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Human Facial Animation Based on Real Image SequenceYu, Yen-Chun 29 July 2000 (has links)
3D animation has developed rapidly in the multimedia nowadays, in computer games, virtual reality and films. Therefore, how to make a 3D model which is really true to life, especially in the facial expressions, and can have vivid actions, is a significant issue. At the present time, the methods to construct 3D facial model are divided into two categories: one is based on computer graphic technology, like geometric function, polygon, or simple geometric shapes, the other one is using hardware to measure a real face by laser scanning system, and three-dimensional digitizer. Moreover, the method to acquire the 3D facial expression primarily are applied as following: keyframing, motion capture, and simulation.
The research covers two areas:
1. Use two CCDs to digitalize the facial expressions of a real person simultaneously from both right and left side, and save the obtained standard image. Then, get the feature match points from the two standard images in the space domain, and by using the Stereo to attain the ¡§depth information¡¨ which helps to build 3D facial model.
2. Use one CCD to continuously digitalize two facial expressions and get the feature match points¡¦ coordinates in the time domain to calculate the motion vector.
By combining the ¡§depth information¡¨ from space domain and the motion vector from the time domain, the 3D facial model¡¦s motion sequence can be therefore obtained.
If sufficient digitalized facial expressions are processed by the 3D facial model¡¦s motion sequence, a database could be built. By matching the feature points between the 2D test image and 2D standard image in the database, the standard image¡¦s ¡§depth information¡¨ and motion vector can be used and turn the test image into 3D model which can also imitate the facial expressions of the standard images sequences. The method to match the feature points between the test image and standard images in the database can be entirely processed by computers, and as a result eliminate unnecessary human resources.
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Numerical Solutions to Two-Dimensional Integration ProblemsCarstairs, Alexander 16 December 2015 (has links)
This paper presents numerical solutions to integration problems with bivariate integrands. Using equally spaced nodes in Adaptive Simpson's Rule as a base case, two ways of sampling the domain over which the integration will take place are examined. Drawing from Ouellette and Fiume, Voronoi sampling is used along both axes of integration and the corresponding points are used as nodes in an unequally spaced degree two Newton-Cotes method. Then the domain of integration is triangulated and used in the Triangular Prism Rules discussed by Limaye. Finally, both of these techniques are tested by running simulations over heavily oscillatory and monomial (up to degree five) functions over polygonal regions.
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A Novel Progressive Lossy-to-Lossless Coding Method for Mesh Models of ImagesFeng, Xiao 29 July 2015 (has links)
A novel progressive lossy-to-lossless coding method is proposed for mesh
models of images whose underlying triangulations have arbitrary
connectivity. For a triangulation T of a set P of points, our proposed
method represents the connectivity of T as a sequence of edge flips that
maps a uniquely-determined Delaunay triangulation
(i.e., preferred-directions Delaunay triangulation) of P to T. The coding
efficiency of our method is highest when the underlying triangulation
connectivity is close to Delaunay, and slowly degrades as connectivity
moves away from being Delaunay. Through experimental results, we show that
our proposed coding method is able to significantly outperform a simple
baseline coding scheme. Furthermore, our proposed method can outperform
traditional connectivity coding methods for meshes that do not deviate
too far from Delaunay connectivity. This result is of practical
significance since, in many applications, mesh connectivity is often not
so far from being Delaunay, due to the good approximation properties of
Delaunay triangulations. / Graduate
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Geometrinių objektų trianguliavimo metodai / Triangulation methods of geometry objectsMatonis, Mindaugas 06 June 2006 (has links)
Subject of this paper is triangulation of given domain also called as mesh generation. Overview of main mesh types (structured, unstructured and hybrid) is given. Groups of triangulation methods are defined and include collective triangulation, incremental triangulation, pliant mesh generation with post-triangulation and plaint mesh generation with retriangulation. Delaunay triangulation is described in greater detail and variuos Delaunay triangulation algorithms are presented including use of Delaunay triangulation for anisotropic mesh generation and method to generate Constrained Delaunay triangulation. Greedy insertion Delaunay and data dependent allgorithms are developed for hight fields surface aproximation. Significant improvements are made to these algorithms including faster recalculation, node selection and use of supplementary data sets in order to maximise efficiency of calculations. Main criteria to evaluate developed algorithms is overall error of approximation and speed of calculation. Data dependent algorithm generates better quality mesh (less approximation error), however Delaunay triangulation algorithm is significantly faster. Results and conclusions are presented at the end of paper.
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Reconstruction Of A 3d Human Head Model From ImagesHassanpour, Reza Zare 01 January 2003 (has links) (PDF)
The main aim of this thesis is to generate 3D models of human heads from
uncalibrated images. In order to extract geometric values of a human head,
we find camera parameters using camera auto calibration. However, some image
sequences generate non-unique (degenerate) solutions. An algorithm for
removing degeneracy from the most common form of camera movement in face
image acquisition is described. The geometric values of main facial features are
computed initially. The model is then generated by gradual deformation of a
generic polygonal model of a head. The accuracy of the models is evaluated
using ground truth data from a range scanner. 3D models are covered with
cylindrical texture values obtained from images. The models are appropriate for
animation or identification applications.
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Automatische Generierung und Visualisierung einer triangulierten Oberfläche eines 3-D-Objektes aus digitalisierten parallelen SchnittdatenHaller, Christian. Brunnett, Guido. January 2002 (has links)
Chemnitz, Techn. Univ., Diplomarb., 2002. / Brunnett, Guido [Betreuer].
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Parameterfreies hierarchisches Graph-Clustering-Verfahren zur Interpretation raumbezogener DatenAnders, Karl-Heinrich, January 2004 (has links) (PDF)
Stuttgart, Univ., Diss., 2004.
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Geometrische Algorithmen in der FlächenrückführungWeller, Frank. Unknown Date (has links)
Universiẗat, Diss., 2000--Dortmund. / Dateiformat: PDF.
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"Pure painting" in Berlin, 1912-1913 : Boccioni, Kandinsky and Delaunay at "Der Sturm" /Marchi, Riccardo. January 2002 (has links)
Thesis (Ph. D.)--University of Chicago, Department of Art History, August 2002. / Includes bibliographical references. Also available on the Internet.
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Variational principles for circle patternsSpringborn, Boris Andre Michael. Unknown Date (has links) (PDF)
Techn. University, Diss., 2003--Berlin.
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