The material point method (MPM) has attracted more and more attention in computer graphics. It is very successful in simulating both fluid flow and solid deformation, but may fail in simulating multiple fluids and solids coupling. We propose a unified MPM solver for multi-species simulations. Compared to traditional MPM, we extend the degree of freedom on background grid to store information of multiple materials, so that our framework is able to deal with multiple materials well. The proposed method leverages the advantages of MPM as a hybrid method. We introduce the mixture model into the framework, which was the most widely used for grid-based multi-fluid flows. This enables MPM to capture the interaction and relative motion, and animates complex and coupled fluids and solids in a unified manner. A series of experiments are presented to demonstrate effectiveness of our method.
{"title":"A multi-species material point method with a mixture model","authors":"Bo Li, Shiguang Liu","doi":"10.1002/cav.2239","DOIUrl":"https://doi.org/10.1002/cav.2239","url":null,"abstract":"<p>The material point method (MPM) has attracted more and more attention in computer graphics. It is very successful in simulating both fluid flow and solid deformation, but may fail in simulating multiple fluids and solids coupling. We propose a unified MPM solver for multi-species simulations. Compared to traditional MPM, we extend the degree of freedom on background grid to store information of multiple materials, so that our framework is able to deal with multiple materials well. The proposed method leverages the advantages of MPM as a hybrid method. We introduce the mixture model into the framework, which was the most widely used for grid-based multi-fluid flows. This enables MPM to capture the interaction and relative motion, and animates complex and coupled fluids and solids in a unified manner. A series of experiments are presented to demonstrate effectiveness of our method.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140953056","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Face image generation plays an important role in generating innovative and unique multimedia content using the GAN model. With these qualities of the GAN model, they have numerous challenges in the human face image generation. The problems encountered in the generation of facial images are like blurriness in images, incomplete details in the generated facial images, high computational power requirements, and so forth. In this manuscript, we proposed a GAN model that utilizes the composite strength of VGG-16 and ResNet-50's models to overcome those difficulties. It uses VGG-16 to build a discriminator model to discriminate between real and fake images. The generator model utilizes a combination of components from the ResNet-50 and VGG-16 models to enhance the image generation process at each iteration, resulting in the creation of realistic face images. The proposed DRFI GAN (Diversified and Realistic Face Image Generation GAN) model's generator achieves an impressive low FID score of 20.50, which is less than existing state-of-the-art approaches. Furthermore, our findings indicate that the images generated by the DRFI GAN model exhibit 10%–15% greater efficiency and realism with reduced training time compared to existing state-of-the-art methods with lower FID scores.
人脸图像生成在利用 GAN 模型生成新颖独特的多媒体内容方面发挥着重要作用。由于 GAN 模型的这些特性,它们在人脸图像生成方面面临着许多挑战。人脸图像生成过程中遇到的问题包括图像模糊、生成的人脸图像细节不完整、计算能力要求高等。在本手稿中,我们提出了一种 GAN 模型,利用 VGG-16 和 ResNet-50 模型的复合优势来克服这些困难。它利用 VGG-16 建立一个鉴别器模型来区分真假图像。生成器模型利用 ResNet-50 模型和 VGG-16 模型的组件组合来增强每次迭代的图像生成过程,从而生成逼真的人脸图像。所提出的 DRFI GAN(多元化真实人脸图像生成 GAN)模型的生成器实现了令人印象深刻的 20.50 分的低 FID 分数,低于现有的最先进方法。此外,我们的研究结果表明,与 FID 分数较低的现有先进方法相比,DRFI GAN 模型生成图像的效率和逼真度提高了 10%-15%,训练时间也缩短了。
{"title":"Diversified realistic face image generation GAN for human subjects in multimedia content creation","authors":"Lalit Kumar, Dushyant Kumar Singh","doi":"10.1002/cav.2232","DOIUrl":"https://doi.org/10.1002/cav.2232","url":null,"abstract":"<p>Face image generation plays an important role in generating innovative and unique multimedia content using the GAN model. With these qualities of the GAN model, they have numerous challenges in the human face image generation. The problems encountered in the generation of facial images are like blurriness in images, incomplete details in the generated facial images, high computational power requirements, and so forth. In this manuscript, we proposed a GAN model that utilizes the composite strength of VGG-16 and ResNet-50's models to overcome those difficulties. It uses VGG-16 to build a discriminator model to discriminate between real and fake images. The generator model utilizes a combination of components from the ResNet-50 and VGG-16 models to enhance the image generation process at each iteration, resulting in the creation of realistic face images. The proposed DRFI GAN (Diversified and Realistic Face Image Generation GAN) model's generator achieves an impressive low FID score of 20.50, which is less than existing state-of-the-art approaches. Furthermore, our findings indicate that the images generated by the DRFI GAN model exhibit 10%–15% greater efficiency and realism with reduced training time compared to existing state-of-the-art methods with lower FID scores.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 2","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140342986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study primarily focuses on investigating whether virtual reality scenarios can authentically replicate real-life audio-visual environments. The authenticity of audio-visual environments plays a crucial role in both the design and VR fields today. Only when the authenticity of audio-visual interactive experiences is validated as feasible can virtual reality technology demonstrate positive impacts. We assessed the annoyance levels subjectively under different audio-visual conditions: a real cafeteria environment and a simulated cafeteria environment. Participants were tasked with the same activities in both environments. After each experiment, they indicated their levels of annoyance by completing a questionnaire. The results indicated a significant positive correlation between the overall subjective annoyance levels in both experiments and the subjective annoyance levels associated with different behaviors. This suggests that under identical audio conditions, virtual reality scenarios more effectively replicate the real noise environment. Furthermore, we have uncovered that certain objective factors influence the expression of authenticity. Optimizing these factors may potentially further enhance the feasibility of virtual reality technology in audio-visual environments.
{"title":"Feasibility study of virtual reality in audiovisual environment: Assessment of university cafeteria acoustic environment","authors":"Wen Zehua, Guo Xiaoyang","doi":"10.1002/cav.2231","DOIUrl":"https://doi.org/10.1002/cav.2231","url":null,"abstract":"<p>This study primarily focuses on investigating whether virtual reality scenarios can authentically replicate real-life audio-visual environments. The authenticity of audio-visual environments plays a crucial role in both the design and VR fields today. Only when the authenticity of audio-visual interactive experiences is validated as feasible can virtual reality technology demonstrate positive impacts. We assessed the annoyance levels subjectively under different audio-visual conditions: a real cafeteria environment and a simulated cafeteria environment. Participants were tasked with the same activities in both environments. After each experiment, they indicated their levels of annoyance by completing a questionnaire. The results indicated a significant positive correlation between the overall subjective annoyance levels in both experiments and the subjective annoyance levels associated with different behaviors. This suggests that under identical audio conditions, virtual reality scenarios more effectively replicate the real noise environment. Furthermore, we have uncovered that certain objective factors influence the expression of authenticity. Optimizing these factors may potentially further enhance the feasibility of virtual reality technology in audio-visual environments.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 2","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140342988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a novel real-time facial feature extraction algorithm, producing a small feature set, suitable for implementing emotion recognition with online game and metaverse avatars. The algorithm aims to reduce data transmission and storage requirements, hurdles in the adoption of emotion recognition in these mediums. The early results presented show a facial emotion recognition accuracy of up to 92% on one benchmark dataset, with an overall accuracy of 77.2% across a wide range of datasets, demonstrating the early promise of the research.
{"title":"Facial emotion recognition with a reduced feature set for video game and metaverse avatars","authors":"Darren Bellenger, Minsi Chen, Zhijie Xu","doi":"10.1002/cav.2230","DOIUrl":"https://doi.org/10.1002/cav.2230","url":null,"abstract":"<p>This paper presents a novel real-time facial feature extraction algorithm, producing a small feature set, suitable for implementing emotion recognition with online game and metaverse avatars. The algorithm aims to reduce data transmission and storage requirements, hurdles in the adoption of emotion recognition in these mediums. The early results presented show a facial emotion recognition accuracy of up to 92% on one benchmark dataset, with an overall accuracy of 77.2% across a wide range of datasets, demonstrating the early promise of the research.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 2","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2230","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140340366","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yifeng Yu, Jiangbo Qian, Chong Wang, Yihong Dong, Baisong Liu
Coloring an animation sketch sequence is a challenging task in computer vision since the information contained in line sketches is too sparse, and the colors need to be uniform between continuous frames. Many the existing colorization algorithms can only be applied to one image and can be considered color filling algorithms. Such algorithms only provide a color result that fits within a reasonable range and can not be applied to the coloring of frame sequences. This paper proposes an end-to-end two-stage optical flow colorization network to solve the animation frame sequence colorization problem. The first stage of the network finds the direction of the color pixel flow from the detail change between a given reference frame and the next frame of line artwork and then completes the initial coloring process. The second stage of the network performs color correction and clarifies the output of the first stage. Since our algorithm does not directly colorize the image but finds the path of the color change to colorize it, it ensures a consistent color space for the sequence frames after colorization. We conduct experiments on an animation dataset, and the results show that our algorithm is effective. The code is available at https://github.com/silenye/Colorization.
{"title":"Animation line art colorization based on the optical flow method","authors":"Yifeng Yu, Jiangbo Qian, Chong Wang, Yihong Dong, Baisong Liu","doi":"10.1002/cav.2229","DOIUrl":"https://doi.org/10.1002/cav.2229","url":null,"abstract":"<p>Coloring an animation sketch sequence is a challenging task in computer vision since the information contained in line sketches is too sparse, and the colors need to be uniform between continuous frames. Many the existing colorization algorithms can only be applied to one image and can be considered color filling algorithms. Such algorithms only provide a color result that fits within a reasonable range and can not be applied to the coloring of frame sequences. This paper proposes an end-to-end two-stage optical flow colorization network to solve the animation frame sequence colorization problem. The first stage of the network finds the direction of the color pixel flow from the detail change between a given reference frame and the next frame of line artwork and then completes the initial coloring process. The second stage of the network performs color correction and clarifies the output of the first stage. Since our algorithm does not directly colorize the image but finds the path of the color change to colorize it, it ensures a consistent color space for the sequence frames after colorization. We conduct experiments on an animation dataset, and the results show that our algorithm is effective. The code is available at \u0000https://github.com/silenye/Colorization.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139937371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu
Marker-based optical motion capture (MoCap) aims to localize 3D human motions from a sequence of input raw markers. It is widely used to produce physical movements for virtual characters in various games such as the role-playing game, the fighting game, and the action-adventure game. However, the conventional MoCap cleaning and solving process is extremely labor-intensive, time-consuming, and usually the most costly part of game animation production. Thus, there is a high demand for automated algorithms to replace costly manual operations and achieve accurate MoCap cleaning and solving in the game industry. In this article, we design a divide-and-conquer-based MoCap solving network, dubbed MarkerNet, to estimate human skeleton motions from sequential raw markers effectively. In a nutshell, our key idea is to decompose the task of direct solving of global motion from all markers into first modeling sub-motions of local parts from the corresponding marker subsets and then aggregating sub-motions into a global one. In this manner, our model can effectively capture local motion patterns w.r.t. different marker subsets, thus producing more accurate results compared to the existing methods. Extensive experiments on both real and synthetic data verify the effectiveness of the proposed method.
{"title":"MarkerNet: A divide-and-conquer solution to motion capture solving from raw markers","authors":"Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu","doi":"10.1002/cav.2228","DOIUrl":"10.1002/cav.2228","url":null,"abstract":"<p>Marker-based optical motion capture (MoCap) aims to localize 3D human motions from a sequence of input raw markers. It is widely used to produce physical movements for virtual characters in various games such as the role-playing game, the fighting game, and the action-adventure game. However, the conventional MoCap cleaning and solving process is extremely labor-intensive, time-consuming, and usually the most costly part of game animation production. Thus, there is a high demand for automated algorithms to replace costly manual operations and achieve accurate MoCap cleaning and solving in the game industry. In this article, we design a divide-and-conquer-based MoCap solving network, dubbed <i>MarkerNet</i>, to estimate human skeleton motions from sequential raw markers effectively. In a nutshell, our key idea is to decompose the task of direct solving of global motion from all markers into first modeling sub-motions of local parts from the corresponding marker subsets and then aggregating sub-motions into a global one. In this manner, our model can effectively capture local motion patterns w.r.t. different marker subsets, thus producing more accurate results compared to the existing methods. Extensive experiments on both real and synthetic data verify the effectiveness of the proposed method.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2024-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139475248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
<p>This issue contains 12 regular papers. In the first paper, Hong Li et al. present an animation translation method based on edge enhancement and coordinate attention, which is called FAEC-GAN. They design a novel edge discrimination network to identify the edge features of images, so that the generated anime images can present clear and coherent lines. And the coordinate attention module is introduced in the encoder to adapt the model to the geometric changes in translation, to produce more realistic animation images. In addition, the method combines the focal frequency loss and pixel loss, which can pay attention to both the frequency domain information and pixel information of the generated image to improve the visual effect of the image.</p>