22 research outputs found

    Assessing Human Eye Exposure to UV Light: A Narrative Review.

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    Exposure to ultraviolet light is associated with several ocular pathologies. Understanding exposure levels and factors is therefore important from a medical and prevention perspective. A review of the current literature on ocular exposure to ultraviolet light is conducted in this study. It has been shown that ambient irradiance is not a good indicator of effective exposure and current tools for estimating dermal exposure have limitations for the ocular region. To address this, three methods have been developed: the use of anthropomorphic manikins, measurements through wearable sensors and numerical simulations. The specific objective, limitations, and results obtained for the three different methods are discussed

    Automatic rigging and animation of 3D characters

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    Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.Solidworks CorporationNational Science Foundation (U.S.). Graduate Research Fellowshi

    Simulating virtual humans in networked virtual environments

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    In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. We expose the importance of using virtual humans within these systems and provide a brief overview of several virtual human technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual human

    Sun exposure to the eyes: predicted UV protection effectiveness of various sunglasses.

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    The aim of this study was to assess solar ultraviolet radiation (UVR) doses received by the eyes in different exposure situations, and to predict the sun protection effectiveness provided by various styles of sunglasses at facial, periorbital, and ocular skin zones including the cornea and accounting for different head positions. A 3D numeric model was optimized to predict direct, diffuse and reflected erythemally weighted UVR doses received at various skin zones. Precisely defined facial, periorbital, and ocular skin zones, sunglasses (goggles, medium-, and large-sized sunglasses) and three head positions were modeled to simulate daily (08:00-17:00) and midday (12:00-14:00) UVR doses. The shading from sunglasses' frame and lenses' UVR transmission were used to calculate a predictive protection factor (PPF [%]). Highest ocular daily UVR doses were estimated at the uncovered cornea (1718.4 J/m <sup>2</sup> ). Least sun protection was provided by middle-sized sunglasses with highest midday dose at the white lateral (290.8 J/m <sup>2</sup> ) and lateral periorbital zones (390.9 J/m <sup>2</sup> ). Goggles reached almost 100% protection at all skin zones. Large-sized sunglasses were highly effective in winter; however, their effectiveness depended on diffuse UVR doses received. In "looking-up" head positions highest midday UVR doses were received at the unprotected cornea (908.1 J/m <sup>2</sup> ), totally protected when large-sized sunglasses are used. All tested sunglass lenses fully blocked UVR. Sunglasses' protection effectiveness is strongly influenced by geometry, wearing position, head positions, and exposure conditions. Sunglasses do not totally block UVR and should be combined with additional protection means. 3D modeling allows estimating UVR exposure of highly sensitive small skin zones, chronically exposed and rarely assessed

    Modeling the protective role of human eyelashes against ultraviolet light exposure.

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    The role of eyelashes in ocular radiation protection has been hypothesized for some time. There is however no quantitative knowledge of the shading they provide. The ocular protection provided by eyelashes is investigated in this study. A numerical model able to simulate an arbitrary source of light to illuminate a 3-dimensional head model with realistic details was used for this purpose. The eyelashes' filtering effect was studied for various light incidence angles, diameter and density of cilia. Using average values provided by literature to define their characteristics, we found that eyelashes reduce ultraviolet light received by the cornea of about 12-14%, with maximum values of 24%. These results suggest that the eyelashes can be an important element of the human eye protection system and their role should be further investigated

    Virtual hand interactions with 3D world

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    Interactions between a virtual actor and its virtual environment involve many aspects. An important one is hand interactions. In a virtual scene depicting everyday life, the actor will need to grasp and hold objects, in such a way that both skeleton motion and body deformation have a realistic visual aspect. It will also need to interact with other virtual actors sharing the same virtual world, shaking hands when meeting for example. The authors present an efficient and realistic method combining automatic hand motion generation with hand deformation simulation. The resulting system is integrated in an interactive human simulation application. It adds the ability to simulate hand interactions between actors and their environment, in combination with traditional human animation techniques. The skeleton is animated by a heuristic motion control and multi-sensor based technique. The final free-form surface hand model is produced by a three-layer deformation model. The intermediate muscular layer is based on a geometric deformation tool, where deformations are considered as interpolating control point displacement

    In Search for Your Own Virtual Individual

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    Abstract. The use of inhabited Virtual Environments is continuously growing. People can embody a human-like avatar to participate inside these Virtual Environments or they can have personalized character acting as mediator; sometimes they can even customize it to some extent. Those Virtual Characters belong to the software owner, but they could be potentially shared, exchanged and individualized between participants, such as already proposed by Sony with Station Exchange. Technology with standards could significantly improve the exchange, the reuse and the creation of such Virtual Characters. However an optimal reuse is only possible if the main components of the characters: geometry, morphology, animation and behavior, are annotated with semantics. This may allow to users searching for specific models and customize them. Moreover search technology based on the Web Ontology Language (OWL) can be implemented to provide this type of service. In this paper we present the considerations to build an ontology that fulfills the mentioned proposes

    Real-time animation of realistic virtual humans

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    The authors have been working on simulating virtual humans for several years. Until recently, these constructs could not act in real time. Today, however, many applications need to simulate in real time virtual humans that look realistic. They have invested considerable effort in developing and integrating several modules into a system capable of animating humans in real-time situations. This includes interactive modules for building realistic individuals and a texture-fitting method suitable for all parts of the head and body. Animating the body, including the hands and their deformations, is the key aspect of the system; to their knowledge, no competing system integrates all these functions. They also included facial animation, as demonstrated below with virtual tennis players. They have developed a single system containing all the modules needed for simulating real-time virtual humans in distant virtual environments (VEs). The system lets one rapidly clone any individual and animate the clone in various contexts. People cannot mistake virtual humans for real ones, but they think them recognizable and realisti
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