Until recently work in the area of User Interface development has been almost entirely ad hoc. Implementors have had to rely on their own judgement not only in the area of the interface appearance and dynamics, butals...
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Until recently work in the area of User Interface development has been almost entirely ad hoc. Implementors have had to rely on their own judgement not only in the area of the interface appearance and dynamics, butalso in the internal structure of interaction management. Considerable confusion exists in defining what constitutes a goodUser Interface, and in the management processes required to construct them. Insufficient software foundations and a lack offormalisms, tools and methodologies are contributing factors. To some extent these problems have been addressed by the UserInterface Management System (UIMS) community, primarily for those working on large systems. This paper describes a methodology,developed as part of the design of a User Interface Manager, aimed at providing implementors with a structure for buildinginterfaces which are separable from their underlying *** July 1988. revised May 1989.
Particle-based flow visualization techniques are used for the investigation of huge, complex data sets from computational fluid dynamics (CFD). Particle tracing requires the interpolation of local velocity inside a di...
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Particle-based flow visualization techniques are used for the investigation of huge, complex data sets from computational fluid dynamics (CFD). Particle tracing requires the interpolation of local velocity inside a discretized data set and the numerical integration, to find succeeding spatial positions of the moving particles. More and more often, CFD-data is computed on unstructured Finite Element grids, which makes interpolation and integration difficult. One strategy is to resample the unstructured volume data to a regular one. In contrast to this, this article describes how particle tracing can be performed directly inside unstructured grids, thereby preserving the quality and size of the original data for visualization: The basic idea is to perform the integration in the computational space of the individual cells of the grid. This leads to a faster computation of the particle's new position and an easier determination of the corresponding new cell into which the particle has moved. The proposed algorithms allow an interactive investigation with real-time computation of particle trajectories of huge data sets that are organized on unstructured grids.
ROSE is an experimental database system for CAD/CAM applications that organizes a database into entries and relationships. The data model of ROSE is an extension of the relational model and the data manipulation langu...
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The emergence of parallel array processing, both in software methodology and hardware technology, opens new avenues for the implementation and optimization of systems for interactivecomputergraphics. The Q -spline i...
The emergence of parallel array processing, both in software methodology and hardware technology, opens new avenues for the implementation and optimization of systems for interactivecomputergraphics. The Q -spline interpolation method is presented, designed for incremental curve definition, local curve modification, “on-the-curve” control points and computational efficiency in array processing environment. The implementation and performance of the algorithms in the environment of a general purpose interactivecomputergraphics system is described.
Five primary approaches to texture synthesis for computergraphics are surveyed: a syntactic approach, a statistical approach, a growth model approach, a computer drafting approach, and a stochastic modeling approach....
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Five primary approaches to texture synthesis for computergraphics are surveyed: a syntactic approach, a statistical approach, a growth model approach, a computer drafting approach, and a stochastic modeling approach. Most of these methods, derived from texture analysis techniques or from mathematical models of texture, have a relatively low-level, cumbersome way to define, manipulate, or input textures. As an alternative, a high-level language approach is proposed. It provides easy-to-use coding mechanisms to define, synthesize, and manipulate textures. The high-level approach is introduced by means of the Texture Synthesis Language (TSL).
Endoscopic Submucosal Dissection (ESD) constitutes a firmly well-established technique within endoscopic resection for the elimination of epithelial lesions. Dissection trajectory prediction in ESD videos has the pote...
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Endoscopic Submucosal Dissection (ESD) constitutes a firmly well-established technique within endoscopic resection for the elimination of epithelial lesions. Dissection trajectory prediction in ESD videos has the potential to strengthen surgical skills training and simplify surgical skills training. However, this approach has been seldom explored in previous research. While imitation learning has proven effective in learning skills from expert demonstrations, it encounters difficulties in predicting uncertain future movements, learning geometric symmetries and generalizing to diverse surgical scenarios. This paper introduces imitation learning for the critical task of predicting dissection trajectories from expert video demonstrations. We propose a novel Implicit Diffusion Policy with Equivariant Representations for Imitation Learning (iDPOE) to address this variability. Our method implicitly models expert behaviors using a joint state–action distribution, capturing the inherent stochasticity of future dissection trajectories and enabling robust visual representation learning across various endoscopic views. By incorporating a diffusion model in policy learning, our approach facilitates efficient training and sampling, resulting in more accurate predictions and improved generalization. Additionally, we integrate equivariance into the learning process to enhance the model's ability to generalize to geometric symmetries in trajectory prediction. To enable conditional sampling from the implicit policy, we develop a forward-process guided action inference strategy to correct state mismatches. We evaluated our method using a collected ESD video dataset comprising nearly 2000 clips. Experimental results demonstrate that our approach outperforms both explicit and implicit state-of-the-art methods in trajectory prediction. As far as we know, this is the first endeavor to utilize imitation learning-based techniques for surgical skill learning in terms of dissection trajector
In summary, the ROSE system has been designed to allow efficiency to be combined with fiexibility for support of interactivecomputergraphics applications. The object paradigm is exploited throughout all aspects of t...
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Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. Thesize of these representations imposes limits on applications for which complex 3D models must be acces...
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Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The
size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for
simplifying and compressing 3D models reduce the transmission time. Multiresolution formats provide quick access to a crude model
and then refine it progressively. Unfortunately, compared to the best nonprogressive compression methods, previously proposed
progressive refinement techniques impose a significant overhead when the full resolution model must be downloaded. The CPM
(Compressed Progressive Meshes) approach proposed here eliminates this overhead. It uses a new technique, which refines the
topology of the mesh in batches, which each increase the number of vertices by up to 50 percent. Less than an amortized total of 4 bits
per triangle encode where and how the topological refinements should be applied. We estimate the position of new vertices from the
positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex
coordinates that are 50 percent more compact than previously reported progressive geometry compression techniques.
Most of existing crowd simulation algorithms focus on the moving trajectories of individual agents, while collective group formations are often roughly learned from video examples or manually specified via various har...
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ISBN:
(纸本)9781450306935
Most of existing crowd simulation algorithms focus on the moving trajectories of individual agents, while collective group formations are often roughly learned from video examples or manually specified via various hard constraints (e.g., pre-defined keyframes of exact agent distributions). In this paper, we present an intuitive yet efficient approach to generate arbitrary and precise group formations by sketching formation boundaries. Our approach can automatically compute the desired position of each agent in the target formation and generate the agent correspondences between keyframes. When high-level group formations need to be formed on-the-fly in a dynamic environment such as "switching to the circle formation at about one hundred meters ahead", our algorithm will coordinate and compute appropriate actions for each agent by seamlessly fusing local formation dynamics and global group locomotion. Through a number of experiments, we demonstrate that our approach is efficient and adaptive to variations of group scales (i.e., number of agents), group positions, and environment obstacles. Copyright held by authors.
Most of current facial animation approaches largely focus on the accuracy or efficiency of their algorithms, or how to optimally utilize pre-collected facial motion data. However, human perception, the ultimate measur...
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