作者:
M. PrestonComputer Graphics Unit
Manchester Computing University of Manchester Institute of Science and Technology Manchester UK
There are two broad categories of research animation system: those designed to support a particular motion synthesis tool, and those whose implementation is intended to foster a particular form of motion generator des...
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There are two broad categories of research animation system: those designed to support a particular motion synthesis tool, and those whose implementation is intended to foster a particular form of motion generator design (such as object orientation). However, neither of these approaches really provides significant assistance to the animation researcher wishing to quickly evaluate arbitrary new motion production algorithms against existing techniques. This paper addresses that need by presenting an animation system specifically designed to provide a helpful framework for a wide variety of motion generators, and discusses how these may be implemented and used.
We introduce a scheme for optical beacon tracking using two CCD-cameras and LED beacons. Due to the sub-pixel accuracy of the beacon detection algorithm a very high precision can be achieved so that the tracking metho...
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We introduce a scheme for optical beacon tracking using two CCD-cameras and LED beacons. Due to the sub-pixel accuracy of the beacon detection algorithm a very high precision can be achieved so that the tracking method is suitable for augmented reality applications. We describe the assembly, of the equipment needed for the whole tracking system, the behavior of LED-beacons, and how three beacons can be combined to form a 6-DOF tracker. A report on our accuracy evaluation and its results ave given. Furthermore we describe two application prototypes in which the tracker was incorporated and tested.
The paper presents a model of nonverbal communication and interpersonal relationship between virtual actors. Nonverbal communication improves their believability. They react not only to the presence of the other actor...
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The paper presents a model of nonverbal communication and interpersonal relationship between virtual actors. Nonverbal communication improves their believability. They react not only to the presence of the other actors but also to their postures. Furthermore, their interpersonal relationships me affected by the issue of social interactions. To avoid homogenous group behaviors, each actor is set with a different character profile. We present an application of this model to create actors involved in social interactions in a virtual public garden. The animation of virtual actors is based on the library AGENTlib which is dedicated to the management of agent entities able to coordinate perception and action.
We present a strategy for rendering in distributed virtual environments. A geometry database is maintained by a server, while users invoke individual clients to interact with the environment. Instead of downloading a ...
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We present a strategy for rendering in distributed virtual environments. A geometry database is maintained by a server, while users invoke individual clients to interact with the environment. Instead of downloading a complete copy of the geometry data, the data is distributed on demand, thus gaining significant savings in network bandwidth. Our strategy combines several techniques, including levels of detail, progressive refinement and graceful degradation to deliver the data ''just in time'' over the network to the rendering process. The method allows operate on a tight resource budget, which important if attempting to use low cost systems for virtual reality applications.
作者:
M.C. BakerM.R. StytzVirtual Environments
3D Medical Imaging and Computer Graphics Laboratory Department of Electrical and Computer Engineering Air Force Institute of Technology OH USA
To create a 3D rendering of an amputee's residual limb for a computer-Aided Socket Design software, the image data must be accurately segmented to extract the significant fit points for the limb. This paper report...
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To create a 3D rendering of an amputee's residual limb for a computer-Aided Socket Design software, the image data must be accurately segmented to extract the significant fit points for the limb. This paper reports on the use of a Bayesian segmentation approach created to be robust enough for speckle-laden or noisy images on relatively noise-free ultrasound images of a residual limb. The authors wanted to see if the algorithm would be able to produce a segmented image with improved detail given that the original image was free of noise. The algorithm provides a multi-resolution segmentation using the maximum a posteriori probability (MAP) densities based on modeling the a priori probability distribution with a Gibbs random field (GRF). The authors summarize the segmentation process which consists mainly of a filter-and-decimate procedure and an adaptive clustering algorithm. Their results on low noise ultrasound data indicate that the Bayesian approach does not improve noticeably better segmentation of detail in the image data.
This paper focuses on a method for generating polyhedra from a set of lattice points, such as three-dimensional (3D) medical computerized tomography images. The method is based on combinatoriM topology [1] and algebra...
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The CAPSE environment for computer Aided Parallel Software Engineering is intended to assist the developer in the crucial task of parallel programming. The methodology of CAPSE is based on direct manipulative graphica...
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The CAPSE environment for computer Aided Parallel Software Engineering is intended to assist the developer in the crucial task of parallel programming. The methodology of CAPSE is based on direct manipulative graphical creation and editing of scalable workload characterizations of MIMD algorithms. This paper presents the basic concepts of this methodology and an example of a parallel Poisson solver. The workload characterization representing the computation and communication behavior of the algorithm is based on directed acyclic task graphs, which achieve scalability by composing the task graph of scalable basic patterns instead of single node and arcs. The composition and the usage of these basic patterns is described in the light of designing the Poisson solver algorithm. The resulting task graph is used to predict the program's performance on a nCUBE 2 distributed memory machine and the PAPS simulator.
We present a formal theory of a behavioral L-system and describe as application a real time structured L-system interpreter. The behavioral L-system is a timed, conditional, stochastic, parametric and environmentally ...
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We present a formal theory of a behavioral L-system and describe as application a real time structured L-system interpreter. The behavioral L-system is a timed, conditional, stochastic, parametric and environmentally sensitive L-system which allows besides the modeling of plant and fractal development the description and animation of autonomous actors completely defined by production rules. A virtual environment including geometric objects, force fields and sounds and the behaviors of actors can be defined using the same formalism of the behavioral L-systems.
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