Download PDF by Dimitri Plemenos, Georgios Miaoulis: Artificial Intelligence Techniques for Computer Graphics

By Dimitri Plemenos, Georgios Miaoulis

ISBN-10: 3540851275

ISBN-13: 9783540851271

ISBN-10: 3540851283

ISBN-13: 9783540851288

The function of this quantity is to give present paintings of the clever special effects group, a neighborhood transforming into up yr after yr. certainly, if at the start of special effects using man made Intelligence suggestions was once rather unknown, progressively more researchers around the world are these days attracted to clever recommendations permitting massive advancements of conventional special effects equipment. the opposite major contribution of clever ideas in special effects is to permit invention of thoroughly new equipment, frequently according to automation of loads of initiatives assumed long ago via the consumer in an vague and (human) time eating manner.

This quantity includes either invited and chosen prolonged papers from the final 3IA convention (3IA’2008), including an creation offering the realm of clever special effects and numerous special effects parts the place creation of clever innovations approved to unravel vital difficulties. we are hoping that this quantity should be fascinating for the reader and that it'll persuade him (her) to exploit, or to invent, clever ideas in special effects and, perhaps, to affix the clever special effects community.

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A) We identify states where objects are picked up in the motion graph. Each such pose is parameterized by two parameters: height and reach. (b) For each state in the motion graph we precompute a table with the minimal cost of getting to a “picking” state with the specified height and reach parameters. in the graph M G that represents picking up an object and compute height and reach values for that state. For graph IM G, the process is similar. We identify each state p = (I1 , I2 , w) that represents picking up an object.

3 shows these statistics for three different databases: (1) walking, jumping, ducking, sitting and walking along a beam; (2) walking and picking up an object; 36 A. K. Hodgins Fig. 13. 3. Compression for three motion graphs. The first graph is computed from walking, jumping, ducking, sitting and walking along the beam motions. The second graph is computed from walking and picking motions and the third one is computed from just walking motions. Before After removing After removing Compression merging sub-optimal data redundant data time DB 1 states=6,000 states=350, states=130 30 min trans=90,000 trans=12,500 trans=700 DB 2 states=12,000 states=700 states=300 60 min trans=250,000 trans=60,000 trans=5,000 DB 3 states=2,000 states=173 states=50 2 min trans=25,000 trans=3,700 trans=300 (3) just walking motions.

In: ACM SIGGRAPH/Eurographics Symp. on Comp. Animation, pp. 291–300 (July 2005) 22. : Spacetime constraints. Computer Graphics (Proceedings of SIGGRAPH 88) 22(4), 159–168 (1988) 3 Motion Synthesis with Adaptation and Path Fitting Newman Lau, Chapmann Chow, Bartholomew Iu, and Pouro Lee Multimedia Innovation Center, School of Design, The Hong Kong Polytechnic University Abstract. In this paper, we present an algorithm for motion synthesis. We develop this algorithm as a part of a large crowd simulation project which simulates the motion of the people by using a large database of motion captured data.

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Artificial Intelligence Techniques for Computer Graphics by Dimitri Plemenos, Georgios Miaoulis


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