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2012 International Conference on Virtual Reality and Visualization最新文献

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3D Face Reconstruction Based on Geometric Transformation 基于几何变换的三维人脸重建
Pub Date : 2012-09-14 DOI: 10.1109/ICVRV.2012.10
Jiawei Zhu, Yan Liu, Lanyun Zhang
Most of current 3D face reconstruction methods based on 2D image are complex. In this paper, a novel and efficient method on the basis of geometric transformation is presented. The method is composed of two aspects, pose estimation and 3D model reconstruction. For the first part, an improved Active Shape Model(ASM) algorithm is used to detect the feature points of the face in the image, and the frontal face information is got based on the symmetry of human face. For the second part, first, establish a correspondence between the key facial feature points and the generic model points, then divide the face model into different regions and adjust them separately based on affine transformation. Experimental results show that the proposed algorithm provides satisfactory results.
目前大多数基于二维图像的三维人脸重建方法都比较复杂。本文在几何变换的基础上,提出了一种新颖有效的方法。该方法由姿态估计和三维模型重建两个方面组成。第一部分采用改进的主动形状模型(ASM)算法对图像中人脸的特征点进行检测,并根据人脸的对称性得到人脸正面信息;第二部分,首先建立人脸关键特征点与通用模型点的对应关系,然后根据仿射变换将人脸模型划分为不同的区域,分别进行调整。实验结果表明,该算法具有较好的效果。
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引用次数: 1
Tele-AR System Based on Real-time Camera Tracking 基于实时摄像机跟踪的远程ar系统
Pub Date : 2012-09-14 DOI: 10.1109/ICVRV.2012.13
Yanke Wang, Fan Zhong, C. Li, Hui Xiang, Qunsheng Peng, Xueying Qin
We propose a visual tele-AR system, which is a combination of tele-existence and AR techniques. By wearing a video see-through HMD and moving his head, a user in this system is able to tele-operate a remote pan-tilt platform to observe the remote scene. Unlike traditional tele-existence systems which use mechanical or magnetic sensors for tele-operation, we propose a novel tele-operation method based on real-time tracking of master and slave cameras. The master camera is a component of the video see-through HMD mounted in front of user's eyes, while the slave camera is carried by a remote platform. We estimate use's head motion by tracking the master camera in real time, and translate head motions into motion commands to drive the remote pan-tilt platform. Ideally, motion of the remote platform will be exactly the same as user's head. Unfortunately, motion speed of the slave platform is usually limited by their mechanical capability, which may cause pose inconsistence between master and slave cameras, especially when user's head moves fast. We solve this problem by also tracking slave camera in real time, and warping video images according to difference between master and slave camera pose. Since slave camera is tracked, we can integrate virtual objects into remote scene, giving the user an augmented visual sense. To reduce system delay, our implementation is accelerated GPU parallel computation. Experimental results show the efficiency and robustness of our method.
我们提出了一种视觉远程AR系统,它是远程存在和AR技术的结合。通过佩戴可视的头戴式显示器并移动头部,该系统中的用户可以远程操作一个远程倾斜平台来观察远程场景。与传统远程存在系统使用机械或磁性传感器进行远程操作不同,本文提出了一种基于主从摄像机实时跟踪的远程操作方法。主摄像头是安装在用户眼前的可视头戴式显示器的一个组件,从摄像头由远程平台携带。我们通过实时跟踪主摄像机来估计使用者的头部运动,并将头部运动转化为运动命令来驱动远程平移平台。理想情况下,远程平台的运动将与用户的头部完全相同。不幸的是,从平台的运动速度通常受到其机械能力的限制,这可能导致主相机和从相机之间的姿势不一致,特别是当用户头部快速移动时。我们还通过实时跟踪从摄像机,并根据主摄像机和从摄像机姿态的差异对视频图像进行扭曲来解决这个问题。通过跟踪从摄像机,我们可以将虚拟物体整合到远程场景中,增强用户的视觉感受。为了减少系统延迟,我们的实现是加速GPU并行计算。实验结果表明了该方法的有效性和鲁棒性。
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引用次数: 3
Enhancing Touch Screen Games Through a Cable-driven Force Feedback Device 通过电缆驱动的力反馈装置增强触摸屏游戏
Pub Date : 2012-09-14 DOI: 10.1109/ICVRV.2012.14
Z. Hou, Yuru Zhang, Yi Yang
An increasing number of touch screen interfaces have promoted plenty of applications. A great part of the applications is game. However, the lack of haptic feedback on touch screens also degrades the enjoyment of touch screen games. We present the design of a new cable-driven force feedback touch screen to enhance touch interactions especially in games. The implementation and principle of the force feedback touch screen are presented. We evaluate our design in a Mole Attack game. A lateral force was applied when the user tapped on a mole. The finger acceleration was measured when tapping on the force feedback touch screen as well as stroking on a physical button. The magnitude of the force feedback was adjusted accordingly to simulate the physical interaction. Players reported that the force feedback enhanced tapping was similar to that on a physical button and they preferred the haptic enhanced game which brought them more fun.
越来越多的触摸屏界面促进了大量的应用程序。应用程序的很大一部分是游戏。然而,触摸屏缺乏触觉反馈也降低了触摸屏游戏的乐趣。我们提出了一种新的电缆驱动的力反馈触摸屏的设计,以增强触摸交互,特别是在游戏中。介绍了力反馈触摸屏的实现和原理。我们在《鼹鼠攻击》游戏中评估我们的设计。当使用者轻拍鼹鼠时,就会施加侧向力。手指的加速度是在点击力反馈触摸屏和触摸物理按钮时测量的。相应地调整力反馈的大小以模拟物理相互作用。玩家报告说,力反馈增强的点击与物理按钮类似,他们更喜欢触觉增强的游戏,因为这能给他们带来更多乐趣。
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引用次数: 4
An Automatic Rendering Method of Line Strokes for Chinese Landscape Painting 中国山水画线条笔触的自动绘制方法
Pub Date : 2012-09-14 DOI: 10.1109/ICVRV.2012.12
Dajin Li
Chinese painting is very abstract and emotional, and drawing techniques are flexible and full of changes. Painting with line strokes is one of the most important drawing techniques for Chinese paintings. A method to automatically render line brush strokes for Chinese landscape paintings is proposed in this paper. Analyzed the common techniques of drawing lines used by artists, we developed a new type of view-dependent feature line: Side Lines. In Chinese landscape painting, side lines are generally used to portray rock folds. For polygonal mesh models, we define side lines as the lines that are located in the model of concave area, and their adjacent polygons are nearly parallel to the view direction. We use silhouettes and side lines to convey mountain shape, and give a detailed line strokes rendering algorithm. The results of rendering show that our method can simulate well the drawing technique of "GOU" in Chinese landscape paintings.
中国画非常抽象和感性,绘画手法灵活多变。笔画是中国画最重要的绘画技巧之一。提出了一种自动绘制中国山水画线条笔触的方法。分析了艺术家常用的线条绘制技术,我们开发了一种新的依赖于视图的特征线:侧线。在中国山水画中,通常用边线来描绘岩石褶皱。对于多边形网格模型,我们将侧线定义为位于凹区域模型中的线,并且它们的相邻多边形几乎平行于视图方向。我们用轮廓线和边线来表达山的形状,并给出了详细的笔画绘制算法。渲染结果表明,我们的方法可以很好地模拟中国山水画中“勾践”的绘画手法。
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引用次数: 3
期刊
2012 International Conference on Virtual Reality and Visualization
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