MATLAB is a numeric computation software for engineering and scientific calculations. MATLAB is being used to teach circuit theory, filter design, random processes, control systems and communication theory. MATLAB mat...
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MATLAB is a numeric computation software for engineering and scientific calculations. MATLAB is being used to teach circuit theory, filter design, random processes, control systems and communication theory. MATLAB matrix functions are shown to be versatile in doing analysis of data obtained from electronics experiments. the graphical features of MATLAB are especially useful for display of frequency response of amplifiers and illustrating the principles and concepts of semiconductor physics. the interactive programming and versatile graphics of MATLAB is especially effective in exploring some of the characteristics of devices and electronic circuits.
A study is presented that withthe use of MATLAB's Handle graphics system and external interfaces, shows how an environment can be built for visualization of abstract subject matter through interactive graphs, ani...
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A study is presented that withthe use of MATLAB's Handle graphics system and external interfaces, shows how an environment can be built for visualization of abstract subject matter through interactive graphs, animation, and real-time/real-signal acquisition, analysis, and graphing. Based on this study, it is suggested that although learning MATLAB GUI's, lower level graphic calls, and external interfaces requires an investment in time, pursuing this endeavor within the easy-to-build environment of MATLAB provides one with an exposure to some rudimentary concepts of C++ programming and programming in Windows.
Emotional color transfer aims to change the evoked emotion of the source image to that of the target image by adjusting color distribution. Most of existing emotional color transfer methods ignore the facial expressio...
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We present TAVE, a framework that allows novice users to add interesting visual effects by mimicking human actions in a given template video, in which pre-defined visual effects have already been associated with speci...
Enabling computer vision applications on low-power embedded systems gives rise to new challenges for embedded SW developers. Such applications implement different functionalities, like image recognition based on deep ...
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ISBN:
(纸本)9781538647561
Enabling computer vision applications on low-power embedded systems gives rise to new challenges for embedded SW developers. Such applications implement different functionalities, like image recognition based on deep learning, simultaneous localization and mapping tasks. they are characterized by stringent performance constraints to guarantee real-time behaviors and, at the same time, energy constraints to save battery on the mobile platform. Even though heterogeneous embedded boards are getting pervasive for their high computational power at low power costs, they need a time consuming customization of the whole application (i.e., mapping of application blocks to CPU-GPU processing elements and their synchronization) to efficiently exploit their potentiality. Different languages and environments have been proposed for such an embedded SW customization. Nevertheless, they often find limitations on complex real cases, as their application is mutual exclusive. this paper presents a comprehensive framework that relies on a heterogeneous parallel programming model, which combines OpenMP, Pthreads, OpenVX, OpenCV, and CUDA to best exploit different levels of parallelism while guaranteeing a semi-automatic customization. the paper shows how such languages and API platforms have been interfaced, synchronized, and applied to customize an ORB-SLAM application for an NVIDIA Jetson TX2 board.
An interactive computer-aided design system for kinematic analysis of mechanical linkages in three-dimensional space is described. the design system affords the designer a wide range of capabilities including the conc...
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In this work, a methodology is developed to detect sentient actors in spoken stories. Meta-tags are then saved to XML files associated withthe audio files. A recursive approach is used to find actor candidates and fe...
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ISBN:
(纸本)9781577356059
In this work, a methodology is developed to detect sentient actors in spoken stories. Meta-tags are then saved to XML files associated withthe audio files. A recursive approach is used to find actor candidates and features which are then classified using machine learning approaches. Results of the study indicate that the methodology performed well on a narrative based corpus of children's stories. Using Support Vector Machines for classification, an F-measure accuracy score of 86% was achieved for both named and unnamed entities. Additionally, feature analysis indicated that speech features were very useful when detecting unnamed actors.
Recent work in behavioral animation has taken impressive steps toward autonomous, self-animating characters for use in production animation and interactive games. It remains difficult, however, to direct autonomous ch...
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ISBN:
(纸本)0201485605
Recent work in behavioral animation has taken impressive steps toward autonomous, self-animating characters for use in production animation and interactive games. It remains difficult, however, to direct autonomous characters to perform specific tasks. this paper addresses the challenge by introducing cognitive modeling. Cognitive models go beyond behavioral models in that they govern what a character knows, how that knowledge is acquired, and how it can be used to plan actions. To help build cognitive models, we develop the cognitive modeling language CML. Using CML, we can imbue a character with domain knowledge, elegantly specified in terms of actions, their preconditions and their effects, and then direct the character's behavior in terms of goals. Our approach allows behaviors to be specified more naturally and intuitively, more succinctly and at a much higher level of abstraction than would otherwise be possible. With cognitively empowered characters, the animator need only specify a behavior outline or "sketch plan" and, through reasoning, the character will automatically work out a detailed sequence of actions satisfying the specification. We exploit interval methods to integrate sensing into our underlying theoretical framework, thus enabling our autonomous characters to generate action plans even in highly complex, dynamic virtual worlds. We demonstrate cognitive modeling applications in advanced character animation and automated cinematography.
Texture mapping using trilinearly filtered mip-mapped data is efficient and looks much better than point-sampled or bilinearly filtered data. But trilinear filtering represents the projection of a pixel filter footpri...
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ISBN:
(纸本)0201485605
Texture mapping using trilinearly filtered mip-mapped data is efficient and looks much better than point-sampled or bilinearly filtered data. But trilinear filtering represents the projection of a pixel filter footprint from screen space into texture space as a square, when in reality the footprint may be long and narrow. Consequently, trilinear filtering severely blurs images on surfaces angled obliquely away from the viewer. this paper describes a new texture filtering technique called Feline (for Fast Elliptical Lines). Like other recent hardware anisotropic filtering algorithms, Feline uses an underlying space invariant (isotropic) filter with mip-mapped data, and so can be built on top of an existing trilinear filtering engine. To texture a pixel, it uses this space-invariant filter at several points along a line in texture space, and combines the results. With a modest increase in implementation complexity over earlier techniques, Feline more accurately matches the desired projection of the pixel filter in texture space, resulting in images with fewer aliasing artifacts. Feline's visual quality compares well against Elliptical Weighted Average, the best software anisotropic texture filtering algorithm known to date, but Feline requires much less setup computation and far fewer cycles for texel fetches. Finally, since it uses standard mip-maps, Feline requires minimal extensions to standard 3D interfaces like OpenGL. Copyright ACM 1999.
this paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. this problem can be typically formulated as a spacetime c...
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ISBN:
(纸本)0201485605
this paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. this problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel Bspline representation which also provides a speedup for the interpolation. the performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. this analytical method greatly reduces the burden of a numerical optimization to find the solutions for full degrees of freedom of a human-like articulated figure. We demonstrate that the technique can be used for retargetting a motion to compensate for geometric variations caused by both characters and environments. Furthermore, we can also use this technique for directly manipulating a motion clip through a graphical interface. Copyright ACM 1999.
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