Novel Skeletal Representation for Articulated Creatures 1st edition by Gabriel J. Brostow, Irfan Essa, Drew Steedly, Vivek Kwatra – Ebook PDF Instant Download/Delivery. 3540219828, 978-3540219828
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Product details:
ISBN 10: 3540219828
ISBN 13: 978-3540219828
Author: Gabriel J. Brostow, Irfan Essa, Drew Steedly, Vivek Kwatra
Volumetric structures are frequently used as shape descriptors for 3D data. The capture of such data is being facilitated by developments in multi-view video and range scanning, extending to subjects that are alive and moving. In this paper, we examine vision-based modeling and the related representation of moving articulated creatures using spines. We define a spine as a branching axial structure representing the shape and topology of a 3D object’s limbs, and capturing the limbs’ correspondence and motion over time.
Our spine concept builds on skeletal representations often used to describe the internal structure of an articulated object and the significant protrusions. The algorithms for determining both 2D and 3D skeletons generally use an objective function tuned to balance stability against the responsiveness to detail. Our representation of a spine provides for enhancements over a 3D skeleton, afforded by temporal robustness and correspondence. We also introduce a probabilistic framework that is needed to compute the spine from a sequence of surface data.
We present a practical implementation that approximates the spine’s joint probability function to reconstruct spines for synthetic and real subjects that move.
Novel Skeletal Representation for Articulated Creatures 1st Table of contents:
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Introduction
- 1.1 Motivation for Novel Skeletal Representations
- 1.2 Importance of Articulated Creatures in Various Domains
- 1.3 Challenges in Existing Skeletal Representations
- 1.4 Contributions of the Paper
- 1.5 Structure of the Paper
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Related Work
- 2.1 Traditional Skeletal Models for Articulated Creatures
- 2.2 Skeletal Representations in Animation and Computer Graphics
- 2.3 Biomechanical Modeling of Articulated Structures
- 2.4 Skeletal Representations in Robotics and Motion Capture
- 2.5 Limitations of Current Approaches and the Need for Innovation
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Preliminaries
- 3.1 Definition of Articulated Creatures and Their Skeletal Structures
- 3.2 Key Properties of Skeletal Representations
- 3.3 Overview of Kinematics and Joint Constraints
- 3.4 Modeling Techniques for Articulated Figures
- 3.5 Metric Space and Distance Measures for Skeletal Comparison
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Problem Definition and Motivation
- 4.1 Defining the Challenges in Current Skeletal Representations
- 4.2 Key Criteria for an Effective Skeletal Model
- 4.3 The Need for a Novel Approach to Skeletal Representation
- 4.4 Specific Applications Driving the Need for Improvement
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The Novel Skeletal Representation
- 5.1 Overview of the Proposed Skeletal Model
- 5.2 Representation of Joints and Bones in the New Model
- 5.3 Hierarchical Structure of the Skeletal System
- 5.4 Encoding Articulated Motion and Flexibility
- 5.5 Computational Benefits and Efficiency of the Model
- 5.6 Comparison with Traditional Skeletal Models
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Modeling Articulated Creatures with the New Representation
- 6.1 Description of the Framework for Modeling Creatures
- 6.2 Creating and Adjusting Skeletal Structures for Specific Creatures
- 6.3 Incorporating Biomechanical Constraints and Realism
- 6.4 Adapting the Model for Different Species (e.g., Humans, Animals, Robots)
- 6.5 Handling Non-Rigid Deformations in Skeletal Systems
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Algorithm Design and Implementation
- 7.1 Computational Algorithms for Skeletal Construction
- 7.2 Real-Time Adjustments and Animations of Articulated Creatures
- 7.3 Efficient Data Structures for Representing the Skeletal System
- 7.4 Implementation Details and Code Architecture
- 7.5 Optimizations for Performance and Accuracy
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Experimental Setup and Evaluation
- 8.1 Datasets and Case Studies for Testing the Skeletal Representation
- 8.2 Evaluation Metrics for Skeletal Accuracy and Realism
- 8.3 Benchmarking the Novel Representation Against Existing Models
- 8.4 Testing the Model on Various Creatures (Humanoid, Animal, Robotic)
- 8.5 Performance Evaluation: Computational Efficiency and Robustness
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Results and Discussion
- 9.1 Quantitative Results of the Skeletal Model’s Performance
- 9.2 Qualitative Evaluation: Visual Comparisons and Animations
- 9.3 Case Study 1: Human-like Articulated Creatures
- 9.4 Case Study 2: Animal Skeletal Structures
- 9.5 Discussion of Strengths and Weaknesses of the Proposed Representation
- 9.6 Insights Gained from Experimental Results
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Applications of the Novel Skeletal Representation
- 10.1 Animation and Character Rigging for Films and Video Games
- 10.2 Biomechanics and Medical Simulations
- 10.3 Robotics: Motion Planning and Control of Articulated Systems
- 10.4 Virtual Reality and Augmented Reality for Interactive Creature Modeling
- 10.5 Automated Creature Design and Morphology Simulation
- Challenges and Future Directions
- 11.1 Handling Complex and High-Dimensional Motion
- 11.2 Improving Flexibility in Joint Constraints and Deformations
- 11.3 Scaling the Model for Larger or More Complex Creatures
- 11.4 Real-Time Applications in Robotics and Animation
- 11.5 Integrating Machine Learning for Automatic Motion Synthesis
- 11.6 Future Research Directions in Articulated Creature Modeling
- Conclusion
- 12.1 Summary of Contributions and Key Findings
- 12.2 Impact of the Proposed Skeletal Representation
- 12.3 Limitations of the Current Approach
- 12.4 Final Thoughts and Closing Remarks
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