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A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters 面向外观无关 3D 角色的面部运动重定位管道
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1002/cav.70001
ChangAn Zhu, Chris Joslin

3D facial motion retargeting has the advantage of capturing and recreating the nuances of human facial motions and speeding up the time-consuming 3D facial animation process. However, the facial motion retargeting pipeline is limited in reflecting the facial motion's semantic information (i.e., meaning and intensity), especially when applied to nonhuman characters. The retargeting quality heavily relies on the target face rig, which requires time-consuming preparation such as 3D scanning of human faces and modeling of blendshapes. In this paper, we propose a facial motion retargeting pipeline aiming to provide fast and semantically accurate retargeting results for diverse characters. The new framework comprises a target face parameterization module based on face anatomy and a compatible source motion interpretation module. From the quantitative and qualitative evaluations, we found that the proposed retargeting pipeline can naturally recreate the expressions performed by a motion capture subject in equivalent meanings and intensities, such semantic accuracy extends to the faces of nonhuman characters without labor-demanding preparations.

三维面部动作重定位的优势在于捕捉和再现人类面部动作的细微差别,并加快耗时的三维面部动画制作过程。然而,面部动作重定向管道在反映面部动作的语义信息(即含义和强度)方面存在局限性,尤其是在应用于非人类角色时。重定向质量在很大程度上依赖于目标脸部装备,而这需要耗时的准备工作,如人脸三维扫描和混合形状建模。在本文中,我们提出了一种面部运动重定向管道,旨在为不同角色提供快速且语义准确的重定向结果。新框架包括一个基于面部解剖学的目标面部参数化模块和一个兼容的源运动解释模块。通过定量和定性评估,我们发现所提出的重定向管道可以自然地重现动作捕捉对象所表现的表情,其含义和强度相当,这种语义准确性可以扩展到非人类角色的面部,而无需费力的准备工作。
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引用次数: 0
Enhancing Front-End Security: Protecting User Data and Privacy in Web Applications 加强前端安全:在网络应用程序中保护用户数据和隐私
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-13 DOI: 10.1002/cav.70003
Oleksandr Tkachenko, Vadim Goncharov, Przemysław Jatkiewicz

Conducting research on this subject remains relevant in light of the rapid development of technology and the emergence of new threats in cybersecurity, requiring constant updating of knowledge and protection methods. The purpose of the study is to identify effective front-end security methods and technologies that help ensure the protection of user data and their privacy when using web applications or sites. A methodology that defines the steps and processes for effective front-end security and user data protection is developed. The research identifies the primary security threats, including cross-site scripting (XSS), cross-site request forgery (CSRF), and SQL injections, and evaluates existing front-end security methods such as Content Security Policy (CSP), HTTPS, authentication, and authorization mechanisms. The findings highlight the effectiveness of these measures in mitigating security risks, providing a clear assessment of their advantages and limitations. Key recommendations for developers include the integration of modern security protocols, regular updates, and comprehensive security training. This study offers practical insights to improve front-end security and enhance user data protection in an evolving digital landscape.

鉴于技术的飞速发展和网络安全领域新威胁的不断出现,需要不断更新知识和保护方法,对这一主题进行研究仍然具有现实意义。本研究的目的是确定有效的前端安全方法和技术,帮助确保在使用网络应用程序或网站时保护用户数据及其隐私。研究制定了一套方法,确定了有效的前端安全和用户数据保护的步骤和流程。研究确定了主要的安全威胁,包括跨站脚本 (XSS)、跨站请求伪造 (CSRF) 和 SQL 注入,并评估了现有的前端安全方法,如内容安全策略 (CSP)、HTTPS、身份验证和授权机制。研究结果强调了这些措施在降低安全风险方面的有效性,并对其优势和局限性进行了清晰的评估。对开发人员的主要建议包括整合现代安全协议、定期更新和全面的安全培训。本研究为在不断发展的数字环境中提高前端安全性和加强用户数据保护提供了实用的见解。
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引用次数: 0
Virtual Roaming of Cultural Heritage Based on Image Processing 基于图像处理的文化遗产虚拟漫游
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-10 DOI: 10.1002/cav.70000
Junzhe Chen, Xing She, Yuanxin Fan, Wenwen Shao

With the digital protection and development of cultural heritage as a focus, an analysis of the trends in cultural heritage digitization reveals the importance of digital technology in this field, as demonstrated by the application of virtual reality (VR) to the protection and development of the Lingjiatan site. The implementation of the Lingjiatan roaming system involves sequential steps, including image acquisition, image splicing, and roaming system production. A user test was conducted to evaluate the usability and user experience of the system. The results show that the system operates normally, with smooth interactive functions that allow users to tour the Lingjiatan site virtually. Users can learn about Lingjiatan's culture from this virtual environment. This study further explores the system's potential for site preservation and development, and its role in the integration of cultural heritage and tourism.

以文化遗产的数字化保护和开发为重点,通过对文化遗产数字化发展趋势的分析,可以发现数字技术在这一领域的重要性,虚拟现实(VR)技术在凌家滩遗址保护和开发中的应用就证明了这一点。凌家滩漫游系统的实施包括图像采集、图像拼接和漫游系统制作等连续步骤。为评估系统的可用性和用户体验,进行了一次用户测试。结果表明,该系统运行正常,交互功能流畅,用户可以虚拟游览凌家滩遗址。用户可以从这个虚拟环境中了解凌家滩的文化。本研究进一步探讨了该系统在遗址保护和开发方面的潜力,以及它在文化遗产与旅游业融合方面的作用。
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引用次数: 0
PainterAR: A Self-Painting AR Interface for Mobile Devices PainterAR:移动设备的自绘 AR 界面
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1002/cav.2296
Yuan Ma, Yinghan Shi, Lizhi Zhao, Xuequan Lu, Been-Lirn Duh, Meili Wang

Painting is a complex and creative process that involves the use of various drawing skills to create artworks. The concept of training artificial intelligence models to imitate this process is referred to as neural painting. To enable ordinary people to engage in the process of painting, we propose PainterAR, a novel interface that renders any paintings stroke-by-stroke in an immersive and realistic augmented reality (AR) environment. PainterAR is composed of two components: the neural painting model and the AR interface. Regarding the neural painting model, unlike previous models, we introduce the Kullback–Leibler divergence to replace the original Wasserstein distance existed in the baseline paint transformer model, which solves an important problem of encountering different scales of strokes (big or small) during painting. We then design an interactive AR interface, which allows users to upload an image and display the creation process of the neural painting model on the virtual drawing board. Experiments demonstrate that the paintings generated by our improved neural painting model are more realistic and vivid than previous neural painting models. The user study demonstrates that users prefer to control the painting process interactively in our AR environment.

绘画是一个复杂而富有创造性的过程,需要运用各种绘画技巧来创作艺术作品。训练人工智能模型来模仿这一过程的概念被称为神经绘画。为了让普通人也能参与绘画过程,我们提出了一个新颖的界面--PainterAR,它能在一个身临其境、逼真的增强现实(AR)环境中逐笔渲染任何绘画作品。PainterAR 由两部分组成:神经绘画模型和 AR 界面。在神经绘画模型方面,与以往模型不同的是,我们引入了库尔贝-莱布勒发散法(Kullback-Leibler divergence),取代了基线绘画转换器模型中原有的瓦瑟斯坦距离(Wasserstein distance),解决了绘画过程中遇到不同尺度(大或小)笔触的重要问题。然后,我们设计了一个交互式 AR 界面,允许用户上传图像,并在虚拟画板上显示神经绘画模型的创作过程。实验证明,与以前的神经绘画模型相比,我们改进的神经绘画模型生成的绘画作品更加逼真生动。用户研究表明,用户更喜欢在我们的 AR 环境中交互式地控制绘画过程。
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引用次数: 0
Decoupled Edge Physics Algorithms for Collaborative XR Simulations 用于 XR 协作模拟的解耦边缘物理算法
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-03 DOI: 10.1002/cav.2294
George Kokiadis, Antonis Protopsaltis, Michalis Morfiadakis, Nick Lydatakis, George Papagiannakis

This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client-server N1$$ N-1 $$ architecture creates a scalable solution, efficiently serving multiple graphics clients on head-mounted displays (HMDs) with a single physics engine on edge-cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single-player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high-quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter-calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance.

这项研究提出了一种新颖的方法来改造任何现代游戏引擎流水线,以便在扩展现实(XR)环境中优化性能和增强用户体验。该方法将物理引擎与游戏引擎流水线解耦,并使用客户端-服务器 N - 1 $$ N-1 $$ 架构创建了一个可扩展的解决方案,通过边缘云基础设施上的单个物理引擎为头戴式显示器(HMD)上的多个图形客户端提供高效服务。这种方法可确保在多人游戏场景中实现更好的同步,而不会在单人游戏体验中引入开销,从而在用户参与发生变化时仍能保持会话的连续性。将物理引擎迁移到边缘或云节点可减少对本地硬件的压力,将更多资源用于高质量渲染,并充分释放非绑定 HMD 的潜力。我们介绍了四种解耦物理引擎的算法,提高了 VR 模拟的帧速率和体验质量(QoE),支持高级交互、大量物理对象和超过 100 个并发用户的多用户会话。几何代数插值器的加入减少了剖分部件之间的相互调用,从而保持了 QoE 并减轻了网络压力。通过对 100 多名并发用户、10,000 个物理对象和软体模拟进行实验验证,证实了所建议架构的技术可行性,展示了在不影响性能的前提下实现更具沉浸感和协作性的 XR 应用的变革能力。
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引用次数: 0
VTSIM: Attention-Based Recurrent Neural Network for Intersection Vehicle Trajectory Simulation VTSIM:用于交叉路口车辆轨迹模拟的基于注意力的递归神经网络
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-03 DOI: 10.1002/cav.2298
Jingyao Liu, Tianlu Mao, Zhaoqi Wang

Simulating vehicle trajectories at intersections is one of the challenging tasks in traffic simulation. Existing methods are often ineffective due to the complexity and diversity of lane topologies at intersections, as well as the numerous interactions affecting vehicle motion. To address this issue, we propose a deep learning based vehicle trajectory simulation method. First, we employ a vectorized representation to uniformly extract features from traffic elements such as pedestrians, vehicles, and lanes. By fusing all factors that influence vehicle motion, this representation makes our method suitable for a variety of intersections. Second, we propose a deep learning model, which has an attention network to dynamically extract features from the surrounding environment of the vehicles. To address the issue of vehicles continuously entering and exiting the simulation scene, we employ an asynchronous recurrent neural network for the extraction of temporal features. Comparative evaluations against existing rule-based and deep learning-based methods demonstrate our model's superior simulation accuracy. Furthermore, experimental validation on public datasets demonstrates that our model can simulate vehicle trajectories among the urban intersections with different topologies including those not present in the training dataset.

模拟交叉路口的车辆轨迹是交通仿真中极具挑战性的任务之一。由于交叉路口车道拓扑结构的复杂性和多样性,以及影响车辆运动的众多相互作用,现有的方法往往效果不佳。为了解决这个问题,我们提出了一种基于深度学习的车辆轨迹模拟方法。首先,我们采用矢量化表示法,从行人、车辆和车道等交通要素中统一提取特征。通过融合所有影响车辆运动的因素,这种表示法使我们的方法适用于各种交叉路口。其次,我们提出了一种深度学习模型,该模型具有一个注意力网络,可动态提取车辆周围环境的特征。为了解决车辆不断进出模拟场景的问题,我们采用了异步递归神经网络来提取时间特征。通过与现有的基于规则和深度学习的方法进行比较评估,证明了我们的模型具有卓越的模拟准确性。此外,在公共数据集上的实验验证表明,我们的模型可以模拟不同拓扑结构(包括训练数据集中不存在的拓扑结构)的城市交叉口之间的车辆轨迹。
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引用次数: 0
Training Climbing Roses by Constrained Graph Search 通过受限图谱搜索训练攀爬玫瑰
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-15 DOI: 10.1002/cav.2297
Wataru Umezawa, Tomohiko Mukai

Cultivated climbing roses are skillfully shaped by arranging their stems manually against support walls to enhance their aesthetic appeal. This study introduces a procedural technique designed to replicate the branching pattern of climbing roses, simulating the manual training process. The central idea of the proposed approach is the conceptualization of tree modeling as a constrained path-finding problem. The primary goal is to optimize the stem structure to achieve the most impressive floral display. The proposed method operates iteratively, generating multiple stems while applying the objective function in each iteration for maximizing coverage on the support wall. Our approach offers a diverse range of tree forms employing only a few parameters, which eliminates the requirement for specialized knowledge in cultivation or plant ecology.

栽培的攀援玫瑰通过人工将茎部排列在支撑墙上,巧妙地塑造出各种形状,以增强其美感。本研究介绍了一种程序技术,旨在复制攀援玫瑰的分枝模式,模拟人工训练过程。所提方法的核心思想是将树建模概念化为一个受限路径寻找问题。主要目标是优化茎干结构,以达到最令人印象深刻的花卉展示效果。所提出的方法采用迭代法,在生成多个茎的同时,在每次迭代中应用目标函数,以最大限度地覆盖支撑墙。我们的方法只需几个参数,就能提供多种树形,因此无需专业的栽培或植物生态学知识。
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引用次数: 0
Acanthus ornament generation using layout subdivisions with parameterized motifs 利用带参数化图案的布局细分生成刺桐装饰物
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-24 DOI: 10.1002/cav.2292
Yuka Komeda, Wataru Umezawa, Tomohiko Mukai

Acanthus ornaments frequently adorn Western architectural designs. The placement of these motifs varies according to the decorative object, with some having motifs arranged in a grid pattern. In this study, we propose a procedural modeling system aimed at generating acanthus ornaments on a planar surface. The proposed approach initially establishes the layout of boundary grids for acanthus motifs by subdividing the target surface into nonuniform grids. Subsequently, the medial axis line of the acanthus motif is generated to optimally conform to each boundary grid, employing a parameterized representation of deformable motifs. The three-dimensional motif shapes are ultimately constructed from the medial axis, with the shape parameters adjusted to improve aesthetic appeal. The proposed system generates various acanthus ornaments through rule-based layout subdivisions, offering users the option to select their preferred design while adjusting the motif shapes with a few manual parameters.

刺桐花装饰经常用于装饰西方建筑设计。这些装饰图案的位置因装饰对象的不同而各异,有些装饰图案呈网格状排列。在这项研究中,我们提出了一种程序建模系统,旨在生成平面上的刺桐装饰。建议的方法首先通过将目标表面细分为非均匀网格来建立刺桐图案的边界网格布局。随后,利用可变形图案的参数化表示,生成刺桐图案的中轴线,使其与每个边界网格达到最佳吻合。最终根据中轴线构建出三维图案形状,并调整形状参数以提高美感。所提议的系统通过基于规则的布局细分生成各种刺桐装饰,用户可以选择自己喜欢的设计,同时通过少量手动参数调整图案形状。
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引用次数: 0
Human action recognition in immersive virtual reality based on multi-scale spatio-temporal attention network 基于多尺度时空注意力网络的沉浸式虚拟现实中的人类动作识别
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-23 DOI: 10.1002/cav.2293
Zhiyong Xiao, Yukun Chen, Xinlei Zhou, Mingwei He, Li Liu, Feng Yu, Minghua Jiang

Wearable human action recognition (HAR) has practical applications in daily life. However, traditional HAR methods solely focus on identifying user movements, lacking interactivity and user engagement. This paper proposes a novel immersive HAR method called MovPosVR. Virtual reality (VR) technology is employed to create realistic scenes and enhance the user experience. To improve the accuracy of user action recognition in immersive HAR, a multi-scale spatio-temporal attention network (MSSTANet) is proposed. The network combines the convolutional residual squeeze and excitation (CRSE) module with the multi-branch convolution and long short-term memory (MCLSTM) module to extract spatio-temporal features and automatically select relevant features from action signals. Additionally, a multi-head attention with shared linear mechanism (MHASLM) module is designed to facilitate information interaction, further enhancing feature extraction and improving accuracy. The MSSTANet network achieves superior performance, with accuracy rates of 99.33% and 98.83% on the publicly available WISDM and PAMPA2 datasets, respectively, surpassing state-of-the-art networks. Our method showcases the potential to display user actions and position information in a virtual world, enriching user experiences and interactions across diverse application scenarios.

可穿戴人体动作识别(HAR)在日常生活中有着实际应用。然而,传统的 HAR 方法只关注识别用户动作,缺乏互动性和用户参与性。本文提出了一种名为 MovPosVR 的新型沉浸式 HAR 方法。采用虚拟现实(VR)技术创建逼真的场景,增强用户体验。为了提高沉浸式 HAR 中用户动作识别的准确性,本文提出了一种多尺度时空注意力网络(MSSTANet)。该网络将卷积残差挤压和激励(CRSE)模块与多分支卷积和长短期记忆(MCLSTM)模块相结合,以提取时空特征,并从动作信号中自动选择相关特征。此外,还设计了具有共享线性机制的多头注意力(MHASLM)模块,以促进信息交互,进一步加强特征提取并提高准确性。MSSTANet 网络性能卓越,在公开的 WISDM 和 PAMPA2 数据集上的准确率分别达到 99.33% 和 98.83%,超过了最先进的网络。我们的方法展示了在虚拟世界中显示用户操作和位置信息的潜力,丰富了用户在各种应用场景中的体验和互动。
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引用次数: 0
Knitted fabric simulation: A survey 针织物模拟:一项调查
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-20 DOI: 10.1002/cav.2262
Xinrong Hu, Meng Wang, Junping Liu, Jinxing Liang, Kai Yang, Ruiqi Luo, Fei Fang, Tao Peng

Knitted fabric simulation seeks to create lifelike virtual representations of various knitted items like sweaters and socks using mathematical models and advanced simulation techniques. Significant advancements have been achieved in this area. Visual simulations of these fabrics now boast enhanced details, textures, and colors, closely resembling real-world counterparts. Additionally, physical simulations have improved the movement and deformation aspects of virtual knitted fabrics, enhancing their realism. However, challenges remain. One major concern is the computational demands of these simulations, which can hinder real-time interactions. Another issue is refining the accuracy of material models, especially when simulating diverse fibers and textures. This paper aims to review the current state of knitted fabric simulation and speculate on its future directions.

针织物仿真旨在利用数学模型和先进的仿真技术,创建栩栩如生的毛衣和袜子等各种针织物的虚拟模型。这一领域已经取得了重大进展。现在,这些织物的视觉模拟在细节、纹理和色彩方面都得到了增强,与现实世界中的织物十分相似。此外,物理模拟还改进了虚拟针织物的运动和变形方面,提高了其逼真度。然而,挑战依然存在。其中一个主要问题是这些模拟的计算需求,这会妨碍实时互动。另一个问题是提高材料模型的准确性,尤其是在模拟各种纤维和纹理时。本文旨在回顾针织物仿真的现状,并预测其未来发展方向。
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引用次数: 0
期刊
Computer Animation and Virtual Worlds
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