We aim to create a virtual dog head capable of displaying and animating facial expressions. The literature on virtual pets and facial animation in animals shows no work using anatomically based simulation and most exi...
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We aim to create a virtual dog head capable of displaying and animating facial expressions. The literature on virtual pets and facial animation in animals shows no work using anatomically based simulation and most existing systems attempt to give the animals human-like expressions. We will use a layered model for Londra's head and connect it to a virtual dog body to enhance expressions with body posture. We have identified anatomical features that will provide a method of parameterization and we propose an anatomically based coding system to organise these parameters. We have developed an object oriented display program which we will use to visualise the model.
The increasing demands on interactive algorithm visualisations that can be effectively used in learning, teaching and research, as well as the lack of up-to-date visualisation systems calls for a new modern architectu...
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This paper presents a robust visual tracking algorithm by exploiting global and local object's information under a particle filter tracking framework. The proposed algorithm utilize a tow-stage cascade scheme to u...
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Moving object segmentation techniques are fundamental and crucial for video surveillance. In this paper, we abandoned the traditional background differential model approach which ignores the foreground modeling, and a...
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The research area of spatiotemporal visualization has received much attention over the past decade considering that visualization is very much needed for dealing with large and complex spatiotemporal datasets. In this...
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ISBN:
(纸本)9780889867307
The research area of spatiotemporal visualization has received much attention over the past decade considering that visualization is very much needed for dealing with large and complex spatiotemporal datasets. In this paper we present the visualization of spatiotemporal data in the form of terrain surface movements. Many of previous spatiotemporal systems use the traditional method of animation frames to visualize movement data. This paper however took a different approach;by applying a TINbased temporal modeling approach to the surface movement algorithm in a morphing simulation process. An additional temporal dimension t is added to the terrain spatial dimensions of x, y and z thus creating a suitable tool for spatiotemporal movement visualization. Through the use of morphing, the structures of terrain that changes over time can be viewed and navigated in detail. Furthermore, due to the chosen approach of morphing, we have also managed to come up with an enhancement of the Triangulated Irregular Network (TIN) file format, which extends the advantages of our approach. A simple visualization tool was built to demonstrate this idea and we believe that with gradual improvements, it holds a very promising prospect to be commercialized.
Interactivity and immersiveness are important keys on exploration virtual reality game. Numerous researchers concentrate to augment visual acuity in order to get sensible visualization and animation. In addition, acou...
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Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. In a c...
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ISBN:
(纸本)9781595939517
Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. In a constant stimuli experiment with a twoalternative-forced-choice task we have quantified how much humans can unknowingly be redirected on virtual paths which are different from the paths they actually walk. 18 subjects have been tested in four different experiments: (E1a) discrimination between virtual and physical rotation, (E1b) discrimination between two successive rotations, (E2) discrimination between virtual and physical translation, and discrimination of walking direction (E3a) without and (E3b) with start-up. In experiment E1a subjects performed rotations to which different gains have been applied, and then had to choose whether or not the visually perceived rotation was greater than the physical rotation. In experiment E1b subjects discriminated between two successive rotations where different gains have been applied to the physical rotation. In experiment E2 subjects chose if they thought that the physical walk was longer than the visually perceived scaled travel distance. In experiment E3a subjects walked a straight path in the IVE which was physically bent to the left or to the right, and they estimate the direction of the curvature. In experiment E3a the gain was applied immediately, whereas the gain was applied after a start-up of two meters in experiment E3b. Our results show that users can be turned physically about 68% more or 10% less than the perceived virtual rotation, distances can be up-or down-scaled by 22%, and users can be redirected on an circular arc with a radius greater than 24 meters while they believe they are walking straight. Copyright 2008 ACM.
We present evaluation results with focus on combined image and efficiency performance of the Gradient Network Method to segment color images, especially images showing outdoor scenes. A brief review of the techniques,...
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We present evaluation results with focus on combined image and efficiency performance of the Gradient Network Method to segment color images, especially images showing outdoor scenes. A brief review of the techniques, Gradient Network Method and Color Structure Code, is also presented. Different region-growing segmentation results are compared against ground truth images using segmentation evaluation indices Rand and Bipartite Graph Matching. These results are also confronted with other well established segmentation methods (EDISON and JSEG). Our preliminary results show reasonable performance in comparison to several state-of-art segmentation techniques, while also showing very promising results comparatively in the terms of efficiency, indicating the applicability of our solution to real time problems.
On account of having real-time behavior and being easy to implement, spring meshes have been used for modeling deformable objects. Determining spring stiffness parameters for simulation of soft objects with high accur...
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