Editorial Issue 34.5

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Nadia Magnenat Thalmann, Daniel Thalmann
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The signed-distance field constructed concerning the coupling boundary is introduced to determine particle resolution in different spatial positions. The resolution is maximal within a specific distance to the boundary and decreases smoothly as the distance increases until a threshold is reached. The sizes of the particles are then adjusted toward the resolution via splitting and merging. Additionally, a wake flow preservation mechanism is introduced to keep the particle resolution at a high level for a period of time after a particle flows through the boundary object to prevent the loss of flow details.</p><p>In the third paper, Tingting Li et al. propose a point cloud synthesis method based on stochastic differential equations (SDEs). They view the point cloud generation process as smoothly transforming from a known prior distribution toward the high-likelihood shape by point-level denoising. They introduce a conditional corrector sampler to improve the quality of point clouds. They additionally prove that their approach can be trained in an auto-encoding fashion and reconstruct point cloud faithfully. Furthermore, their model can be extended on a downstream application of point clouds completion. Experimental results demonstrate the effectiveness and efficiency of their method.</p><p>In the fourth paper, Shuqing Yu et al. present a multiscale framework with visual field analysis branch to improve estimation accuracy. The model is based on the feature pyramids and predicts vision field to help gaze estimation. In particular, the authors analyze the effect of the multiscale component and the visual field branch on challenging benchmark datasets: MPIIGaze and EYEDIAP. Based on these studies, their proposed PerimetryNet significantly outperforms state-of-the-art methods. In addition, the multiscale mechanism and visual field branch can be easily applied to existing network architecture for gaze estimation.</p><p>The fifth paper by Junheng Fang et al. focuses on the emergence of position-based simulation approaches that has quickly developed a group of new topics in the computer graphics community. These approaches are popular due to their advantages, including computational efficiency, controllability, stability, and robustness for different scenarios, while they also have some weaknesses. In this survey, the authors introduce the concept of the baseline position-based dynamics (PBD) method and review the improvements and applications of PBD since 2018, including extensions for different materials and integrations with other techniques.</p><p>In the sixth paper, Xiaokun Wang et al. propose an implicit smoothed particle hydrodynamics fluid-elastic coupling approach to reduce the instability issue for fluid–fluid, fluid-elastic, and elastic–elastic coupling circumstances. By deriving the relationship between the universal pressure field with the incompressible attribute of the fluid, the authors apply the number density scheme to solve the pressure Poisson equation for both fluid and elastic material to avoid the density error for multimaterial coupling and conserve the nonpenetration condition for elastic objects interacting with fluid particles. Experiments show that their method can effectively handle the multiphase fluids simulation with elastic objects under various physical properties.</p><p>In the seventh paper, Hui Liang et al. propose a semantic-based scene generation method for digital shadow puppet performance scene. According to this method, the key information is extracted from the descriptive text using the Chinese text segmentation technology. Meanwhile, the authors generate semantic scene graphs and search the corresponding shadow puppet models in the model library to construct the virtual scenes of digital shadow puppet performance.</p><p>In the first regular paper, Marco Cirelli et al. propose by means of a virtual prototype and multibody dynamics simulation, the physical feasibility of a method for the ascending of rock blocks for building the Egyptian pyramids. From historical and archeological bases, this investigation presents the fundamental functional features of the virtual model components for the ascending of the stones. Furthermore, the methodological details for the model setup, as well as the discussion on the stone ascending movements, are herein addressed. The main results obtained from the simulation include the evaluation of the advancement-per-cycle of the conjectured ascending device and the corresponding required driving forces.</p><p>In the second regular paper, Ye Zhang et al. report on a meta-learning based method for finger vein recognition to overcome the problem of low recognition accuracy caused by the small number and variety of finger vein samples as well as fuzzy vein lines. The method is based on meta-learning, incorporating multiscale features, and using the idea of residual networks to join meta-learning to improve the recognition accuracy of finger vein images with few samples; to further improve its recognition ability, a differential map is constructed in the form of a differential between the finger vein image of singular value decomposition and finger vein image.</p><p>The third regular paper by TaeYoung Kim et al. presents a method of directly measuring the reflection coefficient of a surface, which is an acoustic characteristic in the real environment. Because expensive optimization-based studies that mainly aim to reproduce recorded sounds indirectly estimate acoustic materials, new estimates are required whenever the actual environment changes. Their approach utilizes the method of the acoustics field to enable anyone to easily and directly measure the reflection coefficient of a real environment and generate sound in a virtual environment. The authors obtain the impulse response (IR) for the target surface, separate the direct sound and the reflected sound, and calculate the reflection coefficient for each surface.</p><p>In the fourth regular paper, Sandhya Rani Sahoo et al. propose a customized deep convolutional neural network (CNN) architecture that has been designed to discriminate between benign and malignant lesions. The model is designed carefully with lesser convolution layers, fewer filters, and parameters to achieve better classification performance compared with pretrained models and ensures state-of-the-art performance. The proposed model is composed of nine trainable layers: eight convolution layers and one fully connected layer. The suggested framework is extensively evaluated on the benchmark ISIC 2016 challenge dataset. The effect of different input transformations over the dataset has been studied. For fair comparison, standard deep learning models have been used for lesion classification using transfer learning approach. Results show that class balancing with external images improves classification performance.</p><p>The last regular paper by V. Jothi Prakash et al. propose a hypothetical meta-stack framework to understand the various components in the realm of metaverse and then provide wide-ranging insights on the most recent development in metaverse realm in the context of cutting-edge technologies, security vulnerabilities, and preventive measures specific to the metaverse and the research challenges pertaining to metaverse.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"34 5","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2222","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2222","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

This issue contains 12 papers. Seven papers have been selected from the CASA 2022 Aninex workshop by the program committee chaired by Professor Jian Chang from Bournemouth University. These papers have been extensively revised and then reviewed by the CAVW editorial team. The last five papers are regular papers.

In the first paper, Wenshu Zhang et al. present Struct2Hair, a novel single-viewed hair modeling approach by extracting hair shape descriptor (HSD). The HSD is defined as the fundamental structure-aware feature, which is a combination of critical shapes in a hairstyle. A complete dataset of critical hair shapes is constructed from a known database of 3D hair models.

In the second paper, Yanrui Xu et al. propose a novel boundary-distance based adaptive method for SPH fluid simulation. The signed-distance field constructed concerning the coupling boundary is introduced to determine particle resolution in different spatial positions. The resolution is maximal within a specific distance to the boundary and decreases smoothly as the distance increases until a threshold is reached. The sizes of the particles are then adjusted toward the resolution via splitting and merging. Additionally, a wake flow preservation mechanism is introduced to keep the particle resolution at a high level for a period of time after a particle flows through the boundary object to prevent the loss of flow details.

In the third paper, Tingting Li et al. propose a point cloud synthesis method based on stochastic differential equations (SDEs). They view the point cloud generation process as smoothly transforming from a known prior distribution toward the high-likelihood shape by point-level denoising. They introduce a conditional corrector sampler to improve the quality of point clouds. They additionally prove that their approach can be trained in an auto-encoding fashion and reconstruct point cloud faithfully. Furthermore, their model can be extended on a downstream application of point clouds completion. Experimental results demonstrate the effectiveness and efficiency of their method.

In the fourth paper, Shuqing Yu et al. present a multiscale framework with visual field analysis branch to improve estimation accuracy. The model is based on the feature pyramids and predicts vision field to help gaze estimation. In particular, the authors analyze the effect of the multiscale component and the visual field branch on challenging benchmark datasets: MPIIGaze and EYEDIAP. Based on these studies, their proposed PerimetryNet significantly outperforms state-of-the-art methods. In addition, the multiscale mechanism and visual field branch can be easily applied to existing network architecture for gaze estimation.

The fifth paper by Junheng Fang et al. focuses on the emergence of position-based simulation approaches that has quickly developed a group of new topics in the computer graphics community. These approaches are popular due to their advantages, including computational efficiency, controllability, stability, and robustness for different scenarios, while they also have some weaknesses. In this survey, the authors introduce the concept of the baseline position-based dynamics (PBD) method and review the improvements and applications of PBD since 2018, including extensions for different materials and integrations with other techniques.

In the sixth paper, Xiaokun Wang et al. propose an implicit smoothed particle hydrodynamics fluid-elastic coupling approach to reduce the instability issue for fluid–fluid, fluid-elastic, and elastic–elastic coupling circumstances. By deriving the relationship between the universal pressure field with the incompressible attribute of the fluid, the authors apply the number density scheme to solve the pressure Poisson equation for both fluid and elastic material to avoid the density error for multimaterial coupling and conserve the nonpenetration condition for elastic objects interacting with fluid particles. Experiments show that their method can effectively handle the multiphase fluids simulation with elastic objects under various physical properties.

In the seventh paper, Hui Liang et al. propose a semantic-based scene generation method for digital shadow puppet performance scene. According to this method, the key information is extracted from the descriptive text using the Chinese text segmentation technology. Meanwhile, the authors generate semantic scene graphs and search the corresponding shadow puppet models in the model library to construct the virtual scenes of digital shadow puppet performance.

In the first regular paper, Marco Cirelli et al. propose by means of a virtual prototype and multibody dynamics simulation, the physical feasibility of a method for the ascending of rock blocks for building the Egyptian pyramids. From historical and archeological bases, this investigation presents the fundamental functional features of the virtual model components for the ascending of the stones. Furthermore, the methodological details for the model setup, as well as the discussion on the stone ascending movements, are herein addressed. The main results obtained from the simulation include the evaluation of the advancement-per-cycle of the conjectured ascending device and the corresponding required driving forces.

In the second regular paper, Ye Zhang et al. report on a meta-learning based method for finger vein recognition to overcome the problem of low recognition accuracy caused by the small number and variety of finger vein samples as well as fuzzy vein lines. The method is based on meta-learning, incorporating multiscale features, and using the idea of residual networks to join meta-learning to improve the recognition accuracy of finger vein images with few samples; to further improve its recognition ability, a differential map is constructed in the form of a differential between the finger vein image of singular value decomposition and finger vein image.

The third regular paper by TaeYoung Kim et al. presents a method of directly measuring the reflection coefficient of a surface, which is an acoustic characteristic in the real environment. Because expensive optimization-based studies that mainly aim to reproduce recorded sounds indirectly estimate acoustic materials, new estimates are required whenever the actual environment changes. Their approach utilizes the method of the acoustics field to enable anyone to easily and directly measure the reflection coefficient of a real environment and generate sound in a virtual environment. The authors obtain the impulse response (IR) for the target surface, separate the direct sound and the reflected sound, and calculate the reflection coefficient for each surface.

In the fourth regular paper, Sandhya Rani Sahoo et al. propose a customized deep convolutional neural network (CNN) architecture that has been designed to discriminate between benign and malignant lesions. The model is designed carefully with lesser convolution layers, fewer filters, and parameters to achieve better classification performance compared with pretrained models and ensures state-of-the-art performance. The proposed model is composed of nine trainable layers: eight convolution layers and one fully connected layer. The suggested framework is extensively evaluated on the benchmark ISIC 2016 challenge dataset. The effect of different input transformations over the dataset has been studied. For fair comparison, standard deep learning models have been used for lesion classification using transfer learning approach. Results show that class balancing with external images improves classification performance.

The last regular paper by V. Jothi Prakash et al. propose a hypothetical meta-stack framework to understand the various components in the realm of metaverse and then provide wide-ranging insights on the most recent development in metaverse realm in the context of cutting-edge technologies, security vulnerabilities, and preventive measures specific to the metaverse and the research challenges pertaining to metaverse.

第34.5期编辑
本期共有12篇论文。伯恩茅斯大学张健教授主持的项目委员会从CASA 2022 Aninex研讨会上选出了七篇论文。CAWW编辑团队对这些论文进行了广泛的修订和审查。最后五篇论文是普通论文。在第一篇论文中,张文树等人提出了一种通过提取头发形状描述符(HSD)的新的单视图头发建模方法Struct2Hear。HSD被定义为基本的结构感知特征,它是发型中关键形状的组合。关键头发形状的完整数据集是从已知的3D头发模型数据库中构建的。在第二篇论文中,徐彦锐等人提出了一种新的基于边界距离的SPH流体模拟自适应方法。引入了与耦合边界有关的带符号距离场,以确定不同空间位置的粒子分辨率。分辨率在到边界的特定距离内是最大的,并且随着距离的增加而平滑地减小,直到达到阈值。然后通过拆分和合并将粒子的大小调整为分辨率。此外,引入了尾流保护机制,以在粒子流过边界对象后的一段时间内将粒子分辨率保持在高水平,以防止流动细节的损失。在第三篇论文中,李等提出了一种基于随机微分方程的点云综合方法。他们认为,点云生成过程是通过点级去噪从已知的先验分布平滑地转换为高似然形状。他们引入了一个条件校正器采样器来提高点云的质量。他们还证明了他们的方法可以以自动编码的方式进行训练,并忠实地重建点云。此外,他们的模型可以在点云完成的下游应用程序上进行扩展。实验结果证明了该方法的有效性和有效性。在第四篇论文中,俞树清等人提出了一种带有视场分析分支的多尺度框架,以提高估计精度。该模型基于特征金字塔,并预测视野以帮助视线估计。特别是,作者分析了多尺度分量和视野分支对具有挑战性的基准数据集MPIIGaze和EYEDIAP的影响。基于这些研究,他们提出的PerimetryNet显著优于最先进的方法。此外,多尺度机制和视野分支可以很容易地应用于现有的网络架构中进行凝视估计。方俊恒等人的第五篇论文聚焦于基于位置的模拟方法的出现,该方法在计算机图形学界迅速发展了一组新的主题。这些方法因其优点而广受欢迎,包括计算效率、可控性、稳定性和对不同场景的鲁棒性,但也有一些弱点。在这项调查中,作者介绍了基于基线位置的动力学(PBD)方法的概念,并回顾了自2018年以来PBD的改进和应用,包括对不同材料的扩展以及与其他技术的集成。在第六篇论文中,王晓坤等人提出了一种隐式光滑粒子流体动力学-流体弹性耦合方法,以减少流体-流体、流体弹性和弹性-弹性耦合情况下的不稳定性问题。通过推导普遍压力场与流体不可压缩属性之间的关系,作者将数字密度格式应用于求解流体和弹性材料的压力泊松方程,以避免多材料耦合的密度误差,并保留弹性物体与流体颗粒相互作用的非穿透条件。实验表明,该方法能够有效地处理弹性物体在各种物理性质下的多相流体模拟。在第七篇论文中,惠亮等人提出了一种基于语义的数字皮影表演场景生成方法。根据该方法,利用中文文本分割技术从描述性文本中提取关键信息。同时,作者生成语义场景图,并在模型库中搜索相应的皮影模型,构建数字皮影表演的虚拟场景。在第一篇定期论文中,Marco Cirelli等人通过虚拟原型和多体动力学模拟,提出了一种建造埃及金字塔的岩石块上升方法的物理可行性。从历史和考古的基础上,本研究呈现了石头上升的虚拟模型组件的基本功能特征。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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