Computer Animation and Virtual Worlds最新文献

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Virtual Reenactment of the Itaewon Crowd Crush Using Kinodynamic Simulation 梨泰院拥挤人群的动态仿真虚拟再现
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-25 DOI: 10.1002/cav.70081
Juyi Hwang, Young J. Kim
{"title":"Virtual Reenactment of the Itaewon Crowd Crush Using Kinodynamic Simulation","authors":"Juyi Hwang,&nbsp;Young J. Kim","doi":"10.1002/cav.70081","DOIUrl":"https://doi.org/10.1002/cav.70081","url":null,"abstract":"<p>We propose new crowd simulation methods to virtually reenact the Itaewon disaster that occurred in 2022 due to the extreme crowd density. Conventional techniques make it challenging to simulate diverse, extremely dense crowd behaviors such as crowd surge, fluidization, and falls observed at the Itaewon disaster. This paper proposes a kinodynamic agent simulation combining kinematic agents for low-density crowds, hydrodynamic and hydrostatic agents for high-density crowds, and articulated passive agents for high-density crowds in dense contact. In order to perform co-simulation among heterogeneous agent types, we use a message-passing mechanism to share relevant kinematic and dynamic information among agents and make agent-type transitions based on crowd density and contact forces. Experiments show that the proposed hybrid simulation approach can accurately reenact crowd phenomena observed at the Itaewon compared to the CCTV footage. Moreover, our ablation study supports the use of kinodynamic agents to faithfully reconstruct the Itaewon crowd behavior. Furthermore, we run three what-if scenarios to explore the possibilities of using our techniques to help prevent incidents in the future. Finally, to demonstrate the applicability of our proposed methods to other types of extreme crowd behaviors besides the Itaewon disaster, we simulate two other real-world crowd incidents using our techniques.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70081","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145626138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
StyleGarNet: A Real-Time Garment Animation Generation Method With Diverse Styles StyleGarNet:一种具有多种风格的实时服装动画生成方法
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-19 DOI: 10.1002/cav.70076
Min Shi, Xinru Zhuo, Zhenyu Li, Yueyue Sun, Lin Gao, Tianlu Mao, Dengming Zhu, Yongliang Yang
{"title":"StyleGarNet: A Real-Time Garment Animation Generation Method With Diverse Styles","authors":"Min Shi,&nbsp;Xinru Zhuo,&nbsp;Zhenyu Li,&nbsp;Yueyue Sun,&nbsp;Lin Gao,&nbsp;Tianlu Mao,&nbsp;Dengming Zhu,&nbsp;Yongliang Yang","doi":"10.1002/cav.70076","DOIUrl":"https://doi.org/10.1002/cav.70076","url":null,"abstract":"<div>\u0000 \u0000 <p>Dressing animations have broad applications in film and animation, but current methods require retraining networks for new styles, which is resource-intensive. While 2D pattern parameters are used for static 3D clothing modeling and editing, applying them to control style variations in dynamic clothing deformation is challenging due to the uncertainty introduced by multiple parameters. Ensuring consistent and stable style features across time-varying deformation sequences is difficult. Therefore, we present StyleGarNet, a novel approach for style-parameter-controlled dressing animation generation and editing. We employ a conditional variational autoencoder architecture to build our network, with style parameters serving as constraint information. This allows us to learn the probabilistic distribution model of deformations under style constraints, crucial for enhancing the robust representation of styles during the deformation process. Simultaneously, considering the temporal nature of motion, we introduce a transformer layer to capture the temporal dependencies of both motion and clothing deformation, thereby enhancing the stability of clothing deformation. Ultimately, our approach enables flexible manipulation of dressing animation generation through inputting style and motion features. Evaluation results demonstrate the efficacy of our approach and show that StyleGarNet outperforms existing methods in terms of prediction speed, accuracy, and stability of deformation sequences.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145547145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Two-Stage Controllable Co-Speech Gesture Generation Method 一种两阶段可控的协同语音手势生成方法
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-19 DOI: 10.1002/cav.70077
Zeyu Peng, Dan Ma, Xiangwei Lv
{"title":"A Two-Stage Controllable Co-Speech Gesture Generation Method","authors":"Zeyu Peng,&nbsp;Dan Ma,&nbsp;Xiangwei Lv","doi":"10.1002/cav.70077","DOIUrl":"https://doi.org/10.1002/cav.70077","url":null,"abstract":"<div>\u0000 \u0000 <p>Co-speech gestures generation plays a key role in the field of virtual reality interaction, synthesizing proper digital human's actions passively with speech. The generative algorithm-based method creates realistic gestures accompanying speech's rhythm and semantic content, improving the interactive experience. To match the persona of digital humans, gestures from algorithms often require additional modification before being applied to a virtual character. However, motion sequences are difficult to edit when generated from hidden motion representations. To make motion synthesis editable, the proposed method develops a two-stage controllable gesture generation pipeline for the c-speech ge-ture generating problem. In stage 1, we design a novel large language model based <i>-K-Decoder</i> th-t takes speech and style label as input to synthesize inverse ki-ematic s-yle control points, which are highly editable. In stage 2, we divide the motion sequence into the body or fingers part for VQ-based latent motion representation learning relatively. And a diffusion-based <i>IK-Denoiser</i> is proposed for'latent motion representation synthesis under the condition of control points. Compared to other representative algorithms, the proposed method gets a competitive performance of metrics such as Fréchet Gesture Distance, Beat Consistency, and Diversity. To demonstrate controllability, it provides three explicit control strategies for motion editing. With these control points, we provide a new co-speech gesture generation paradigm.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145547268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Multi-Agent Learning With Hierarchical Biomechanical Priors for Efficient 3D Human Pose Estimation in Virtual Reality 基于层次生物力学先验的多智能体学习在虚拟现实中高效的三维人体姿态估计
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-19 DOI: 10.1002/cav.70080
Xingquan Cai, Kaijie Qu, Luyao Wang, Shanshan He, Yan Hu
{"title":"Multi-Agent Learning With Hierarchical Biomechanical Priors for Efficient 3D Human Pose Estimation in Virtual Reality","authors":"Xingquan Cai,&nbsp;Kaijie Qu,&nbsp;Luyao Wang,&nbsp;Shanshan He,&nbsp;Yan Hu","doi":"10.1002/cav.70080","DOIUrl":"https://doi.org/10.1002/cav.70080","url":null,"abstract":"<div>\u0000 \u0000 <p>In virtual reality (VR) applications, real-time and robust 3D human pose estimation is paramount to enhance user experience, yet existing methodologies often encounter challenges such as high computational burden, occlusion sensitivity, and inadequate adaptation to complex actions. To mitigate these issues, we propose a novel 3D human pose estimation method based on a multi-agent hierarchical biomechanical priors architecture. This method achieves efficient heatmap prediction in the local feature space through a parallel agents architecture, while simultaneously integrating a hierarchical loss function and dynamic context modeling. It incorporates virtual avatars' geometric constraints into network training, thereby enhancing pose plausibility and effectively addressing occlusion and intricate actions. Moreover, it substantially improves cross-frame stability and estimation accuracy in occlusion scenarios through multiview spatiotemporal consistency optimization. Compared to existing methods, the proposed framework provides adaptability to the unique demands of virtual environments with reduced computational cost. We experimentally validate our approach on the widely used Human3.6M and MPI-INF-3DHP datasets, and further demonstrate through ablation experiments that the dynamic occlusion compensation module, which fuses multimodal perception with a spatio-temporal diffusion mechanism, significantly enhances the robustness of pose estimation under occlusion scenarios with virtual costumes.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145547269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Dimension Expansion for Untangling Mass-Spring System 解缠质量-弹簧系统的尺寸展开
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-19 DOI: 10.1002/cav.70079
Seung-wook Kim, HuiSeong Lee, JaeHyun Lee, Kiwon Um, JungHyun Han
{"title":"Dimension Expansion for Untangling Mass-Spring System","authors":"Seung-wook Kim,&nbsp;HuiSeong Lee,&nbsp;JaeHyun Lee,&nbsp;Kiwon Um,&nbsp;JungHyun Han","doi":"10.1002/cav.70079","DOIUrl":"https://doi.org/10.1002/cav.70079","url":null,"abstract":"<p>The mass-spring model is popular for representing the dynamics of distance-based systems. In particular, elastic materials can be easily simulated using the mass-spring model, thanks to the simplicity of its spring-length constraint. The model is commonly defined in a typical simulation domain, that is, 2D or 3D Euclidean space. If the elastic body is heavily deformed, however, its mass-spring configuration easily becomes hard or impossible to resolve in the typical domain. In order to tackle the challenge, we propose a dimension expansion method, which utilizes auxiliary coordinates for defining the model. By solving the problem in such an expanded domain, the solver can untangle complex spring configurations that are otherwise locked in local minima. Our study demonstrates the potential of the dimension expansion method for mass-spring-based elastic-body simulations and for different applications such as multi-dimensional data embedding problems.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70079","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145547146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Artist-Directable Motion Generation Using Overlapping Minimum Jerk Trajectories for Interactive Embodied Social Agent Adapting to Dynamic Environments 基于重叠最小震动轨迹的艺术家定向运动生成——用于适应动态环境的交互式具身社会主体
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-11-19 DOI: 10.1002/cav.70075
Hirohito Sato, Hironori Mitake, Shouichi Hasegawa
{"title":"Artist-Directable Motion Generation Using Overlapping Minimum Jerk Trajectories for Interactive Embodied Social Agent Adapting to Dynamic Environments","authors":"Hirohito Sato,&nbsp;Hironori Mitake,&nbsp;Shouichi Hasegawa","doi":"10.1002/cav.70075","DOIUrl":"https://doi.org/10.1002/cav.70075","url":null,"abstract":"<p>This paper addresses the challenge of generating natural, interactive motion for embodied agents in social roles. We argue that such motion requires three key properties: Adaptability to dynamic environments and user interactions, switchability between different motions, and directability for expressing intentions and emotions. We propose a novel method that leverages overlapping minimum jerk trajectories to represent the motion of body parts, achieving both switchability and adaptability. Switchability is enabled by the ability to begin transitioning between minimum jerk trajectories at any moment, allowing the agent to smoothly change its motion. Adaptability is achieved by defining trajectory goals within a goal coordinate system relative to the target object or person. This dynamic goal ensures that motions remain contextually relevant as targets move. By representing motion as a sequence of minimum jerk trajectory goals, our approach shares similarities with keyframe animation, offering potential for directability. We demonstrate the efficacy of our method through various motion examples, evaluating its adaptability and switchability. Results indicate that our approach holds promise for generating natural and interactive agent behavior, albeit with some limitations in switchability requiring further investigation.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 6","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70075","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145547147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Human-Robot Interaction: Integrating BCI-Controlled Virtual Robotic Arm With Manual Control in VR Environment 人机交互:虚拟现实环境中bci控制的虚拟机械臂与手动控制的集成
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-10-18 DOI: 10.1002/cav.70072
Jian Teng, Sukyoung Cho, Shaw-mung Lee
{"title":"Human-Robot Interaction: Integrating BCI-Controlled Virtual Robotic Arm With Manual Control in VR Environment","authors":"Jian Teng,&nbsp;Sukyoung Cho,&nbsp;Shaw-mung Lee","doi":"10.1002/cav.70072","DOIUrl":"https://doi.org/10.1002/cav.70072","url":null,"abstract":"<div>\u0000 \u0000 <p>This study presents a novel tri-manual interaction framework that enables users to control two physical hands via VR controllers and a virtual robotic arm through a hybrid brain-computer interface (32-channel EEG and eye-tracking). The virtual robotic arm, implemented as a 6-DOF industrial manipulator in Unity, is controlled through simplified BCI commands: forward/backward movement along the z-axis based on motor imagery strength, with automatic grasping triggered by sustained attention thresholds. Twenty-five participants completed 30 trials, each following a 60-s protocol with five phases: rest, target presentation, preparation, execution, and feedback. Results demonstrated that the hybrid BCI system achieved superior performance compared to EEG-only control: 8.5% improvement in task success rate, 34.5% increase in positioning accuracy, and 46.2% reduction in cognitive load. The CNN-LSTM architecture achieved 86.3% motor imagery classification accuracy. Learning effects were observed within trials, with performance plateauing after 3.8 ± 0.7 attempts. Time-frequency analysis revealed hierarchical neural coordination mechanisms underlying the tri-manual control. This research validates the feasibility of augmented manipulation in virtual environments, establishing a foundation for advanced human-robot collaboration in animation and VR applications.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145317760","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Turbulence Estimation in Smoke Simulation via Curvature-Based Image Features 基于曲率图像特征的烟雾模拟湍流估计
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-10-08 DOI: 10.1002/cav.70074
Syuhei Sato, Ryosuke Kawazumi, Yoshinori Dobashi
{"title":"Turbulence Estimation in Smoke Simulation via Curvature-Based Image Features","authors":"Syuhei Sato,&nbsp;Ryosuke Kawazumi,&nbsp;Yoshinori Dobashi","doi":"10.1002/cav.70074","DOIUrl":"https://doi.org/10.1002/cav.70074","url":null,"abstract":"<div>\u0000 \u0000 <p>Smoke simulation is a crucial element in entertainment applications, such as movies and video games. In particular, the required smoke texture varies depending on the scene, ranging from smooth textures for cigarette smoke to highly irregular ones for explosions. The texture of smoke is primarily influenced by light sources, scattering properties, and turbulence components. Light sources and scattering properties affect the appearance of smoke during rendering, influencing its color, brightness, and density. Turbulence components significantly influence the shape of smoke. While many methods have been proposed for generating turbulence components, they all require manual adjustment of turbulence parameters, which is both time-consuming and labor-intensive. To address this issue, we propose a method for easily generating the desired turbulence by estimating turbulence parameters from images. In our approach, users input images including the desired turbulence components, and optimal parameters representing those components are automatically estimated. This reduces the time and effort required for parameter adjustment, allowing the desired turbulence components to be represented more efficiently.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145271972","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Adaptive Boundary Material Point Method With Surface Particle Reconstruction 基于表面粒子重构的自适应边界质点法
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-10-06 DOI: 10.1002/cav.70024
Haokai Zeng, Dongyu Yang, Yanrui Xu, Yalan Zhang, Zhongmin Wang, Feng Tian, Xiaokun Wang, Xiaojuan Ban
{"title":"An Adaptive Boundary Material Point Method With Surface Particle Reconstruction","authors":"Haokai Zeng,&nbsp;Dongyu Yang,&nbsp;Yanrui Xu,&nbsp;Yalan Zhang,&nbsp;Zhongmin Wang,&nbsp;Feng Tian,&nbsp;Xiaokun Wang,&nbsp;Xiaojuan Ban","doi":"10.1002/cav.70024","DOIUrl":"https://doi.org/10.1002/cav.70024","url":null,"abstract":"<div>\u0000 \u0000 <p>The expression of fine details such as fluid flowing through narrow pipes or split by thin plates poses a significant challenge in simulations involving complex boundary conditions. As a hybrid method, the material point method (MPM), which is widely used for simulating various materials, combines the advantages of Lagrangian particles and Eulerian grids. To achieve accurate simulations of fluid flow through narrow pipes, high-resolution uniform grid cells are necessary, but this often leads to inefficient simulation performance. In this article, we present an adaptive boundary material point method that facilitates adaptive subdivision within regions of interest and conducts collision detection across grids of varying sizes. Within this framework, particles interact through grids of differing resolutions. To tackle the challenge of unevenly distributed subdivided particles, we propose a surface reconstruction approach grounded in the color distance field (CDF), which accurately defines the relationship between the particles and the reconstructed surface. Furthermore, we incorporate a mesh refinement technique to enrich the detail of the mesh utilized to mark the grids during subdivision. We demonstrate the effectiveness of our approach in simulating various materials and boundary conditions, and contrast it with existing methods, underscoring its distinctive advantages.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145271719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Low Cost 3D Motion Capture of Rapid Maneuvers Using a Single High Speed Camera 使用单个高速摄像机快速机动的低成本3D运动捕捉
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-23 DOI: 10.1002/cav.70070
Wajahat Hussain, Mahum Naveed, Asad Khan, Taimoor Hasan Khan, Muhammad Latif Anjum, Shahzad Rasool, Adnan Maqsood
{"title":"Low Cost 3D Motion Capture of Rapid Maneuvers Using a Single High Speed Camera","authors":"Wajahat Hussain,&nbsp;Mahum Naveed,&nbsp;Asad Khan,&nbsp;Taimoor Hasan Khan,&nbsp;Muhammad Latif Anjum,&nbsp;Shahzad Rasool,&nbsp;Adnan Maqsood","doi":"10.1002/cav.70070","DOIUrl":"https://doi.org/10.1002/cav.70070","url":null,"abstract":"<div>\u0000 \u0000 <p>Motion capture options at a high rate, for example, kinematics of flying organisms, are limited. Inertial sensors or marker-based tracking are infeasible due to the mounting requirement. The advent of high-speed cameras being made available for commercial use has facilitated the discovery of intriguing high-rate behaviors. However, analyzing rapid kinematics in three dimensions necessitates using two or more high-speed cameras, which are specialized equipment and come at a significant expense. In this study, we utilize a conventional methodology of capturing synchronized multiple views using a solitary camera and a planar mirror. We introduce a user-friendly software package that facilitates the calibration of this economical setup, enabling the three-dimensional (3D) analysis of high-rate maneuvers and automatic tracking over long video sequences. Within ∼15 min, a single high-speed camera is calibrated and can be used to acquire 3D data. We accompany the toolbox with a detailed user guide and video tutorial (\u0000https://tinyurl.com/yckm9y6b) for ease of use. We accurately reconstruct dense tracks for multiple high-rate maneuvers, including flying insect species (dragonfly, butterfly, and housefly), spinning coin, and rotating fan blades. We believe that our affordable setup will assist in gathering high-rate natural phenomena, leading to realistic and diverse simulations.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145146316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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