information gathered in interviews with key stakeholders, the authors contend that the Efficiency Frontier method responds to an environment characterized by a need to deny, or to ignore, the need to ration healthcare, and a deep aversion to describing the benefits of health gains in monetary terms
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