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Nonlinear cloth simulation with isogeometric analysis 具有等几何分析的非线性布料仿真
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-23 DOI: 10.1002/cav.2204
Jingwen Ren, Hongwei Lin

Physically based cloth simulation with nonlinear behaviors is studied in this article by employing isogeometric analysis (IGA) for the surface deformation in 3D space. State-of-the-art simulation techniques, which primarily rely on the triangular mesh to calculate physical points on the cloth directly, require a large number of degrees of freedom. An effective method for the cloth deformation that employs high-order continuous B-spline surfaces dependent on control points is proposed. This method leads to the merit of fewer degrees of freedom and superior smoothness. The deformation gradient on the high-order IGA element is then represented by the gradient of the B-spline function. An iterative method for solving the nonlinear optimization transferred from the implicit integration and a direct implicit–explicit method are derived on the basis of elastic force calculation to improve efficiency. The knots of the representation are effectively utilized in collision detection and response to reduce the computational burden. Experiments of nonlinear cloth simulation demonstrate the superiority of the proposed method considering performance and efficiency, achieving accurate, efficient, and stable deformation.

本文利用等几何分析(IGA)对三维空间中织物的表面变形进行了基于物理的非线性行为布料仿真研究。目前最先进的模拟技术主要依靠三角网格来直接计算布料上的物理点,这需要大量的自由度。提出了一种利用依赖于控制点的高阶连续B样条曲面求解布料变形的有效方法。该方法具有自由度小、平滑性好等优点。然后用B样条函数的梯度表示高阶IGA单元上的变形梯度。为提高求解效率,在弹性力计算的基础上,推导了由隐式积分法转化而来的非线性优化迭代求解方法和直接隐显法。在碰撞检测和响应中有效地利用了表示的结点,减少了计算量。非线性布料仿真实验证明了该方法兼顾性能和效率的优越性,实现了准确、高效、稳定的变形。
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引用次数: 0
Music conditioned 2D hand gesture dance generation with HGS 使用HGS生成音乐调节的2D手势舞蹈
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-23 DOI: 10.1002/cav.2211
Dian Zhou, Shiguang Liu, Qing Xu

In recent years, the short video industry is booming. However, there are still many difficulties in the action generation of virtual characters. We observed that on the short video social platform, “hand gesture dance” is a very popular short video form. However, its development is limited by the professionalism of choreography. In order to solve these problems, we propose an intelligent choreography framework, which can generate new gesture sequences for unseen audio based on pairing data in the database. Our framework adopts multimodal method and obtains excellent results. In additional, we collected and produced the first and largest pair labeled hand gesture dance data set. Various experiments showed that our results not only generate smooth and rich action sequences, but also collect some semantic information contained in the audio.

近年来,短视频行业蓬勃发展。然而,虚拟角色的动作生成仍然存在许多困难。我们观察到,在短视频社交平台上,“手势舞”是一种非常流行的短视频形式。但其发展受到编舞专业性的制约。为了解决这些问题,我们提出了一个智能编排框架,该框架可以根据数据库中的配对数据为未见过的音频生成新的手势序列。我们的框架采用了多模态方法,取得了很好的效果。此外,我们收集并产生了第一个也是最大的对标记手势舞蹈数据集。各种实验表明,我们的结果不仅生成了流畅丰富的动作序列,而且还收集了音频中包含的一些语义信息。
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引用次数: 0
3D facial attractiveness prediction based on deep feature fusion 基于深度特征融合的三维人脸吸引力预测
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-22 DOI: 10.1002/cav.2203
Yu Liu, Enquan Huang, Ziyu Zhou, Kexuan Wang, Shu Liu

Facial attractiveness prediction is an important research topic in the computer vision community. It not only contributes to the development of interdisciplinary research in psychology and sociology, but also provides fundamental technical support for applications like aesthetic medicine and social media. With the advances in 3D data acquisition and feature representation, this paper aims to investigate the facial attractiveness from deep learning and three-dimensional perspectives. The 3D faces are first processed to unwrap the texture images and refine the raw meshes. The feature extraction networks for texture, point cloud, and mesh are then delicately designed, considering the characteristics of different types of data. A more discriminative face representation is derived by feature fusion for the final attractiveness prediction. During network training, the cyclical learning rate with an improved range test is introduced, so as to alleviate the difficulty in hyperparameter setting. Extensive experiments are conducted on a 3D FAP benchmark, where the results demonstrate the significance of deep feature fusion and enhanced learning rate in cooperatively facilitating the performance. Specifically, the fusion of texture image and point cloud achieves the best overall prediction, with PC, MAE, and RMSE of 0.7908, 0.4153, and 0.5231, respectively.

人脸吸引力预测是计算机视觉领域的一个重要研究课题。它不仅有助于心理学和社会学跨学科研究的发展,也为美容医学和社交媒体等应用提供了基础技术支持。随着三维数据采集和特征表示技术的进步,本文旨在从深度学习和三维视角研究面部吸引力。首先对3D面进行处理,以展开纹理图像并细化原始网格。然后根据不同数据类型的特点,对纹理、点云和网格的特征提取网络进行了精细设计。通过特征融合得到更具判别性的人脸表示,用于最终的吸引力预测。在网络训练中,引入了改进幅度测试的周期学习率,减轻了超参数设置的困难。在3D FAP基准上进行了大量的实验,结果表明深度特征融合和提高学习率对协同促进性能的重要性。其中纹理图像与点云融合的整体预测效果最好,PC值为0.7908,MAE值为0.4153,RMSE值为0.5231。
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引用次数: 0
The Impacts of Online Experience on Health and Well-Being: The Overlooked Aesthetic Dimension 在线体验对健康和幸福的影响:被忽视的审美维度
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-22 DOI: 10.3390/virtualworlds2030015
T. Gorichanaz, A. Lavdas, Michael W. Mehaffy, N. Salingaros
It is well-recognized that online experience can carry profound impacts on health and well-being, particularly for young people. Research has already documented influences from cyberbullying, heightened feelings of inadequacy, and the relative decline of face-to-face interactions and active lifestyles. Less attention has been given to the health impacts of aesthetic experiences of online users, particularly gamers and other users of immersive virtual reality (VR) technologies. However, a significant body of research has begun to document the surprisingly strong yet previously unrecognized impacts of aesthetic experiences on health and well-being in other arenas of life. Other researchers have used both fixed laboratory and wearable sensors and, to a lesser extent, user surveys to measure indicators of activation level, mood, and stress level, which detect physiological markers for health. In this study, we assessed the evidence that online sensorial experience is no less important than in the physical world, with the capacity for both harmful effects and salutogenic benefits. We explore the implications for online design and propose an outline for further research.
众所周知,在线体验可以对健康和福祉产生深远影响,特别是对年轻人而言。研究已经记录了网络欺凌的影响,增强的不足感,面对面互动和积极生活方式的相对减少。在线用户,特别是游戏玩家和沉浸式虚拟现实(VR)技术的其他用户的审美体验对健康的影响很少受到关注。然而,一项重要的研究已经开始记录美学体验对生活中其他领域的健康和福祉的惊人的强大影响,而这是以前未被认识到的。其他研究人员使用固定的实验室传感器和可穿戴传感器,并在较小程度上使用用户调查来测量激活水平、情绪和压力水平等指标,这些指标可以检测健康的生理指标。在这项研究中,我们评估了在线感官体验的重要性不亚于现实世界的证据,具有有害影响和有益健康的能力。我们探讨了在线设计的含义,并提出了进一步研究的大纲。
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引用次数: 0
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction 如何在虚拟现实中设置安全边界:一种基于用户运动预测的动态方法
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-22 DOI: 10.1002/cav.2210
Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei

Virtual reality (VR) interaction safety is a prerequisite for all user activities in the virtual environment. While seeking a deep sense of immersion with little concern about surrounding obstacles, users may have limited ability to perceive the real-world space, resulting in possible collisions with real-world objects. Nowadays, recent works and rendering techniques such as the Chaperone can provide safety boundaries to users but confines them in a small static space and lack of immediacy. To solve this problem, we propose a dynamic approach based on user motion prediction named SCARF, which uses Spearman's correlation analysis, rule learning, and few-shot learning to achieve prediction of user movements in specific VR tasks. Specifically, we study the relationship between user characteristics, human motion, and categories of VR tasks and provides an approach that uses biomechanical analysis to define the interaction space in VR dynamically.We report on a user study with 58 volunteers and establish a three dimensional kinematic dataset from a VR game. The experiments validate that our few-shot learning model is effective and can improve the performance of motion prediction. Finally, we implement SCARF in VR environment for dynamic safety boundary adjustment.

虚拟现实(VR)交互安全是虚拟环境中所有用户活动的先决条件。虽然用户在寻求深度沉浸感的同时,几乎不关心周围的障碍物,但他们感知现实世界空间的能力可能有限,从而可能与现实世界物体发生碰撞。如今,最近的作品和渲染技术,如Chaperone,可以为用户提供安全边界,但将他们限制在一个小的静态空间中,缺乏即时性。为了解决这个问题,我们提出了一种基于用户运动预测的动态方法SCARF,该方法使用Spearman的相关性分析、规则学习和少镜头学习来实现对特定VR任务中用户运动的预测。具体而言,我们研究了用户特征、人类运动和VR任务类别之间的关系,并提供了一种使用生物力学分析动态定义VR中交互空间的方法。我们报告了一项针对58名志愿者的用户研究,并从VR游戏中建立了一个三维运动学数据集。实验验证了我们的少镜头学习模型是有效的,可以提高运动预测的性能。最后,我们在虚拟现实环境中实现了SCARF,用于动态安全边界调整。
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引用次数: 0
Efficient and high precision target-driven fluid simulation based on spatial geometry features 基于空间几何特征的高效高精度目标驱动流体模拟
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-22 DOI: 10.1002/cav.2202
Xiangyang Zhou, Sinuo Liu, Haokai Zeng, Xiaokun Wang, Xiaojuan Ban

We proposed a novel target-driven fluid simulation method based on the weighted control model derived from the spatial geometric features of the target shape. First, the spatial geometric characteristics of the target model are taken into account to set the color field weights of control particles. This enabled the full expression of geometric characteristics of the target model, and improve the shape accuracy of controlled fluid. Then, the fluid is controlled to form the target shape under driving constraints, wherein we proposed a new adaptive constraint mechanism that enables efficient target shape generation. Finally, a new density constraint between the control particles and the controlled fluid particles is proposed to ensure the incompressibility of fluid during control. Compared to the state-of-the-art target-driven fluid control methods, our method achieves higher precision fluid control with higher efficiency.

我们提出了一种新的目标驱动流体模拟方法,该方法基于从目标形状的空间几何特征导出的加权控制模型。首先,考虑目标模型的空间几何特征来设置控制粒子的色场权重。这使得目标模型的几何特征得以充分表达,并提高了受控流体的形状精度。然后,在驱动约束下控制流体以形成目标形状,其中我们提出了一种新的自适应约束机制,该机制能够有效地生成目标形状。最后,在控制粒子和受控流体粒子之间提出了一种新的密度约束,以确保流体在控制过程中的不可压缩性。与最先进的目标驱动流体控制方法相比,我们的方法以更高的效率实现了更高精度的流体控制。
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引用次数: 0
Physical based motion reconstruction from videos using musculoskeletal model 基于肌肉骨骼模型的视频物理运动重建
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-22 DOI: 10.1002/cav.2209
Libo Sun, Rui Tian, Wenhu Qin

We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.

我们提出了一种结合人体姿态估计和人物动画物理模拟的新方法。我们的方法允许角色从视频中捕捉的演员技能中学习,随后在物理模拟环境中以高保真度重建动作。首先,基于人体肌肉骨骼系统的特征建模,利用拉格朗日运动方程建立了系统的完整动力学模型。接下来,我们采用姿态估计方法对输入视频进行处理,生成人体参考运动。最后,设计了由轨迹跟踪层和肌肉控制层组成的分层控制框架。轨迹跟踪层的目标是最小化参考运动位姿与实际输出位姿之间的差异,肌肉控制层的目标是最小化目标扭矩与实际输出肌肉力之间的差异。这两层通过比例微分控制器传递参数来相互作用,直到达到期望的学习目标。一系列复杂的实验结果表明,我们提出的方法可以从不同复杂程度的视频中学习产生具有高相似性的高质量运动,并且在存在肌肉挛缩无力扰动的情况下保持稳定。
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引用次数: 0
Angle based hand gesture recognition using graph convolutional network 基于角度的图形卷积网络手势识别
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-18 DOI: 10.1002/cav.2207
Umme Aiman, Tanvir Ahmad

Hand gesture recognition has attracted huge interest in the areas of autonomous driving, human computer systems, gaming and many others. Skeleton based techniques along with graph convolutional networks (GCNs) are being popularly used in this field due to the easy estimation of joint coordinates and better representation capability of graphs. Simple hand skeleton graphs are unable to capture the finer details and complex spatial features of hand gestures. To address these challenges, this work proposes an “angle-based hand gesture graph convolutional network” (AHG-GCN). This model introduces two additional types of novel edges in the graph to connect the wrist with each fingertip and finger's base, explicitly capturing their relationship, which plays an important role in differentiating gestures. Besides, novel features for each skeleton joint are designed using the angles formed with fingertip/finger-base joints and the distance among them to extract semantic correlation and tackle the overfitting problem. Thus, an enhanced set of 25 features for each joint is obtained using these novel techniques. The proposed model achieves 90% and 88% accuracy for 14 and 28 gesture configurations for the DHG 14/28 dataset and, 94.05% and 89.4% accuracy for 14 and 28 gesture configurations for the SHREC 2017 dataset, respectively.

手势识别在自动驾驶、人机系统、游戏等领域引起了极大的兴趣。基于骨架的技术和图卷积网络(GCN)由于易于估计联合坐标和更好的图表示能力而在该领域得到广泛应用。简单的手骨架图无法捕捉手势的精细细节和复杂空间特征。为了应对这些挑战,这项工作提出了一种“基于角度的手势图卷积网络”(AHG-GCN)。该模型在图中引入了两种额外类型的新颖边缘,将手腕与每个指尖和指尖连接起来,明确地捕捉它们的关系,这在区分手势方面起着重要作用。此外,利用指尖/指底关节形成的角度和它们之间的距离,为每个骨骼关节设计了新的特征,以提取语义相关性并解决过拟合问题。因此,使用这些新技术可以获得每个关节的25个特征的增强集。所提出的模型在DHG 14/28数据集的14和28个手势配置中分别实现了90%和88%的准确率,在SHREC 2017数据集的2014和28个姿势配置中分别达到了94.05%和89.4%的准确率。
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引用次数: 0
TMSDNet: Transformer with multi-scale dense network for single and multi-view 3D reconstruction TMSDNet:用于单视图和多视图三维重建的多尺度密集网络变压器
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-03 DOI: 10.1002/cav.2201
Xiaoqiang Zhu, Xinsheng Yao, Junjie Zhang, Mengyao Zhu, Lihua You, Xiaosong Yang, Jianjun Zhang, He Zhao, Dan Zeng

3D reconstruction is a long-standing problem. Recently, a number of studies have emerged that utilize transformers for 3D reconstruction, and these approaches have demonstrated strong performance. However, transformer-based 3D reconstruction methods tend to establish the transformation relationship between the 2D image and the 3D voxel space directly using transformers or rely solely on the powerful feature extraction capabilities of transformers. They ignore the crucial role played by deep multi-scale representation of the object in the voxel feature domain, which can provide extensive global shape and local detail information about the object in a multi-scale manner. In this article, we propose a novel framework TMSDNet (transformer with multi-scale dense network) for single-view and multi-view 3D reconstruction with transformer to solve this problem. Based on our well-designed combined-transformer Block, which is canonical encoder–decoder architecture, voxel features with spatial order can be extracted from the input image, which are used to further extract multi-scale global features in parallel using a multi-scale residual attention module. Furthermore, a residual dense attention block is introduced for deep local features extraction and adaptive fusion. Finally, the reconstructed objects are produced with the voxel reconstruction block. Experiment results on the benchmarks such as ShapeNet and Pix3D datasets demonstrate that TMSDNet outperforms the existing state-of-the-art reconstruction methods substantially.

三维重建是一个长期存在的问题。最近,一些利用变压器进行三维重建的研究已经出现,并且这些方法已经显示出强大的性能。然而,基于变压器的三维重建方法往往是直接利用变压器建立二维图像与三维体素空间之间的转换关系,或者仅仅依靠变压器强大的特征提取能力。它们忽略了物体在体素特征域中的深度多尺度表示所起的关键作用,它可以以多尺度的方式提供物体的广泛的全局形状和局部细节信息。在本文中,我们提出了一种新的框架TMSDNet(变压器与多尺度密集网络),用于变压器的单视图和多视图三维重建。基于我们精心设计的组合式变压器块,它是一种典型的编码器-解码器架构,可以从输入图像中提取具有空间顺序的体素特征,并使用多尺度剩余注意力模块进一步并行提取多尺度全局特征。在此基础上,引入残差密集关注块进行深度局部特征提取和自适应融合。最后,利用体素重构块生成重构对象。在ShapeNet和Pix3D等基准数据集上的实验结果表明,TMSDNet大大优于现有的最先进的重建方法。
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引用次数: 0
Adding a Web-Based Virtual Reality Classroom Experience to a Hybrid, Blended Course Modality 将基于网络的虚拟现实课堂体验添加到混合课程模式中
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-01 DOI: 10.3390/virtualworlds2030014
Laura A. Huisinga
The blended classroom is a unique space for face-to-face (F2F) interaction and online learning. The blended classroom has three distinct interaction types: in-person synchronous, virtual synchronous, and virtual asynchronous; each of these modalities lends itself to different forms of extended reality. This case study looks at using a virtual reality (VR) classroom for an online synchronous weekly meetings for three upper-division or advanced (junior and senior level) higher education design classes at a university. The use of social web VR for a classroom can offer a collaborative, real-time environment that bridges the gap between virtual video conferences and gaming platforms. This paper examines how to use social web VR in a virtual classroom. Mixed methods were used to collect usability data at the end of the semester survey. The system usability scale (SUS) and several qualitative questions gathered student feedback. Overall, the students enjoyed using the VR classroom, but audio issues seemed to be the most significant pain point. While the overall response was positive, this study will address several areas for improvement from both the student and instructor perspectives. Social, web-based VR offers promising potential. Designing a human-centered virtual environment and considering all participants’ total user experience is critical to a successful learning tool.
混合式教室是面对面(F2F)互动和在线学习的独特空间。混合课堂有三种不同的互动类型:面对面同步、虚拟同步和虚拟异步;每一种形式都适用于不同形式的扩展现实。本案例研究着眼于在一所大学的三个高年级或高级(初级和高级)高等教育设计课程中使用虚拟现实(VR)教室进行在线同步每周会议。在课堂上使用社交网络VR可以提供一个协作的、实时的环境,弥合了虚拟视频会议和游戏平台之间的差距。本文探讨了如何在虚拟课堂中使用社交网络VR。在学期调查结束时,使用混合方法收集可用性数据。系统可用性量表(SUS)和几个定性问题收集了学生的反馈。总体而言,学生们喜欢使用VR教室,但音频问题似乎是最重要的痛点。虽然总体反应是积极的,但本研究将从学生和教师的角度解决几个需要改进的领域。社交的、基于网络的VR提供了巨大的潜力。设计一个以人为中心的虚拟环境,并考虑所有参与者的总体用户体验,对于一个成功的学习工具至关重要。
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引用次数: 0
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Computer Animation and Virtual Worlds
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