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Motion texture using symmetric property and graphcut algorithm
SHEN Jian-bing, JIN Xiao-gang, ZHOU Chuan, ZHAO Han-li
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 2-.
https://doi.org/10.1631/jzus.2006.A1107
In this paper, a novel motion texture approach is presented for synthesizing long character motion (e.g., kungfu) that is similar to the original short input motion. First, a new motion with repeated frames is generated by exploiting the symmetric properties of the frames and reversing the motion sequence playback in a given motion sequence. Then, the order of the above motion sequence is rearranged by putting the start and the end frames together. The graphcut algorithm is used to seamlessly synthesize the transition between the start and the end frames, which is noted as graphcut-based motion-texton. Finally, we utilize the motion-textons to synthesize long motion texture, which can be patched together like the image texture synthesis method using graphcut algorithm, and automatically form a long motion texture endlessly. Our approach is demonstrated by synthesizing the long kungfu motion texture without visual artifacts, together with post-processing including our new developed graphcut-based motion blending and Poisson-based motion smoothing techniques.
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An efficient method for tracing planar implicit curves
YU Zheng-sheng, CAI Yao-zhi, OH Min-jae, KIM Tae-wan, PENG Qun-sheng
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 3-.
https://doi.org/10.1631/jzus.2006.A1115
This paper presents a method for tracing a planar implicit curve f(x, y)=0 on a rectangular region based on continuation scheme. First, according to the starting track-point and the starting track-direction of the curve, make a new function F(x, y)=0 where the same curve with f(x, y)=0 is defined. Then we trace the curve between the two domains where F(x, y)>0 and F(x, y)<0 alternately, according to the two rules presented in this paper. Equal step size or adaptive step size can be used, when we trace the curve. An irregular planar implicit curve (such as the curve with large curvatures at some points on the curve), can be plotted if an adaptive step size is used. Moreover, this paper presents a scheme to search for the multiple points on the curve. Our method has the following advantages: (1) it can plot C0 planar implicit curves; (2) it can plot the planar implicit curves with multiple points; (3) by the help of using the two rules, our method does not need to compute the tangent vector at the points on the curve, and directly searches for the direction of the tracing curve; (4) the tracing procedure costs only one of two evaluations of function f(x, y)=0 per moving step, while most existing similar methods cost more evaluations of the function.
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Schematic interface of sound creation for computer animators
TONG Kam-pang Maya, WONG Kam-wah
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 6-.
https://doi.org/10.1631/jzus.2006.A1141
As an audiovisual medium, computer animations require superior image quality and professional soundtrack to lead audiences into their fascinating virtual world. Without sound, the impact of storytelling is reduced or the story is even not understandable. Despite the importance of sound, most animators are unfamiliar with sound editing software. Limited budget projects such as independent or student works have difficulty hiring sound professionals to create tailor-made soundtrack. Therefore, we need a suitable sound tool to express their individual ideas. In this paper, we propose an approach using schematic for both computer animation and sound. Our approach provides (1) physical simulation on sound through animation parameters and (2) a new channel for animators to add aesthetic values in sound through their experience of using schematics in existing animation software. We demonstrate our idea through several examples, such as Doppler shift, obstacle effect, importance, energetic, and sputtering effect.
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Reconstruction from contour lines based on bi-cubic Bézier spline surface
LI Zhong, MA Li-zhuang, TAN Wu-zheng, ZHAO Ming-xi
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 18-.
https://doi.org/10.1631/jzus.2006.A1241
A novel reconstruction method from contours lines is provided. First, we use a simple method to get rid of redundant points on every contour, then we interpolate them by using cubic Bézier spline curve. For corresponding points of different contours, we interpolate them by the cubic Bézier spline curve too, so the whole surface can be reconstructed by the bi-cubic Bézier spline surface. The reconstructed surface is smooth because every Bézier surface is patched with G2 continuity, the reconstruction speed is fast because we can use the forward elimination and backward substitution method to solve the system of tridiagonal equations. We give some reconstruction examples at the end of this paper. Experiments showed that our method is applicable and effective.
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Physically based modeling and animation of tornado
LIU Shi-guang, WANG Zhang-ye, GONG Zheng, CHEN Fei-fei, PENG Qun-sheng
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 1099-1106.
https://doi.org/10.1631/jzus.2006.A1099
Realistic modeling and rendering of dynamic tornado scene is recognized as a challenging task for researchers of computer graphics. In this paper a new physically based method for simulating and animating tornado scene is presented. We first propose a Two-Fluid model based on the physical theory of tornado, then we simulate the flow of tornado and its interaction with surrounding objects such as debris, etc. Taking the scattering and absorption of light by the participating media into account, the illumination effects of the tornado scene can be generated realistically. With the support of graphics hardware, various kinds of dynamic tornado scenes can be rendered at interactive rates.
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Cluster parallel rendering based on encoded mesh
QIN Ai-hong, XIONG Hua, PENG Hao-yu, LIU Zhen, SHI Jiao-ying
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 1124-1133.
https://doi.org/10.1631/jzus.2006.A1124
Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes’ boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.
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Variable refractive index in environment matte
ZHAO Ming-tian, XIAO Shuang-jiu, YANG Xu-bo, MA Li-zhuang
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 1160-1167.
https://doi.org/10.1631/jzus.2006.A1160
Environment matting and compositing is a technique to extract a foreground object, including color, opacity, reflective and refractive properties, from a real-world scene, and synthesize new images by placing it into new environments. The description of the captured object is named environment matte. Recent matting and compositing techniques can produce quite realistic images for objects with complex optical properties. This paper presents an approximate method to transform the matte by simulating variation of the foreground object’s refractive index. Our algorithms can deal with achromatous-and-transparent objects and the experimental results are visually acceptable. Our idea and method can be applied to produce some special video effects, which could be very useful in film making, compared with the extreme difficulty of physically changing an object’s refractive index.
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Smooth interpolation on homogeneous matrix groups for computer animation
LI Jun, HAO Peng-wei
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 1168-1177.
https://doi.org/10.1631/jzus.2006.A1168
Homogeneous matrices are widely used to represent geometric transformations in computer graphics, with interpolation between those matrices being of high interest for computer animation. Many approaches have been proposed to address this problem, including computing matrix curves from curves in Euclidean space by registration, representing one-parameter curves on manifold by rational representations, changing subdivisional methods generating curves in Euclidean space to corresponding methods working for matrix curve generation, and variational methods. In this paper, we propose a scheme to generate rational one-parameter matrix curves based on exponential map for interpolation, and demonstrate how to obtain higher smoothness from existing curves. We also give an iterative technique for rapid computing of these curves. We take the computation as solving an ordinary differential equation on manifold numerically by a generalized Euler method. Furthermore, we give this algorithm’s bound of the error and prove that the bound is proportional to the shift length when the shift length is sufficiently small. Compared to direct computation of the matrix functions, our Euler solution is faster.
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Color control of the multi-color printing device
WANG Xiao-hua, XIU Xiao-jie, ZHU Wen-hua, TANG Hong-jun
Journal of Zhejiang University-SCIENCE A (Applied Physics & Engineering), 2006, 7(7): 1187-1192.
https://doi.org/10.1631/jzus.2006.A1187
Conventional color-printing systems often use inks of three hues, such as CMY, CMYK and CMYKLcLm, but in order to obtain more realistic color reproductions, the ink set of more than three hues has been adopted by some color-printing systems. It is difficult, however, to model the composed color with the multiple inks when the number of the output ink hues exceeds three due to the none-unique mapping between the color spaces of the CIE Lab and the multi-color printing device. In this paper, we propose a fine color-printing method for multi-color printing device with the ink set of more than three hues. The proposed approach has good color expression ability and provides fine control of the printed color. By dividing the output color space into several subspaces, our method allows one-to-one mapping between the standard color space and the multi-color output color space. It has been proved effective when applied to the digital inkjet printer—Mutoh8000.
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24 articles
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