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Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball Games

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Virtual reality (VR) volleyball games can provide an immersive entertainment experience and facilitate users to get familiar with game rules. In real ......

ASFNet: Adaptive multiscale segmentation fusion network for real-time semantic segmentation

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Recently, the development of deep learning has facilitated continuous progress in the field of computer vision. Pixel-level semantic segmentation serv......

AFF-Dehazing: Attention-based feature fusion network for low-light image Dehazing

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Images captured in haze conditions, especially at nighttime with low light, often suffer from degraded visibility, contrasts, and vividness, which mak......

Improved divergence-free smoothed particle hydrodynamics via priority of divergence-free solver and SOR

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Fluid simulation plays an important role in movie special effects, computer games, etc. In recent years, the Smoothed Particle Hydrodynamics (SPH) has......

Deep boundary-aware semantic image segmentation

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

While extensive research efforts have been made in semantic image segmentation, the state-of-the-art methods still suffer from blurry boundaries and m......

FaceCaps for facial expression recognition

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Facial expression recognition (FER) is a significant research task in the computer vision field. In this paper, we present a novel network FaceCaps fo......

Bas-relief layout arrangement via automatic method optimization

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

It is significant to achieve automatic arrangement for bas-relief layout which can be noticeably more efficient than the time-consuming manual process......

Spatial semantic graph enhanced monocular SLAM System

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

More and more applications require accurate estimation of objects' poses. For example, Augmented Reality (AR) needs that for interactions among virtua......

Learning a deep motion interpolation network for human skeleton animations

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Motion interpolation technology produces transition motion frames between two discrete movements. It is wildly used in video games, virtual reality an......

Iris recognition based on few-shot learning

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Iris recognition is a popular research field in the biometrics, and it plays an important role in automatic recognition. Given sufficient training dat......

Learning a deep motion interpolation network for human skeleton animations

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Motion interpolation technology produces transition motion frames between two discrete movements. It is wildly used in video games, virtual reality an......

Render-based factorization for additive light field display

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

Augmented Reality (AR) and Virtual Reality (VR) applications enable viewers to experience 3D graphics immersively. However, current hardware either fa......

Unsupervised motion capture data segmentation based on topic model

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, 2021; 32 (3-4)

In this paper, we propose an unsupervised motion segmentation method based on topical model borrowed from Natural Language Processing. We apply hierar......

Simulation ready anatomy model generation pipeline for virtual surgery

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, ; ()

For surgery simulation application, a high-quality anatomical model is very important not only for rendering but also for physics simulation. CT and M......

A review of collision detection for deformable objects

期刊: COMPUTER ANIMATION AND VIRTUAL WORLDS, ; ()

In the process of simulating and modeling real objects, the phenomenon of objects penetrating each other may occur in the model, which is unrealistic ......

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