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Proceedings of the 29th International Conference on Computer Animation and Social Agents最新文献

英文 中文
ACUMEN 智慧
A. Krontiris, Kostas E. Bekris, Mubbasir Kapadia
Heterogeneity in virtual crowds is crucial for many applications, including visual effects, games, and security simulations. Nevertheless, tweaking the behavior parameters of a character to achieve crowd heterogeneity is frequently hard. In particular, it is typically unclear how tuning some non-intuitive parameters at the agent level will eventually affect both the microscopic or macroscopic scale of the crowd. This paper proposes an activity-centric framework for authoring functional, heterogeneous virtual crowds in semantically meaningful environments. The specification of locations as environmental attractors and agent desires are used to compute "influence maps", which allow the emergence of heterogeneous behaviors in a large virtual crowd in a complex scene. The same framework can also facilitate the authoring of complex group behaviors, such as following behaviors or families, by treating moving agents as attractors. Accompanying results demonstrate the framework's potential by authoring crowds in different environments. The experiments highlight the ability to easily orchestrate purposeful, heterogeneous crowd activities both at a macroscopic and microscopic level with minimal parameter tuning.
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引用次数: 19
Joint-Triplet Motion Image and Local Binary Pattern for 3D Action Recognition Using Kinect 基于Kinect的三维动作识别的关节-三重运动图像和局部二值模式
Faisal Ahmed, Padma Polash Paul, M. Gavrilova
This paper presents a new action recognition method that utilizes the 3D skeletal motion data captured using the Kinect depth sensor. We propose a robust view-invariant joint motion representation based on the spatio-temporal changes in relative angles among the different skeletal joint-triplets, namely the joint relative angle (JRA). A sequence of JRAs obtained for a particular joint-triplet intuitively represents the level of involvement of those joints in performing a specific action. Collection of all joint-triplet JRA sequences is then utilized to construct a spatial holistic description of action-specific motion patterns, namely the 2D joint-triplet motion image. The proposed method exploits a local texture analysis method, the local binary pattern (LBP), to highlight micro-level texture details in the motion images. This process isolates prototypical features for different actions. LBP histogram features are then projected into a discriminant Fisher-space, resulting in more compact and disjoint feature clusters representing individual actions. The performance of the proposed method is evaluated using two publicly available Kinect action databases. Extensive experiments show advantage of the proposed joint-triplet motion image and LBP-based action recognition approach over existing methods.
本文提出了一种利用Kinect深度传感器捕获的三维骨骼运动数据进行动作识别的新方法。提出了一种基于不同骨骼关节三联体相对角度时空变化的鲁棒关节运动不变性表征方法,即关节相对角度(JRA)。获得的特定关节三联体的JRAs序列直观地表示了这些关节在执行特定动作时的参与程度。然后利用所有关节-三联体JRA序列的集合来构建特定动作模式的空间整体描述,即二维关节-三联体运动图像。该方法利用局部纹理分析方法——局部二值模式(LBP)来突出运动图像中的微观纹理细节。这个过程隔离了不同动作的原型特征。然后将LBP直方图特征投影到判别fisher空间中,从而产生更紧凑和不相交的特征簇,代表单个动作。使用两个公开的Kinect动作数据库对所提出方法的性能进行了评估。大量的实验表明,所提出的联合三联体运动图像和基于lbp的动作识别方法优于现有方法。
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引用次数: 13
Understanding People's Mental Models of Mid-Air Interaction for Virtual Assembly and Shape Modeling 虚拟装配与造型建模中人的空中交互心理模型研究
Jian Cui, Arjan Kuijper, D. Fellner, A. Sourin
Naturalness of the mid-air interaction interface for virtual assembly and shape modeling is important. In order to design an interface perceived as "natural" by most people, common behaviors and mental patterns for mid-air interaction of people have to be recognized, which is an area merely explored yet. This paper serves this purpose of understanding the users' mental interaction models, in order to provide standards and recommendation for devising a natural virtual interaction interface. We tested three kinds of tasks --- manipulating tasks, deforming tasks and tool-based operating tasks on 16 participants. We have found that: 1) different features of mental models were observed for different types of tasks. Interaction techniques should be designed to match these features; 2) virtual hand self-avatar helps estimate size of virtual objects, as well as helps plan and visualize the complex process and procedures of a task, which is especially helpful for tool-based tasks; 3) bimanual interaction is witnessed as a dominant interaction mode preferred by the majority; 4) natural gestures for deforming tasks always reflect forces exerted. These suggestions are useful for designing a midair interaction interface matching users' mental models.
对于虚拟装配和形状建模来说,空中交互界面的自然性是非常重要的。为了设计一个大多数人都觉得“自然”的界面,我们必须认识到人们在空中互动的共同行为和心理模式,这是一个有待探索的领域。本文旨在了解用户的心理交互模型,为设计自然的虚拟交互界面提供标准和建议。我们在16名参与者身上测试了三种任务——操纵任务、变形任务和基于工具的操作任务。我们发现:1)对于不同类型的任务,观察到不同的心理模型特征。交互技术的设计应该与这些特性相匹配;2)虚拟手的自我化身有助于估计虚拟物体的大小,并有助于规划和可视化任务的复杂过程和步骤,特别有助于基于工具的任务;3)手工交互是大多数人首选的主导交互方式;4)变形任务的自然手势总是反映施加的力。这些建议对于设计符合用户心理模型的空中交互界面非常有用。
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引用次数: 16
Real-Time Cloud Simulation Using Lennard-Jones Approximation 使用Lennard-Jones近似的实时云模拟
Akila Elhaddad, Feriel Elhaddad, Bin Sheng, Shuai Zhang, Hanqiu Sun, E. Wu
Cloud simulation is important for creating images of outdoor scenes. However, the complexity of this natural phenomenon makes the simulation of large-scale clouds difficult in real time. In this paper, we present a new method for 3D cloud simulation in which cloud animation is simplified and simulated by approximating Lennard-Jones Potential. To solve the N-body problem in Lennard-Jones Potential, we minimized the interaction between particles by dividing the simulation space into many cells and we defined a cutoff distance to perform calculation between neighboring particles. Additionally, a separate distance is introduced between particles to maintain the stability in the Lennard-Jones system. Our experimental results demonstrate that our method is computationally inexpensive and suitable for real time applications where large-scale simulation of clouds is required.
云模拟对于创建室外场景的图像非常重要。然而,这种自然现象的复杂性使得大规模云的实时模拟变得困难。在本文中,我们提出了一种新的三维云模拟方法,该方法通过近似Lennard-Jones势来简化和模拟云动画。为了解决Lennard-Jones势中的n体问题,我们通过将模拟空间划分为多个单元来最小化粒子之间的相互作用,并定义一个截止距离来进行相邻粒子之间的计算。此外,在粒子之间引入单独的距离以保持Lennard-Jones体系的稳定性。我们的实验结果表明,我们的方法计算成本低,适合于需要大规模云模拟的实时应用。
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引用次数: 8
An Immersive Bidirectional System for Life-size 3D Communication 一个身临其境的双向系统,用于真人大小的3D通信
Claudia Plüss, N. Ranieri, J. Bazin, Tobias Martin, Pierre-Yves Laffont, T. Popa, M. Gross
Telecommunication and video conferencing are an integral part of modern society with implications in many aspects of everyday life. However, compared to a meeting in person, the sense of presence is still limited in electronic communication. In this paper, we present a novel system for life-size 3D telecommunication. It is designed to create an immersive user experience by seamlessly embedding a remote conversation partner into the local environment. To achieve this, users are captured in 3D by hybrid (color+depth) sensors and displayed on a life-size transparent 3D display. We have built two instances of this system in Zurich and Singapore. They form a complete and fully functional prototype enabling bidirectional communication in real-time over a long distance. We further demonstrate alternative hardware setups, which make our system flexible and adaptable to different usage scenarios.
电信和视频会议是现代社会不可分割的一部分,影响着日常生活的许多方面。然而,与面对面的会议相比,电子通信的存在感仍然有限。在本文中,我们提出了一种新的真人大小的三维通信系统。它旨在通过无缝地将远程对话伙伴嵌入到本地环境中来创建身临其境的用户体验。为了实现这一目标,用户被混合(颜色+深度)传感器以3D形式捕获,并显示在真人大小的透明3D显示器上。我们已经在苏黎世和新加坡建立了这个系统的两个实例。它们构成了一个完整的、功能齐全的原型,可以实现远距离的实时双向通信。我们进一步演示了可选的硬件设置,这使我们的系统更加灵活,能够适应不同的使用场景。
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引用次数: 12
Physical Modeling of Vascular Tissues and Stress Analysis Optimization Based on Real Soft Tissue Characteristics 基于真实软组织特性的维管组织物理建模及应力分析优化
Guanglei Wang, Bin Wang, Qinguo Gang, Suiping Zhou, Xiu-Ling Liu
We investigate a vascular deformation modeling method that can be used for percutaneous vascular interventional virtual surgery simulation. Triangle meshes are used to construct the virtual vascular tissues. The physical parameters of the meshes are obtained through biomechanics experiments with real porcine vascular under the small deformation. A new method is then proposed to establish the relation between the vascular elasticity modulus E and spring coefficient k for improving modeling accuracy. In addition, the influence scope analysis method for mass particle force optimization is used to improve simulation speed of tissue deformation. The propose method is compared with the finite element simulation, which shows that the proposed method is able to achieve the real time simulation for the virtual operations with a higher simulation accuracy.
我们研究了一种可用于经皮血管介入虚拟手术模拟的血管变形建模方法。采用三角形网格构建虚拟维管组织。通过猪血管在小变形条件下的生物力学实验,得到了网格的物理参数。为了提高建模精度,提出了一种建立血管弹性模量E与弹簧系数k之间关系的新方法。此外,采用质量粒子力优化的影响范围分析方法,提高了组织变形的模拟速度。将所提方法与有限元仿真进行了比较,结果表明所提方法能够实现对虚拟操作的实时仿真,仿真精度较高。
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引用次数: 1
Hand Contact between Remote Users through Virtual Avatars 远程用户通过虚拟化身进行手部接触
Jihye Oh, Youjin Lee, Yeonjoon Kim, Taeil Jin, Sukwon Lee, Sung-Hee Lee
We present an avatar animation technique for a telepresence system that allows for the hand contact, especially handshaking, between remote users. The key idea is that, while the avatar follows the remote user's motion normally, it modifies the motion to create and maintain hand contact with the local user when the two users try to engage hand contact. To this end, we develop the support vector machine (SVM)-based classifiers to recognize the users' intention for contact interaction, and online motion generation method to create realistic image sequence of an avatar to realize the continuous contact with the user. A user study has been conducted to verify the effect of our method on the social telepresence.
我们提出了一种用于远程呈现系统的化身动画技术,该技术允许远程用户之间的手部接触,特别是握手。关键的想法是,当虚拟角色通常跟随远程用户的动作时,当两个用户尝试进行手接触时,它会修改动作以创建并保持与本地用户的手接触。为此,我们开发了基于支持向量机(SVM)的分类器来识别用户的接触交互意图,以及在线运动生成方法来创建虚拟化身的逼真图像序列来实现与用户的持续接触。通过一项用户研究来验证我们的方法对社交网真的影响。
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引用次数: 9
Modeling Gap Seeking Behaviors for Agent-based Crowd Simulation 基于智能体的人群仿真Gap寻找行为建模
Linbo Luo, Cheng Chai, Suiping Zhou, Jianfeng Ma
Research on agent-based crowd simulation has gained tremendous momentum in recent years due to the increase of computing power. One key issue in this research area is to develop various behavioral models to capture the microscopic behaviors of individuals (i.e., agents) in a crowd. In this paper, we propose a novel behavior model for modeling the gap seeking behavior which can be frequently observed in real world scenarios where an individual in a crowd proactively seek for gaps in the crowd flow so as to minimize potential collision with other people. We propose a two-level modeling framework and introduce a gap seeking behavior model as a proactive conflict minimization maneuver at global navigation level. The model is integrated with the reactive collision avoidance model at local steering level. We evaluate our model by simulating a real world scenario. The results show that our model can generate more realistic crowd behaviors compared to the classical social-force model in the given scenario.
近年来,由于计算能力的提高,基于智能体的人群仿真研究获得了巨大的发展势头。该研究领域的一个关键问题是开发各种行为模型来捕捉群体中个体(即代理)的微观行为。在本文中,我们提出了一个新的行为模型来模拟在现实世界场景中经常观察到的人群中的个体主动寻找人群流中的空隙以减少与其他人的潜在碰撞的行为。我们提出了一个两级建模框架,并引入了一个缺口寻找行为模型作为全局导航级的主动冲突最小化机动。该模型与局部转向水平的被动避碰模型相结合。我们通过模拟真实世界的场景来评估我们的模型。结果表明,在给定场景下,与经典社会力模型相比,我们的模型可以生成更真实的人群行为。
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引用次数: 5
Compact Modeling and Plausible Deformation of Human Lung Anatomy with Smooth Surfaces 具有光滑表面的人体肺解剖结构的紧凑建模和合理变形
Yunku Kang, Jaesung Park, Jaewook Lee, Minsub Shim, Myung-Soo Kim
We present a compact modeling of human lung anatomy (with lung lobes, bronchial trees, and pulmonary blood vessels), and demonstrate a plausible deformation (with collision detection and avoidance) for the whole anatomical structure. For this purpose, we employ a hybrid hierarchy of various bounding volumes (generated by moving spheres). Separation lists and parallel processing are also used for the acceleration of collision detection and avoidance, all implemented in CPUs only. Experimental results show that our modeling scheme compresses conventional lung models (often commercially available as meshes) by around 70 times lighter, and the resulting human lung deformation supports an interactive-speed performance, with frame rate of 10--20 fps.
我们提出了一个紧凑的人体肺解剖模型(肺叶、支气管树和肺血管),并展示了整个解剖结构的合理变形(具有碰撞检测和避免)。为此,我们采用了各种边界体(由移动球体生成)的混合层次结构。分离列表和并行处理也用于加速碰撞检测和避免,所有这些都只在cpu中实现。实验结果表明,我们的建模方案将传统的肺模型(通常以网格形式出售)压缩了约70倍,并且由此产生的人体肺变形支持交互速度性能,帧速率为10- 20 fps。
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引用次数: 2
A 3D human motion refinement method based on sparse motion bases selection 一种基于稀疏运动基选择的三维人体运动精细方法
Zhao Wang, Yinfu Feng, Shuang Liu, Jun Xiao, Xiaosong Yang, J. Zhang
Motion capture (MOCAP) is an important technique that is widely used in many areas such as computer animation, film industry, physical training and so on. Even with professional MOCAP system, the missing marker problems always occur. Motion refinement is an essential preprocessing step for MOCAP data based applications. Although many existing approaches for motion refinement have been developed, it is still a challenging task due to the complexity and diversity of human motion. A data driven based motion refinement method is proposed in this paper, which modifies the traditional sparse coding process for special task of motion recovery from missing parts. Meanwhile, the objective function is derived by taking both statistical and kinematical property of motion data into account. Poselet model and moving window grouping are applied in the proposed method to achieve a fine-grained feature representation, which preserves the embedded spatial-temporal kinematic information. 5 motion dictionaries are learnt for each kind of poselet from training data in parallel. The motion refine problem is finally solved as an ℓ1-minimization problem. Compared with several state-of-art motion refine methods, the experimental result shows that our approach outperforms the competitors.
动作捕捉(MOCAP)是一项重要的技术,广泛应用于计算机动画、电影工业、体育训练等诸多领域。即使使用专业的MOCAP系统,也会出现缺失标记的问题。运动细化是基于MOCAP数据的应用程序必不可少的预处理步骤。尽管已有许多运动细化的方法被开发出来,但由于人体运动的复杂性和多样性,它仍然是一项具有挑战性的任务。本文提出了一种基于数据驱动的运动细化方法,对传统的稀疏编码方法进行了改进,以适应缺失部件运动恢复的特殊任务。同时,结合运动数据的统计性质和运动学性质,推导了目标函数。该方法采用Poselet模型和移动窗口分组,实现了细粒度的特征表示,同时保留了嵌入的时空运动信息。从训练数据中对每一种动作集并行学习5个动作字典。最后将运动细化问题求解为最小化问题。实验结果表明,该方法与现有的几种运动细化方法进行了比较。
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引用次数: 12
期刊
Proceedings of the 29th International Conference on Computer Animation and Social Agents
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