
We demonstrate a generic method for visualization of high-resolution unorganized and noisy 3D data points with a surface of significantly lower resolution. To this effect, we feed our algorithm with all the go Light Detection And Ranging (LiDAR) data and approximate it with a triangular mesh that is being deformed iteratively until convergence. Our main contribution is avoiding the direct triangulation of LiDAR points, a cumbersome step common in literature.
This paper presents a novel and computationally fast method for automatic identification of symmetry profile from 3D facial images. The algorithm is based on the concepts of computational geometry which yield fast and accurate results. In order to detect the symmetry profile of a human face, the tip of the nose is identified first. Assuming that the symmetry plane passes through the tip of the nose, the symmetry profile is then extracted. This is undertaken by means of computing the intersection between the symmetry plane and the facial mesh, resulting in a planner curve that accurately represents the symmetry profile. Experimentation using two different 3D face databases was carried out, resulting in fast and accurate results.
Interactive 3D animation of human figures is very common in video games, animation studios and virtual environments. However, it is difficult to produce full body animation that looks realistic enough to be comparable to studio quality human motion data. The commercial motion capture systems are expensive and not suitable for capture in everyday environments. Real-time requirements tend to reduce quality of animation. We present a motion graph based framework to produce high quality motion sequences in real-time using a set of inertial sensor based controllers. The user’s action generates signals from the controllers that provide constraints to select appropriate sequence of motions from a structured database of human motions, namely motion graph. Our local search algorithm utilizes noise prone and rapidly varying input sensor signals for querying a large database in real-time. The ability to waive the controllers for producing high quality animation provides a simple 3D user interface that is intuitive to use. The proposed framework is low cost and easy to setup.
This paper presents a fully automatic approach of spatio-temporal facial expression tracking for 4D range scans without any manual interventions (such as specifying landmarks). The approach consists of three steps: rigid registration, facial model reconstruction, and facial expression tracking. A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registration between a template facial model and a range scan with consideration of the scale problem. A deformable model, physically based on thin shells, is proposed to faithfully reconstruct the facial surface and texture from that range data. And then the reconstructed facial model is used to track facial expressions presented in a sequence of range scans by the deformable model.
With large scientific and medical datasets, visualization tools have trouble maintaining a high enough frame-rate to remain interactive. In this paper, we present a novel GPU based system that permits visualization of isosurfaces in large data sets in real time. In particular, we present a novel use of a depth buffer to speed up the operation of rotating around a volume data set. As the user rotates the viewpoint around the 3D volume data, there is much coherence between depth buffers from two sequential renderings. We utilize this coherence in our novel prediction buffer approach, and achieve a marked increase in speed during rotation. The authors of [Klein et al. 2005] used a depth buffer based approach, but they did not alter their traversal based on the prediction value. Our prediction buffer is a 2D array in which we store a single floating point value for each pixel. If a particular pixel pij has some positive depth value dij, this indicates that the ray Rij, which was cast through pij on the previous render, intersected an isosurface at depth dij. The prediction buffer also handles three special cases. When the ray Rij misses the isosurface, but hits the bounding box containing the volume data, we store a negative flag value, dhitBoxMissSurf in pij. When Rij misses the bounding box, we store the value dmissBox. Lastly, when we have no prediction stored in the buffer, we store the value dnoInfo.
This work describes the concepts related to Adaptive Interfaces and presents a framework model for the management of Interaction Interfaces in Virtual Reality Environments. To that aim, characteristics of Adaptive Virtual Environments, as well as the technologies needed for the development of Virtual Reality Interfaces were identified. In addition to that, an Artificial Intelligence model was adopted for the reorganization of information based on user interaction in a specific digital teaching context. The combination of these three elements forms the basis of this adaptive framework, which provides an environment favorable to the development of specific educational approaches trough the generation of individualized contexts.
External memory access exacts considerable timing and energy burdens from portable devices. However, most hardware accelerators for rendering two-dimensional (2D) vector graphics draw images in a path-based (path-by-path) manner, which frequently causes excessive external memory traffic. This paper proposes a scanline-based method for rendering 2D vector graphics in portable devices. The proposed method processes all paths spanning a scanline at a time, enabling the use of a scanline-sized internal frame buffer (FB). Using the internal FB, the accelerator can avoid repeated accesses to the external FB and reduce external memory access considerably for images in which many objects overlap with one another.
A disposable probe cover for an electronic tympanic ("ear") thermometer is made of closed-cell foam that is laminated with a sheet of high density polyethylene plastic film substantially transparent to infrared radiant energy. The probe cover is hollow, defining a central passageway that accepts an oversized probe and can potentially accommodate a variety of different probe configurations. The foam construction allows the probe cover to stretch over the oversized probe-retaining the probe cover on the probe during use. The foam construction also allows the probe cover to deform when inserted into a patient's ear-sealing the patient's ear canal to prevent external heat and light from affecting the measurement, and providing a high degree of cushioning and comfort not available in any prior disposable probe cover design. The film laminate and foam provide a barrier that is impervious to germs, fluids and other secretions-further reducing the already low risk of cross-contamination. The probe cover design facilitates accurate, repeatable measurements using a temperature measuring instrument based on receiving and analyzing the radiant infrared heat energy emitted by the tympanic membrane (eardrum).
A body mounted camera support system for isolating the camera from body motion includes two arms linked together. Each of the arms is a four bar linkage with two tension cartridges each extending between two adjacent ones of the links. Two of the links are extended to form the body of the arm. These links are tubular in cross section and receive the tension cartridge. A single pin, in association with a yoke at one open end of the tubular link, locks the cartridge in place. Each tension cartridge includes a draw bar and a canister with a compression spring operatively positioned therebetween. The spring is adjusted to include shims which bias the bowing of the spring under initial compression load. A PTFE coating on the canister and on the coil spring further reduces friction.
Bearing assemblies supporting the shaft of an electrical rotating machine are electrically insulated from the bearing housing. For each bearing assembly, a portion of the housing defines a receptacle into which an insertion ring is positioned. The gap between the insertion ring is filled with an appropriate insulative material, such as a nonconductive binding compound or an insulative polymer. In a preferred construction, nonconductive binding compound is located between spacers of insulative polymer. In another preferred construction, a nonconductive coating is applied to the outer surface and the remainder of the gap is filled with nonconductive binding compound. Insulative polymeric material may be used without binding compound in some embodiments. The bearing assembly is maintained in the insertion ring.
Keywords: Character animation being a major research area, dynamic character animation has become a major solution for all kind of real-time applications. Real-time applications mainly incorporate high-end user interactive/motion capture devices to track user's motion in real-time. Many motion capture devices are bulky and need high maintenance. The captured human data in real time will be used as an input to animate human character model dynamically. Thus the main challenge in the current situation is to execute dynamic character animation using simple user-friendly devices. This project attempts to incorporate an innovative device, the pressure pad, to capture user's motion and a suitable dynamic character animation technique for real-time animation. The aim of this dissertation is to develop a prototype for dynamic animation of a skeleton-based human character in response to user's motion on pressure pad. The system analysis involves pressure pad data analysis and suitable dynamic character animation techniques. The development involves, dynamic animation algorithm implementation using bone manipulation approach, an algorithm to interface the pressure pad device with character model and algorithm development for pressure pad data management. The user's motion on pressure pad is captured for every 10 ms and with respect to this user driven motion data, the character model is animated dynamically. Two test cases were demonstrated, i.e. the character's spine and leg movement, and a palm exercise. The prototype can be used for developing applications for rehabilitation programs, medical diagnosis and entertainment. The work can be enhanced in future by incorporating skin deformation techniques and more physical properties.