Next Generation Computer Animation Techniques Third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017, Revised Selected Papers

This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held  in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learni...

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Main Authors Chang, Jian, Zhang, Jian Jun, Magnenat Thalmann, Nadia, Hu, Shi-Min, Tong, Ruofeng, Wang, Wencheng
Format eBook Conference Proceeding
LanguageEnglish
Published Cham Springer Nature 2017
Springer International Publishing AG
Springer International Publishing
Edition1
SeriesLecture Notes in Computer Science
Subjects
Online AccessGet full text
ISBN3319694871
9783319694870
9783319694863
3319694863
ISSN0302-9743
1611-3349
DOI10.1007/978-3-319-69487-0

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Abstract This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held  in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured  according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.
AbstractList This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held  in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured  according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.
Author Chang, Jian
Magnenat Thalmann, Nadia
Tong, Ruofeng
Zhang, Jian Jun
Hu, Shi-Min
Wang, Wencheng
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SubjectTerms Computer animation-Congresses
Computer Graphics
Computer programming, programs, data
Computer Science
Computers and Education
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Personal Computing
User Interfaces and Human Computer Interaction
Subtitle Third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017, Revised Selected Papers
TableOfContents Acknowledgements -- References -- Sunken Relief Generation from a Single Image -- Abstract -- 1 Introduction -- 2 Related Works -- 3 System Overview -- 4 Feature Line Extraction and Feature Enhancement -- 4.1 Feature Line Extraction -- 4.2 Feature Enhancement -- 5 Sunken Relief Generation and Comparisons -- 5.1 Triangularization -- 5.2 Comparisons -- 6 Conclusions and Future Work -- Acknowledgments -- References -- Computer Animation Systems and Virtual Reality Based Applications -- Prototype of Intelligent Data Management System for Computer Animation (iMCA) -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Semantic and Ontological Analysis of Animation Data -- 3.1 Semantic Model of Animation Assets -- 3.2 Chinese Shadow Animation Assets Ontology -- 4 Prototype of Intelligent Animation Data Management Solution "IMCA" -- 4.1 Ontology-Based Animation Assets Retrieval -- 4.2 Mobile App -- 5 Conclusion -- Acknowledgment -- References -- A VR-Based Crane Training System for Railway Accident Rescues -- Abstract -- 1 Introduction -- 2 System Architecture -- 2.1 Scenario Module -- 2.2 Simulation Module -- 2.3 Evaluation Module -- 3 VR Devices -- 3.1 Wireless Controller -- 3.2 HMD -- 3.3 Spatial Tracking System -- 3.4 System Hardware Configuration -- 4 Application of the Training System -- 5 Conclusions -- Acknowledgements -- References -- Virtual Reality Surgery Simulation: A Survey on Patient Specific Solution -- 1 Introduction -- 2 Geometry and Material Properties Acquisition -- 3 Segmentation -- 3.1 Edge Based Segmentation -- 3.2 Region Based Segmentation -- 3.3 Clustering and Classification -- 4 Mesh Generation -- 4.1 Mesh Types -- 4.2 Tetrahedral Mesh Generation Strategy -- 5 Surgery Simulation -- 5.1 Force Based Approach -- 5.2 Structural Based Approaches -- 5.3 Position Based Dynamics -- 5.4 Data Driven Methods
6 Future Challenges and Conclusion -- References -- Virtual Reality Based Immersive Telepresence System for Remote Conversation and Collaboration -- Abstract -- 1 Introduction -- 2 Related Work -- 2.1 Telepresence System -- 2.2 Remote Collaboration System -- 2.3 3D Avatars -- 3 System and Implementation -- 3.1 System Overview -- 3.2 Facial Animation Synchronization -- 3.3 Motion Tracking -- 3.4 Virtual Interaction and Collaboration -- 4 Experiments and Applications -- 4.1 Hardware -- 4.2 System Performance -- 4.3 Application Demo: Remote Conversation and Collaboration -- 5 Discussion and Future Work -- Acknowledgements -- References -- Author Index
Intro -- Preface -- Organization -- Contents -- Simulation and Rendering for Computer Animation -- Recent Progress of Computational Fluid Dynamics Modeling of Animal and Human Swimming for Computer A ... -- Abstract -- 1 Introduction -- 2 Applications -- 3 Swimming Hydrodynamics -- 4 Swimming Biomechanics -- 4.1 Animals -- 4.2 Humans -- 5 Computational Fluid Dynamics Modeling -- 5.1 Geometry Model Reduction -- 5.2 Fluid Discretization Methods -- 5.3 Turbulence Modeling and Vortex Shedding -- 5.4 Solid-Fluid Coupling -- 5.5 Multi-phase Flow -- 6 Conclusions -- Acknowledgment -- References -- Motion Capture and Estimation of Dynamic Properties for Realistic Tree Animation -- 1 Introduction -- 2 Related Work -- 3 Overview -- 4 Motion Capture -- 5 Parameter Estimation -- 5.1 Semi-automatic Tracking -- 5.2 Motion Trajectory of a Branch -- 5.3 Dynamic Property Estimation -- 5.4 Pattern of the Natural Frequency -- 6 Tree Modeling and Animation -- 6.1 Tree Modeling -- 6.2 Tree Animation -- 7 Results and Limitations -- 8 Conclusion -- References -- MPM Based Simulation for Various Solid Deformation -- 1 Introduction -- 2 Related Work -- 2.1 SPH Simulation -- 2.2 MPM Simulation -- 3 Solid Mechanics -- 3.1 Elastic Constitutive Model -- 3.2 Von Mises Plasticity -- 3.3 Drucker-Prager Model -- 4 Material Point Method -- 4.1 Interpolation Scheme -- 4.2 Full Method -- 4.3 Grid-Based Collision Between Different Objects -- 5 Results -- 6 Discussion and Conclusion -- References -- Sampling Hierarchical Position-Based Dynamics Simulation -- Abstract -- 1 Introduction -- 2 Related Works -- 3 Main Problems and Error Generation in HPBD Simulation -- 3.1 Summary of the Main Problems of HPBD -- 3.2 Reproducing a Problematic HPBD Generation Process -- 3.3 Defective Results of HPBD Simulation -- 4 Multi-grid Generation Based on Importance Sampling
1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Overview of Method -- 3.2 Face Segmentation -- 3.3 Face Reconstruction -- 3.4 Mesh Deformation -- 3.5 Face Blending -- 4 Experiments -- 5 Conclusions -- Acknowledgements -- References -- User Centered Design and Modeling -- Automatic Data-Driven Room Design Generation -- 1 Introduction -- 1.1 Interactive Room Design and Automatic Placement -- 2 Overview -- 2.1 Pipeline -- 2.2 Data Collection and Annotation -- 3 Object Selection Based on Topic Model -- 3.1 Learning a Supervised Topic Model for Model Selection -- 3.2 Randomness-Aware Objects Selection -- 4 Bayesian Framework on Object Placement -- 4.1 Bayesian Formulation -- 4.2 Likelihood Model -- 4.3 Prior Model -- 5 MCMC-Based Solver -- 5.1 Formulation of the Proposal Function -- 5.2 Local and Global Proposals -- 6 Results -- 6.1 Generating Diverse Room Designs -- 6.2 Comparison to Existing Room Design Dataset -- 7 Conclusion and Discussion -- References -- An Efficient Learning-Based Bilateral Texture Filter for Structure Preserving -- 1 Introduction -- 2 Related Work -- 2.1 Average-Based Filter -- 2.2 Optimization-Based Filter -- 2.3 Patch-Based Filter -- 3 Learning-Based Bilateral Texture Filter -- 3.1 Algorithm Overview -- 3.2 Optimized Structured Forests Guidance Image -- 3.3 Joint Bilateral Filter -- 4 Results and Comparisons -- 4.1 Parameter Setting -- 4.2 Comparison -- 5 Conclusion and Future Work -- References -- A Novel Multi-touch Approach for 3D Object Free Manipulation -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Proposed Approach -- 3.1 Design Goals -- 3.2 Interactions Design for 3D Model Manipulation -- 4 User Study -- 4.1 Participants -- 4.2 Apparatus -- 4.3 Tasks -- 4.4 Design -- 5 Results -- 5.1 Independent Tasks -- 5.2 Complex Integrated Tasks -- 5.3 Overall Preferences -- 6 Discuss and Lessons Learned -- 7 Conclusion
4.1 Voxelization-Based Sampling -- 4.2 Building Links Between Layers -- 5 Experiments and Results -- 6 Conclusions -- Acknowledgments -- References -- Fast and Robust Point-in-Spherical-Polygon Tests Using Multilevel Spherical Grids -- 1 Introduction -- 2 Our Algorithm -- 2.1 Conventions and Definitions -- 2.2 Constructing Multilevel Spherical Grids -- 2.3 Predetermining Center Points of Grid Cells -- 2.4 Point-in-Spherical-Polygon Test -- 3 Results and Discussion -- 4 Conclusion -- References -- Character Modeling and Dynamics -- Repurpose 2D Character Animations for a VR Environment Using BDH Shape Interpolation -- 1 Introduction -- 2 Related Work -- 3 2D Characters in a 3D Environment -- 4 Results -- 5 Conclusion -- References -- Clothes Size Prediction from Dressed-Human Silhouettes -- 1 Introduction -- 2 Related Work -- 2.1 Landmarks Detection Methods -- 2.2 Regression Methods -- 2.3 Image-Based 3D Human Body Reconstruction -- 3 Method -- 3.1 Training Data Preparation -- 3.2 Silhouette Size Estimation -- 3.3 2D Landmarks Regression -- 3.4 Body Sizes Estimation -- 3.5 Size Chart Searching -- 4 Results -- 4.1 Testing Data Illustration -- 4.2 Estimation Error of Silhouette Size -- 4.3 Regression Error of 2D Landmarks -- 4.4 Estimation Error of Body Sizes -- 4.5 Overall Estimation Error of Body Sizes -- 4.6 Implementation Details -- 5 Conclusion, Limitations and Future Work -- References -- The Application of Motion Capture and 3D Skeleton Modeling in Virtual Fighting -- Abstract -- 1 Introduction -- 2 The Matching of Motion Data with 3D Model -- 2.1 Unified 3D Skeleton Modeling -- 2.2 Precise and Fast Transmission -- 3 Experimental Analysis and Result -- 3.1 Experimental Environment -- 3.2 Experimental Process -- 3.3 Experimental Analysis -- 3.4 Comparative Analysis -- 4 Conclusion -- References -- Replacement of Facial Parts in Images -- Abstract
Title Next Generation Computer Animation Techniques
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