In Computer Graphics, the use of intelligent techniques started more recently than in other research areas. However, during these last two decades, the use of intelligent Computer Graphics techniques is growing up year after year and more and more interesting techniques are presented in this area. The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volumes “Artificial Intelligence Techniques for Computer Graphics” (2008), “Intelligent Computer Graphics 2009” (2009), “Intelligent Computer Graphics 2010” (2010) and “Intelligent Computer Graphics 2011” (2011). Usually, this kind of volume contains, every year, selected extended papers from the corresponding 3IA Conference of the year. However, the current volume is made from directly reviewed and selected papers, submitted for publication in the volume “Intelligent Computer Graphics 2012”. This year papers are particularly exciting and concern areas like plant modelling, text-to-scene systems, information visualization, computer-aided geometric design, artificial life, computer games, realistic rendering and many other very important themes.
Dieses Teilgebiet der Biomechanik ist für Sportwissenschaftler und Physiologen von großer Bedeutung! Die umfassende, aktuelle Abhandlung der Skelettmuskelmechanik beschäftigt sich mit drei Themenkreisen: den Mechanismen der Skelettmuskelkontraktion, der Muskelfunktion in vivo und theoretischen Modellen der Muskelfunktion. Auch ein knapper historischer Abriß und ein Ausblick auf noch offene Fragen fehlen nicht. (08/00)
The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.
An overview of biomechanical modeling of human soft tissue using nonlinear theoretical mechanics and incremental finite element methods, useful for computer simulation of the human musculoskeletal system.
The six-volume set comprising the LNCS volumes 11129-11134 constitutes the refereed proceedings of the workshops that took place in conjunction with the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.43 workshops from 74 workshops proposals were selected for inclusion in the proceedings. The workshop topics present a good orchestration of new trends and traditional issues, built bridges into neighboring fields, and discuss fundamental technologies and novel applications.
This book covers dynamic simulation of deformable objects, which is one of the most challenging tasks in computer graphics and visualization. It focuses on the simulation of deformable models with anisotropic materials, one of the less common approaches in the existing research. Both physically-based and geometrically-based approaches are examined. The authors start with transversely isotropic materials for the simulation of deformable objects with fibrous structures. Next, they introduce a fiber-field incorporated corotational finite element model (CLFEM) that works directly with a constitutive model of transversely isotropic material. A smooth fiber-field is used to establish the local frames for each element. To introduce deformation simulation for orthotropic materials, an orthotropic deformation controlling frame-field is conceptualized and a frame construction tool is developed for users to define the desired material properties. The orthotropic frame-field is coupled with the CLFEM model to complete an orthotropic deformable model. Finally, the authors present an integrated real-time system for animation of skeletal characters with anisotropic tissues. To solve the problems of volume distortion and high computational costs, a strain-based PBD framework for skeletal animation is explained; natural secondary motion of soft tissues is another benefit. The book is written for those researchers who would like to develop their own algorithms. The key mathematical and computational concepts are presented together with illustrations and working examples. It can also be used as a reference book for graduate students and senior undergraduates in the areas of computer graphics, computer animation, and virtual reality. Academics, researchers, and professionals will find this to be an exceptional resource.
This book provides an overview of the current state of research on development and application of methods, algorithms, tools and systems associated with the studies on man-machine interaction. Modern machines and computer systems are designed not only to process information, but also to work in dynamic environment, supporting or even replacing human activities in areas such as business, industry, medicine or military. The interdisciplinary field of research on man-machine interactions focuses on broad range of aspects related to the ways in which human make or use computational artifacts, systems and infrastructure. This monograph is the fourth edition in the series and presents new concepts concerning analysis, design and evaluation of man-machine systems. The selection of high-quality, original papers covers a wide scope of research topics focused on the main problems and challenges encountered within rapidly evolving new forms of human-machine relationships. The presented material is structured into following sections: human-computer interfaces, robot, control, embedded and navigation systems, bio-data analysis and mining, biomedical signal processing, image and motion data processing, decision support and expert systems, pattern recognition, fuzzy systems, algorithms and optimisation, computer networks and mobile technologies, and data management systems.
The Handbook of Human Motion is a large cross-disciplinary reference work which covers the many interlinked facets of the science and technology of human motion and its measurement. Individual chapters cover fundamental principles and technological developments, the state-of-the-art and consider applications across four broad and interconnected fields; medicine, sport, forensics and animation. The huge strides in technological advancement made over the past century make it possible to measure motion with unprecedented precision, but also lead to new challenges. This work introduces the many different approaches and systems used in motion capture, including IR and ultrasound, mechanical systems and video, plus some emerging techniques. The large variety of techniques used for the study of motion science in medicine can make analysis a complicated process, but extremely effective for the treatment of the patient when well utilised. The handbook descri bes how motion capture techniques are applied in medicine, and shows how the resulting analysis can help in diagnosis and treatment. A closely related field, sports science involves a combination of in-depth medical knowledge and detailed understanding of performance and training techniques, and motion capture can play an extremely important role in linking these disciplines. The handbook considers which technologies are most appropriate in specific circumstances, how they are applied and how this can help prevent injury and improve sporting performance. The application of motion capture in forensic science and security is reviewed, with chapters dedicated to specific areas including employment law, injury analysis, criminal activity and motion/facial recognition. And in the final area of application, the book describes how novel motion capture techniques have been designed specifically to aid the creation of increasingly realistic animation within films and v ideo games, with Lord of the Rings and Avatar just two examples. Chapters will provide an overview of the bespoke motion capture techniques developed for animation, how these have influenced advances in film and game design, and the links to behavioural studies, both in humans and in robotics. Comprising a cross-referenced compendium of different techniques and applications across a broad field, the Handbook of Human Motion provides the reader with a detailed reference and simultaneously a source of inspiration for future work. The book will be of use to students, researchers, engineers and others working in any field relevant to human motion capture.
Richly illustrated and presented in clear, concise language, Biomechanics of Skeletal Muscles is an essential resource for those seeking advanced knowledge of muscle biomechanics. Written by leading experts Vladimir Zatsiorsky and Boris Prilutsky, the text is one of the few to look at muscle biomechanics in its entirety—from muscle fibers to muscle coordination—making it a unique contribution to the field. Using a blend of experimental evidence and mechanical models, Biomechanics of Skeletal Muscles provides an explanation of whole muscle biomechanics at work in the body in motion. The book first addresses the mechanical behavior of single muscles—from the sarcomere level up to the entire muscle. The architecture of human muscle, the mechanical properties of tendons and passive muscles, the biomechanics of active muscles, and the force transmission and shock absorption aspects of muscle are explored in detail. Next, the various issues of muscle functioning during human motion are addressed. The transformation from muscle force to joint movements, two-joint muscle function, eccentric muscle action, and muscle coordination are analyzed. This advanced text assumes some knowledge of algebra and calculus; however, the emphasis is on understanding physical concepts. Higher-level computational descriptions are placed in special sections in the later chapters of the book, allowing those with a strong mathematical background to explore this material in more detail. Readers who choose to skip over these sections will find that the book still provides a strong conceptual understanding of advanced topics. Biomechanics of Skeletal Muscles also contains numerous special features that facilitate readers’ comprehension of the topics presented. More than 300 illustrations and accompanying explanations provide an extensive visual representation of muscle biomechanics. Refresher sidebars offer brief reminders of mathematical and biomechanical concepts, and From the Literature sidebars present practical examples that illustrate the concepts under discussion. Chapter summaries and review questions provide an opportunity for reflection and self-testing, and reference lists at the end of each chapter provide a starting point for further study. Biomechanics of Skeletal Muscles offers a thorough explanation of whole muscle biomechanics, bridging the gap between foundational biomechanics texts and scientific literature. With the information found in this text, readers can prepare themselves to better understand the latest in cutting-edge research. Biomechanics of Skeletal Muscles is the third volume in the Biomechanics of Human Motion series. Advanced readers in human movement science gain a comprehensive understanding of the biomechanics of human motion as presented by one of the world’s foremost researchers on the subject, Dr. Vladimir Zatsiorsky. The series begins with Kinematics of Human Motion, which details human body positioning and movement in three dimensions; continues with Kinetics of Human Motion, which examines the forces that create body motion and their effects; and concludes with Biomechanics of Skeletal Muscles, which explains the action of the biological motors that exert force and produce mechanical work during human movement.