The document describes a method for modeling the 3D shape and pose of animals using a small dataset of 3D toy scans. A novel part-based model called GLoSS is used to initially register a template mesh to the scans in different poses and shapes. The registrations are then refined and used to learn a statistical shape model called SMAL that captures shape variation across animal families in a low-dimensional space. The SMAL model can generate novel animal shapes, pose them, and is shown to generalize to fitting real animal images, including species not present in training.
This document presents a novel algorithm for grouping 3D object models based on their appearance in a hierarchical structure, similar to human perception. The algorithm uses clustering to divide objects into subclasses and then further divides each subclass into predefined groups to build the hierarchy. Principal component analysis is used to compactly represent appearance models from multiple images of each object. Distances between manifolds, subspaces, and individual models are calculated to measure similarity and perform the grouping. The goal is to develop a more natural object classifier that mimics how humans differentiate and classify objects based on visual characteristics like shape, color, and texture.
ROBUST STATISTICAL APPROACH FOR EXTRACTION OF MOVING HUMAN SILHOUETTES FROM V...ijitjournal
Human pose estimation is one of the key problems in computer visionthat has been studied in the recent
years. The significance of human pose estimation is in the higher level tasks of understanding human
actions applications such as recognition of anomalous actions present in videos and many other related
applications. The human poses can be estimated by extracting silhouettes of humans as silhouettes are
robust to variations and it gives the shape information of the human body. Some common challenges
include illumination changes, variation in environments, and variation in human appearances. Thus there
is a need for a robust method for human pose estimation. This paper presents a study and analysis of
approaches existing for silhouette extraction and proposes a robust technique for extracting human
silhouettes in video sequences. Gaussian Mixture Model (GMM) A statistical approach is combined with
HSV (Hue, Saturation and Value) color space model for a robust background model that is used for
background subtraction to produce foreground blobs, called human silhouettes. Morphological operations
are then performed on foreground blobs from background subtraction. The silhouettes obtained from this
work can be used in further tasks associated with human action interpretation and activity processes like
human action classification, human pose estimation and action recognition or action interpretation.
3D Human Pose And Shape Estimation From Multi-View ImageryLiz Adams
This document presents a system for estimating 3D human pose and shape from multi-view imagery. The system uses bottom-up and top-down approaches to first initialize and then refine the 3D pose estimation. It models human shape variation using principal component analysis of a dataset of body scans. The system estimates detailed 3D shape by searching within the shape model parameter space to best fit the visual hull reconstruction from multiple camera views. The estimated 3D pose and shape can then be used to infer attributes about the human target such as gender, whether they are carrying an object, and body part dimensions.
Three-dimensional multimodal models of objective classes are a great tool in modeling and recognition. The multimodal involuntary emotion recognition during a mentally challenged-based communication is presented. We have easily found the mentally disorder people without a doctor. The features are built upon the emotion, motion and frequency to identifying the percentage of mentally disorder peoples. Using Different categories of an image, video, audio and emotions can be discriminated. An image using an algorithms for classification is 3DMM (Three-dimensional morph able models) used to fit the model to images, and a framework for face emotion recognition. GPSO (Guided Particle Swarm Optimization) the emotion finding problem is basically an exploration problem, where at every point; we are pointed to recognize which of the thinkable emotions ensures the current facial expression denotes and GA (Genetic Algorithm) has the virtues of overflowing coding, and decoding, assigning complex information flexibly. GA is calculating the percentage of mental disorder. We proposed using different algorithm to identify the mentally challenged persons.
1. The researchers developed a 3D virtual anatomy puzzle game to teach human anatomy through an interactive and immersive experience.
2. They tested the game on two users, evaluating metrics like time taken and score based on correctly assembling anatomical structures.
3. Results found that training in free play mode improved users' speed and familiarity with the interface. Both users' anatomy knowledge and puzzle performance improved after playing.
Bioinspired Character Animations: A Mechanistic and Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt to copy human movement, ‘cognitive’ animation solutions mimic the brain's approach to problem solving, i.e., a logical (intelligent) thinking structure. This procedural animation solution uses bio-inspired insights (modelling nature and the workings of the brain) to unveil a new generation of intelligent agents. As with any promising new approach, it raises hopes and questions; an extremely challenging task that offers a revolutionary solution, not just in animation but to a variety of fields, from intelligent robotics and physics to nanotechnology and electrical engineering. Questions, such as, how does the brain coordinate muscle signals? How does the brain know which body parts to move? With all these activities happening in our brain, we examine how our brain ‘sees’ our body and how it can affect our movements. Through this understanding of the human brain and the cognitive process, models can be created to mimic our abilities, such as, synthesizing actions that solve and react to unforeseen problems in a humanistic manner. We present an introduction to the concept of cognitive skills, as an aid in finding and designing a viable solution. This helps us address principal challenges, such as: How do characters perceive the outside world (input) and how does this input influence their motions? What is required to emulate adaptive learning skills as seen in higher life-forms (e.g., a child's cognitive learning process)? How can we control and ‘direct’ these autonomous procedural character motions? Finally, drawing from experimentation and literature, we suggest hypotheses for solving these questions and more. In summary, this article analyses the biological and cognitive workings of the human mind, specifically motor skills. Reviewing cognitive psychology research related to movement in an attempt to produce more attentive behavioural characteristics. We conclude with a discussion on the significance of cognitive methods for creating virtual character animations, limitations and future applications.
This document proposes a method for 3D human pose estimation and tracking in video sequences captured from a moving camera. It introduces a virtual camera model to remove perspective distortion from detected bounding boxes of humans in images. Using this virtual camera model and a human mesh regression network, it estimates the 3D pose and global metric position of humans over time. State estimation techniques like Kalman filtering are then used to filter the pose and position estimates and improve tracking performance despite camera motion. The method aims to enable robust 3D human pose tracking for applications like robotics.
This document presents a method for real-time facial expression analysis using principal component analysis (PCA). The method involves detecting faces, extracting expression features from the eye and mouth regions, applying PCA to extract texture features, and using a support vector machine classifier to classify expressions. The proposed approach was tested on a database of facial images with expressions categorized as happy, angry, disgust, sad, or neutral. PCA was used to select the most relevant eigenfaces and reduce the dimensionality of the feature space for more efficient classification of expressions in real-time.
This document presents a novel algorithm for grouping 3D object models based on their appearance in a hierarchical structure, similar to human perception. The algorithm uses clustering to divide objects into subclasses and then further divides each subclass into predefined groups to build the hierarchy. Principal component analysis is used to compactly represent appearance models from multiple images of each object. Distances between manifolds, subspaces, and individual models are calculated to measure similarity and perform the grouping. The goal is to develop a more natural object classifier that mimics how humans differentiate and classify objects based on visual characteristics like shape, color, and texture.
ROBUST STATISTICAL APPROACH FOR EXTRACTION OF MOVING HUMAN SILHOUETTES FROM V...ijitjournal
Human pose estimation is one of the key problems in computer visionthat has been studied in the recent
years. The significance of human pose estimation is in the higher level tasks of understanding human
actions applications such as recognition of anomalous actions present in videos and many other related
applications. The human poses can be estimated by extracting silhouettes of humans as silhouettes are
robust to variations and it gives the shape information of the human body. Some common challenges
include illumination changes, variation in environments, and variation in human appearances. Thus there
is a need for a robust method for human pose estimation. This paper presents a study and analysis of
approaches existing for silhouette extraction and proposes a robust technique for extracting human
silhouettes in video sequences. Gaussian Mixture Model (GMM) A statistical approach is combined with
HSV (Hue, Saturation and Value) color space model for a robust background model that is used for
background subtraction to produce foreground blobs, called human silhouettes. Morphological operations
are then performed on foreground blobs from background subtraction. The silhouettes obtained from this
work can be used in further tasks associated with human action interpretation and activity processes like
human action classification, human pose estimation and action recognition or action interpretation.
3D Human Pose And Shape Estimation From Multi-View ImageryLiz Adams
This document presents a system for estimating 3D human pose and shape from multi-view imagery. The system uses bottom-up and top-down approaches to first initialize and then refine the 3D pose estimation. It models human shape variation using principal component analysis of a dataset of body scans. The system estimates detailed 3D shape by searching within the shape model parameter space to best fit the visual hull reconstruction from multiple camera views. The estimated 3D pose and shape can then be used to infer attributes about the human target such as gender, whether they are carrying an object, and body part dimensions.
Three-dimensional multimodal models of objective classes are a great tool in modeling and recognition. The multimodal involuntary emotion recognition during a mentally challenged-based communication is presented. We have easily found the mentally disorder people without a doctor. The features are built upon the emotion, motion and frequency to identifying the percentage of mentally disorder peoples. Using Different categories of an image, video, audio and emotions can be discriminated. An image using an algorithms for classification is 3DMM (Three-dimensional morph able models) used to fit the model to images, and a framework for face emotion recognition. GPSO (Guided Particle Swarm Optimization) the emotion finding problem is basically an exploration problem, where at every point; we are pointed to recognize which of the thinkable emotions ensures the current facial expression denotes and GA (Genetic Algorithm) has the virtues of overflowing coding, and decoding, assigning complex information flexibly. GA is calculating the percentage of mental disorder. We proposed using different algorithm to identify the mentally challenged persons.
1. The researchers developed a 3D virtual anatomy puzzle game to teach human anatomy through an interactive and immersive experience.
2. They tested the game on two users, evaluating metrics like time taken and score based on correctly assembling anatomical structures.
3. Results found that training in free play mode improved users' speed and familiarity with the interface. Both users' anatomy knowledge and puzzle performance improved after playing.
Bioinspired Character Animations: A Mechanistic and Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt to copy human movement, ‘cognitive’ animation solutions mimic the brain's approach to problem solving, i.e., a logical (intelligent) thinking structure. This procedural animation solution uses bio-inspired insights (modelling nature and the workings of the brain) to unveil a new generation of intelligent agents. As with any promising new approach, it raises hopes and questions; an extremely challenging task that offers a revolutionary solution, not just in animation but to a variety of fields, from intelligent robotics and physics to nanotechnology and electrical engineering. Questions, such as, how does the brain coordinate muscle signals? How does the brain know which body parts to move? With all these activities happening in our brain, we examine how our brain ‘sees’ our body and how it can affect our movements. Through this understanding of the human brain and the cognitive process, models can be created to mimic our abilities, such as, synthesizing actions that solve and react to unforeseen problems in a humanistic manner. We present an introduction to the concept of cognitive skills, as an aid in finding and designing a viable solution. This helps us address principal challenges, such as: How do characters perceive the outside world (input) and how does this input influence their motions? What is required to emulate adaptive learning skills as seen in higher life-forms (e.g., a child's cognitive learning process)? How can we control and ‘direct’ these autonomous procedural character motions? Finally, drawing from experimentation and literature, we suggest hypotheses for solving these questions and more. In summary, this article analyses the biological and cognitive workings of the human mind, specifically motor skills. Reviewing cognitive psychology research related to movement in an attempt to produce more attentive behavioural characteristics. We conclude with a discussion on the significance of cognitive methods for creating virtual character animations, limitations and future applications.
This document proposes a method for 3D human pose estimation and tracking in video sequences captured from a moving camera. It introduces a virtual camera model to remove perspective distortion from detected bounding boxes of humans in images. Using this virtual camera model and a human mesh regression network, it estimates the 3D pose and global metric position of humans over time. State estimation techniques like Kalman filtering are then used to filter the pose and position estimates and improve tracking performance despite camera motion. The method aims to enable robust 3D human pose tracking for applications like robotics.
This document presents a method for real-time facial expression analysis using principal component analysis (PCA). The method involves detecting faces, extracting expression features from the eye and mouth regions, applying PCA to extract texture features, and using a support vector machine classifier to classify expressions. The proposed approach was tested on a database of facial images with expressions categorized as happy, angry, disgust, sad, or neutral. PCA was used to select the most relevant eigenfaces and reduce the dimensionality of the feature space for more efficient classification of expressions in real-time.
This document presents a large dataset for 3D human motion estimation containing over 3.6 million poses from 11 actors performing everyday activities. The dataset was collected using motion capture systems and synchronized with 2D video and depth data from 4 cameras. It aims to complement existing datasets by providing a more diverse range of human motions captured in a controlled laboratory setting, as well as complex mixed reality scenes with occlusions. Online tools are provided for model visualization, feature extraction, and baseline predictive methods to facilitate the use of this dataset.
This document discusses simulation and modelling software called STELLA. It provides an overview of STELLA's features and how it can be used to simulate systems over time. It also describes the benefits and limitations of using simulations for education. Simulations can increase understanding, provide hands-on learning, and test designs without physical implementation. However, they may oversimplify details and require significant computing resources for complex simulations. Overall, simulations are a useful tool that can enhance the teaching and learning process.
Estimating Human Pose from Occluded Images (ACCV 2009)Jia-Bin Huang
We address the problem of recovering 3D human pose from single 2D images, in which the pose estimation problem is formulated as a direct nonlinear regression from image observation to 3D joint positions. One key issue that has not been addressed in the literature is how to estimate 3D pose when humans in the scenes are partially or heavily occluded. When occlusions occur, features extracted from image observations (e.g., silhouettes-based shape features, histogram of oriented gradient, etc.) are seriously corrupted, and consequently the regressor (trained on un-occluded images) is unable to estimate pose states correctly. In this paper, we present a method that is capable of handling occlusions using sparse signal representations, in which each test sample is represented as a compact linear combination of training samples. The sparsest solution can then be efficiently obtained by solving a convex optimization problem with certain norms (such as l1-norm). The corrupted test image can be recovered with a sparse linear combination of un-occluded training images which can then be used for estimating human pose correctly (as if no occlusions exist). We also show that the proposed approach implicitly performs relevant feature selection with un-occluded test images. Experimental results on synthetic and real data sets bear out our theory that with sparse representation 3D human pose can be robustly estimated when humans are partially or heavily occluded in the scenes.
Animal Breed Classification And Prediction Using Convolutional Neural Network...Allison Thompson
This document describes a study that uses a convolutional neural network (CNN) to classify and predict breeds of primates using a dataset of 10 monkey species images. The CNN model was trained on the image dataset and achieved 80.5% accuracy on the training set and 73.53% accuracy on the validation set after 20 epochs of training. The trained model was able to accurately predict the primate breeds in the dataset. The researchers aim to use this type of automated primate breed identification to help conservation efforts and protect endangered species from extinction.
This document summarizes a method for tracking deformable objects in images. It proposes casting the problem as finding optimal cyclic paths in a product space of the template shape and input image. A cost functional is introduced that considers data fidelity, shape consistency, and elastic deformation. The functional is optimized using a minimum ratio cycle algorithm on graphics cards, allowing real-time segmentation and tracking of deformable objects while guaranteeing a globally optimal solution. The method can be extended to track multiple deformable anatomical structures in medical images.
This document summarizes a method for tracking deformable objects in images. It proposes casting the problem as finding optimal cyclic paths in a product space of the template shape and input image. A cost functional is introduced that consists of three terms: data fidelity favoring strong edges, shape consistency favoring similar tangent angles, and an elastic penalty for stretching. Optimization is performed using simulated annealing for segmentation and iterated conditional modes for tracking. The algorithm provides optimal segmentation and point correspondences between template and image curve in linear time.
This document summarizes a research paper that proposes a new approach for tracking multiple deformable anatomical structures in medical images using geometrically deformable templates (GDTs). The GDTs can deform to match similar shapes based on image forces while minimizing a penalty function that measures deformation from the template's equilibrium shape. This allows simultaneous segmentation of multiple objects using intra- and inter-shape information. Simulated annealing is used for segmentation while iterated conditional modes is used for tracking. The paper also reviews previous work on image segmentation, tracking deformable objects, and shape-based image segmentation.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
The document describes the design and development of an artificial life simulation of a virtual dog for use in virtual reality. Key aspects of the simulation include:
1) A behavior selection module that uses an emotion-based model to determine the dog's behaviors and reactions based on its needs, emotions, and interactions.
2) A learning module that uses reinforcement learning to modify the dog's behaviors over time based on outcomes.
3) A genetics model for breeding dogs and passing on traits from parents to offspring.
4) An interaction model using cellular automata to simulate social behaviors between multiple dogs.
5) Advanced 3D graphics and environments to simulate realistic visuals of the dog, surroundings and weather effects.
The simulation
Bio-Inspired Animated Characters A Mechanistic & Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt
to copy human movement, ‘cognitive’ animation solutions mimic
the brain’s approach to problem solving, i.e., a logical (intelligent)
thinking structure. This procedural animation solution uses bioinspired insights (modelling nature and the workings of the brain)
to unveil a new generation of intelligent agents. As with any
promising new approach, it raises hopes and questions; an extremely
challenging task that offers a revolutionary solution, not just in
animation but to a variety of fields, from intelligent robotics and
physics to nanotechnology and electrical engineering. Questions,
such as, how does the brain coordinate muscle signals? How does
the brain know which body parts to move? With all these activities
happening in our brain, we examine how our brain ‘sees’ our body
and how it can affect our movements. Through this understanding
of the human brain and the cognitive process, models can be
created to mimic our abilities, such as, synthesizing actions that
solve and react to unforeseen problems in a humanistic manner.
We present an introduction to the concept of cognitive skills, as
an aid in finding and designing a viable solution. This helps us
address principal challenges, such as: How do characters perceive
the outside world (input) and how does this input influence their
motions? What is required to emulate adaptive learning skills as
seen in higher life-forms (e.g., a child’s cognitive learning process)?
How can we control and ‘direct’ these autonomous procedural
character motions? Finally, drawing from experimentation and
literature, we suggest hypotheses for solving these questions and
more. In summary, this article analyses the biological and cognitive
workings of the human mind, specifically motor skills. Reviewing
cognitive psychology research related to movement in an attempt
to produce more attentive behavioural characteristics. We conclude
with a discussion on the significance of cognitive methods for creating
virtual character animations, limitations and future applications.
Object Detection using HoG Features for Visual Situation RecognitionEfsun Kayi
This project investigates a novel approach to building computer systems that can recognize visual situations. While much effort in computer vision has focused on identifying isolated objects in images, what people actually do is recognize coherent situations — collections of objects and their interrelations that, taken together, correspond to a known concept, such as "dog-walking", or "a fight breaking out", or "a blind person crossing the street". Situation recognition by humans may appear on the surface to be effortless, but it relies on a complex dynamic interplay among human abilities to perceive objects, systems of relationships among objects, and analogies with stored knowledge and memories.
Enabling computers to flexibly recognize visual situations would create a flood of important applications in fields as diverse as autonomous vehicles, medical diagnosis, interpretation of scientific imagery, enhanced human-computer interaction, and personal information organization.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Eugen Zaharescu-PROJECT STATEMENT-Morphological Medical Image Indexing and Cl...Eugen Zaharescu
This document outlines PhD. Assoc. Professor Eugen ZAHARESCU's project on developing an advanced mathematical model for analyzing and processing medical images using mathematical morphology methods. The project aims to 1) implement modern mathematical methods for solving problems in medical imaging, 2) collect, index and classify medical images and store them in a digital library, and 3) develop a software system for medical imaging using a formal model based on mathematical morphology. ZAHARESCU has done research on extending mathematical morphology to logarithmic image processing and developing new morphological operators for medical image enhancement.
Beyond Frontal Faces: Improving Person Recognition Using Multiple CuesJoão Gabriel Lima
We explore the task of recognizing peoples’ identities
in photo albums in an unconstrained setting. To facilitate
this, we introduce the new
People In Photo Albums (PIPA)
dataset, consisting of over 60000 instances of
2000 in-
dividuals collected from public Flickr photo albums. With
only about half of the person images containing a frontal
face, the recognition task is very challenging due to the
large variations in pose, clothing, camera viewpoint, image
resolution and illumination. We propose the Pose Invariant
PErson Recognition (PIPER) method, which accumulates
the cues of poselet-level person recognizers trained by deep
convolutional networks to discount for the pose variations,
combined with a face recognizer and a global recognizer.
Experiments on three different settings confirm that in our
unconstrained setup PIPER significantly improves on the
performance of DeepFace, which is one of the best face rec-
ognizers as measured on the LFW dataset.
Automatic Localisation of the Brain in Fetal MRI (Miccai 2013)Kevin Keraudren
Localization of the fetal brain in MRI poses challenges due to fetal motion during image acquisition. The authors propose a 2D detection method using Maximally Stable Extremal Regions and bundled SIFT features to classify regions as brain or non-brain. A RANSAC procedure then fits an axis-aligned 3D box to the detected regions. On a dataset of 59 fetuses, the method obtained a median error of 5.7mm from ground truth with no missed detections, outperforming alternatives using 2D or 3D SIFT features. The prior knowledge of fetal brain size based on gestational age improves robustness to motion artifacts.
Correcting garment set deformalities on virtual human model using transparanc...eSAT Publishing House
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
The Latest on Boids Research - October 2014Olaf Witkowski
The document summarizes recent research on modeling collective behavior using boids algorithms. It discusses the original boids model proposed by Reynolds in 1986, which uses separation, cohesion and alignment forces. It also mentions work adding new forces, such as allowing for leadership changes. Cucker and Huepe developed a model in 2008 that balances consensus behavior with a trade-off that allows some individuals to take a leading role in steering the group.
Automatic Skinning of the Simulated Manipulator Robot ARM ijcga
this paper study the skinning of the manipulator robot arm (JACO) and how to implement this into arm skeleton with easy way and see the effect of the distributed specified weight and how to control it to get the best motion results.
Love, j. pasquier, p. wyvill, b.tzanetakis, g. (2011): aesthetic agents swarm...ArchiLab 7
This document summarizes a research paper that introduces a swarm-based multi-agent system for producing expressive imagery through the use of multiple digital images. Agents are assigned a digital image as their "aesthetic ideal" and modify pixels on a canvas to be closer to their ideal. When agents with different ideals occupy the same canvas, their conflicting goals result in new, complex images emerging. The simple system effectively explores concepts from modern art movements, demonstrating the potential of swarm-based methods for non-photorealistic rendering.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Multi fractal analysis of human brain mr imageeSAT Journals
Abstract In computer programming, code smell may origin of latent problems in source code. Detecting and resolving bad smells remain time intense for software engineers despite proposals on bad smell detecting and refactoring tools. Numerous code smells have been recognized yet the sequence in which the detection and resolution of different kinds of code smells are performed because software engineers do not know how to optimize sequence. In this paper, the novel refactoring approach is proposed to improve the performance of programs. In this recommended approach the code smells are automatically detected and refactored. The simulation results propose the reduction of time over the semi-automated refactoring are achieved when code smells are refactored by using multi-step automated refactoring. Keywords: Code smell, multi step refactoring, detection, code resolution, restructuring etc
The document provides instructions for creating an account and submitting a request for writing assistance on the HelpWriting.net website. It outlines a 5-step process: 1) Create an account with a password and email; 2) Complete a 10-minute order form with instructions, sources, and deadline; 3) Review bids from writers and choose one; 4) Review the completed paper and authorize payment; 5) Request revisions to ensure satisfaction and receive a refund for plagiarized work.
Printable Writing Paper (28) By Aimee-Valentine-Art OnSara Parker
The document provides instructions for requesting an assignment writing service from HelpWriting.net. It outlines the 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until fully satisfied, and the company guarantees original, high-quality work or a full refund.
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This document presents a large dataset for 3D human motion estimation containing over 3.6 million poses from 11 actors performing everyday activities. The dataset was collected using motion capture systems and synchronized with 2D video and depth data from 4 cameras. It aims to complement existing datasets by providing a more diverse range of human motions captured in a controlled laboratory setting, as well as complex mixed reality scenes with occlusions. Online tools are provided for model visualization, feature extraction, and baseline predictive methods to facilitate the use of this dataset.
This document discusses simulation and modelling software called STELLA. It provides an overview of STELLA's features and how it can be used to simulate systems over time. It also describes the benefits and limitations of using simulations for education. Simulations can increase understanding, provide hands-on learning, and test designs without physical implementation. However, they may oversimplify details and require significant computing resources for complex simulations. Overall, simulations are a useful tool that can enhance the teaching and learning process.
Estimating Human Pose from Occluded Images (ACCV 2009)Jia-Bin Huang
We address the problem of recovering 3D human pose from single 2D images, in which the pose estimation problem is formulated as a direct nonlinear regression from image observation to 3D joint positions. One key issue that has not been addressed in the literature is how to estimate 3D pose when humans in the scenes are partially or heavily occluded. When occlusions occur, features extracted from image observations (e.g., silhouettes-based shape features, histogram of oriented gradient, etc.) are seriously corrupted, and consequently the regressor (trained on un-occluded images) is unable to estimate pose states correctly. In this paper, we present a method that is capable of handling occlusions using sparse signal representations, in which each test sample is represented as a compact linear combination of training samples. The sparsest solution can then be efficiently obtained by solving a convex optimization problem with certain norms (such as l1-norm). The corrupted test image can be recovered with a sparse linear combination of un-occluded training images which can then be used for estimating human pose correctly (as if no occlusions exist). We also show that the proposed approach implicitly performs relevant feature selection with un-occluded test images. Experimental results on synthetic and real data sets bear out our theory that with sparse representation 3D human pose can be robustly estimated when humans are partially or heavily occluded in the scenes.
Animal Breed Classification And Prediction Using Convolutional Neural Network...Allison Thompson
This document describes a study that uses a convolutional neural network (CNN) to classify and predict breeds of primates using a dataset of 10 monkey species images. The CNN model was trained on the image dataset and achieved 80.5% accuracy on the training set and 73.53% accuracy on the validation set after 20 epochs of training. The trained model was able to accurately predict the primate breeds in the dataset. The researchers aim to use this type of automated primate breed identification to help conservation efforts and protect endangered species from extinction.
This document summarizes a method for tracking deformable objects in images. It proposes casting the problem as finding optimal cyclic paths in a product space of the template shape and input image. A cost functional is introduced that considers data fidelity, shape consistency, and elastic deformation. The functional is optimized using a minimum ratio cycle algorithm on graphics cards, allowing real-time segmentation and tracking of deformable objects while guaranteeing a globally optimal solution. The method can be extended to track multiple deformable anatomical structures in medical images.
This document summarizes a method for tracking deformable objects in images. It proposes casting the problem as finding optimal cyclic paths in a product space of the template shape and input image. A cost functional is introduced that consists of three terms: data fidelity favoring strong edges, shape consistency favoring similar tangent angles, and an elastic penalty for stretching. Optimization is performed using simulated annealing for segmentation and iterated conditional modes for tracking. The algorithm provides optimal segmentation and point correspondences between template and image curve in linear time.
This document summarizes a research paper that proposes a new approach for tracking multiple deformable anatomical structures in medical images using geometrically deformable templates (GDTs). The GDTs can deform to match similar shapes based on image forces while minimizing a penalty function that measures deformation from the template's equilibrium shape. This allows simultaneous segmentation of multiple objects using intra- and inter-shape information. Simulated annealing is used for segmentation while iterated conditional modes is used for tracking. The paper also reviews previous work on image segmentation, tracking deformable objects, and shape-based image segmentation.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
The document describes the design and development of an artificial life simulation of a virtual dog for use in virtual reality. Key aspects of the simulation include:
1) A behavior selection module that uses an emotion-based model to determine the dog's behaviors and reactions based on its needs, emotions, and interactions.
2) A learning module that uses reinforcement learning to modify the dog's behaviors over time based on outcomes.
3) A genetics model for breeding dogs and passing on traits from parents to offspring.
4) An interaction model using cellular automata to simulate social behaviors between multiple dogs.
5) Advanced 3D graphics and environments to simulate realistic visuals of the dog, surroundings and weather effects.
The simulation
Bio-Inspired Animated Characters A Mechanistic & Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt
to copy human movement, ‘cognitive’ animation solutions mimic
the brain’s approach to problem solving, i.e., a logical (intelligent)
thinking structure. This procedural animation solution uses bioinspired insights (modelling nature and the workings of the brain)
to unveil a new generation of intelligent agents. As with any
promising new approach, it raises hopes and questions; an extremely
challenging task that offers a revolutionary solution, not just in
animation but to a variety of fields, from intelligent robotics and
physics to nanotechnology and electrical engineering. Questions,
such as, how does the brain coordinate muscle signals? How does
the brain know which body parts to move? With all these activities
happening in our brain, we examine how our brain ‘sees’ our body
and how it can affect our movements. Through this understanding
of the human brain and the cognitive process, models can be
created to mimic our abilities, such as, synthesizing actions that
solve and react to unforeseen problems in a humanistic manner.
We present an introduction to the concept of cognitive skills, as
an aid in finding and designing a viable solution. This helps us
address principal challenges, such as: How do characters perceive
the outside world (input) and how does this input influence their
motions? What is required to emulate adaptive learning skills as
seen in higher life-forms (e.g., a child’s cognitive learning process)?
How can we control and ‘direct’ these autonomous procedural
character motions? Finally, drawing from experimentation and
literature, we suggest hypotheses for solving these questions and
more. In summary, this article analyses the biological and cognitive
workings of the human mind, specifically motor skills. Reviewing
cognitive psychology research related to movement in an attempt
to produce more attentive behavioural characteristics. We conclude
with a discussion on the significance of cognitive methods for creating
virtual character animations, limitations and future applications.
Object Detection using HoG Features for Visual Situation RecognitionEfsun Kayi
This project investigates a novel approach to building computer systems that can recognize visual situations. While much effort in computer vision has focused on identifying isolated objects in images, what people actually do is recognize coherent situations — collections of objects and their interrelations that, taken together, correspond to a known concept, such as "dog-walking", or "a fight breaking out", or "a blind person crossing the street". Situation recognition by humans may appear on the surface to be effortless, but it relies on a complex dynamic interplay among human abilities to perceive objects, systems of relationships among objects, and analogies with stored knowledge and memories.
Enabling computers to flexibly recognize visual situations would create a flood of important applications in fields as diverse as autonomous vehicles, medical diagnosis, interpretation of scientific imagery, enhanced human-computer interaction, and personal information organization.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Eugen Zaharescu-PROJECT STATEMENT-Morphological Medical Image Indexing and Cl...Eugen Zaharescu
This document outlines PhD. Assoc. Professor Eugen ZAHARESCU's project on developing an advanced mathematical model for analyzing and processing medical images using mathematical morphology methods. The project aims to 1) implement modern mathematical methods for solving problems in medical imaging, 2) collect, index and classify medical images and store them in a digital library, and 3) develop a software system for medical imaging using a formal model based on mathematical morphology. ZAHARESCU has done research on extending mathematical morphology to logarithmic image processing and developing new morphological operators for medical image enhancement.
Beyond Frontal Faces: Improving Person Recognition Using Multiple CuesJoão Gabriel Lima
We explore the task of recognizing peoples’ identities
in photo albums in an unconstrained setting. To facilitate
this, we introduce the new
People In Photo Albums (PIPA)
dataset, consisting of over 60000 instances of
2000 in-
dividuals collected from public Flickr photo albums. With
only about half of the person images containing a frontal
face, the recognition task is very challenging due to the
large variations in pose, clothing, camera viewpoint, image
resolution and illumination. We propose the Pose Invariant
PErson Recognition (PIPER) method, which accumulates
the cues of poselet-level person recognizers trained by deep
convolutional networks to discount for the pose variations,
combined with a face recognizer and a global recognizer.
Experiments on three different settings confirm that in our
unconstrained setup PIPER significantly improves on the
performance of DeepFace, which is one of the best face rec-
ognizers as measured on the LFW dataset.
Automatic Localisation of the Brain in Fetal MRI (Miccai 2013)Kevin Keraudren
Localization of the fetal brain in MRI poses challenges due to fetal motion during image acquisition. The authors propose a 2D detection method using Maximally Stable Extremal Regions and bundled SIFT features to classify regions as brain or non-brain. A RANSAC procedure then fits an axis-aligned 3D box to the detected regions. On a dataset of 59 fetuses, the method obtained a median error of 5.7mm from ground truth with no missed detections, outperforming alternatives using 2D or 3D SIFT features. The prior knowledge of fetal brain size based on gestational age improves robustness to motion artifacts.
Correcting garment set deformalities on virtual human model using transparanc...eSAT Publishing House
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
The Latest on Boids Research - October 2014Olaf Witkowski
The document summarizes recent research on modeling collective behavior using boids algorithms. It discusses the original boids model proposed by Reynolds in 1986, which uses separation, cohesion and alignment forces. It also mentions work adding new forces, such as allowing for leadership changes. Cucker and Huepe developed a model in 2008 that balances consensus behavior with a trade-off that allows some individuals to take a leading role in steering the group.
Automatic Skinning of the Simulated Manipulator Robot ARM ijcga
this paper study the skinning of the manipulator robot arm (JACO) and how to implement this into arm skeleton with easy way and see the effect of the distributed specified weight and how to control it to get the best motion results.
Love, j. pasquier, p. wyvill, b.tzanetakis, g. (2011): aesthetic agents swarm...ArchiLab 7
This document summarizes a research paper that introduces a swarm-based multi-agent system for producing expressive imagery through the use of multiple digital images. Agents are assigned a digital image as their "aesthetic ideal" and modify pixels on a canvas to be closer to their ideal. When agents with different ideals occupy the same canvas, their conflicting goals result in new, complex images emerging. The simple system effectively explores concepts from modern art movements, demonstrating the potential of swarm-based methods for non-photorealistic rendering.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Multi fractal analysis of human brain mr imageeSAT Journals
Abstract In computer programming, code smell may origin of latent problems in source code. Detecting and resolving bad smells remain time intense for software engineers despite proposals on bad smell detecting and refactoring tools. Numerous code smells have been recognized yet the sequence in which the detection and resolution of different kinds of code smells are performed because software engineers do not know how to optimize sequence. In this paper, the novel refactoring approach is proposed to improve the performance of programs. In this recommended approach the code smells are automatically detected and refactored. The simulation results propose the reduction of time over the semi-automated refactoring are achieved when code smells are refactored by using multi-step automated refactoring. Keywords: Code smell, multi step refactoring, detection, code resolution, restructuring etc
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The document provides instructions for college students to earn money by writing papers for other students through an online service called HelpWriting.net. It outlines a 5 step process for students to create an account, submit a request with instructions and deadline, review bids from writers and choose one, receive the completed paper for review, and request revisions if needed while ensuring original and high quality work. The process aims to help students meet their needs for writing assignments through this online writing assistance service.
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The document describes a Cheyenne story about how the Big Dipper came to be, involving seven brothers who lived alone in the wilderness and cared for each other, with the youngest being around 9-10 years old and the oldest around 20-21. A main character is their "sister" who had visions of meeting them and set off to find the brothers. The story explores the origins of the Big Dipper constellation through this Cheyenne folk tale about family.
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Adlerian therapy focuses on social interest and lifestyle, cognitive behavioral therapy aims to change dysfunctional thoughts and behaviors, and person-centered therapy emphasizes unconditional positive regard to facilitate self-actualization. While each theory has merits, the school counselor found concepts from cognitive behavioral therapy and Adlerian therapy most applicable to helping high school students.
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The document discusses making websites accessible for users with disabilities, particularly auditory disabilities. It notes that laws like the Americans with Disabilities Act require equal access to computer systems and intranets for disabled employees. Making websites more accessible involves using semantic HTML to encode meaning rather than appearance, allowing alternative browsers to present content optimized for individual abilities. Current websites are often visually focused, so accessibility can be improved through high color contrast and avoiding flashing content.
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This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
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In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
3D Menagerie Modeling The 3D Shape And Pose Of Animals
1. 3D Menagerie: Modeling the 3D Shape and Pose of Animals
Silvia Zuffi1
Angjoo Kanazawa2
David Jacobs2
Michael J. Black3
1
IMATI-CNR, Milan, Italy, 2
University of Maryland, College Park, MD
3
Max Planck Institute for Intelligent Systems, Tübingen, Germany
silvia@mi.imati.cnr.it, {kanazawa, djacobs}@umiacs.umd.edu, black@tuebingen.mpg.de
Figure 1: Animals from images. We learn an articulated, 3D, statistical shape model of animals using very little training
data. We fit the shape and pose of the model to 2D image cues showing how it generalizes to previously unseen shapes.
Abstract
There has been significant work on learning realistic,
articulated, 3D models of the human body. In contrast,
there are few such models of animals, despite many ap-
plications. The main challenge is that animals are much
less cooperative than humans. The best human body mod-
els are learned from thousands of 3D scans of people in
specific poses, which is infeasible with live animals. Con-
sequently, we learn our model from a small set of 3D scans
of toy figurines in arbitrary poses. We employ a novel part-
based shape model to compute an initial registration to the
scans. We then normalize their pose, learn a statistical
shape model, and refine the registrations and the model to-
gether. In this way, we accurately align animal scans from
different quadruped families with very different shapes and
poses. With the registration to a common template we learn
a shape space representing animals including lions, cats,
dogs, horses, cows and hippos. Animal shapes can be sam-
pled from the model, posed, animated, and fit to data. We
demonstrate generalization by fitting it to images of real an-
imals including species not seen in training.
1. Introduction
The detection, tracking, and analysis of animals has
many applications in biology, neuroscience, ecology, farm-
ing, and entertainment. Despite the wide applicability, the
computer vision community has focused more heavily on
modeling humans, estimating human pose, and analyzing
human behavior. Can we take the best practices learned
from the analysis of humans and apply these directly to an-
imals? To address this, we take an approach for 3D human
pose and shape modeling and extend it to modeling animals.
Specifically we learn a generative model of the 3D pose
and shape of animals and then fit this model to 2D im-
age data as illustrated in Fig. 1. We focus on a sub-
set of four-legged mammals that all have the same num-
ber of “parts” and model members of the families Felidae,
Canidae, Equidae, Bovidae, and Hippopotamidae. Our goal
is to build a statistical shape model like SMPL [23], which
captures human body shape variation in a low-dimensional
Euclidean subspace, models the articulated structure of the
body, and can be fit to image data [7].
Animals, however, differ from humans in several impor-
tant ways. First, the shape variation across species far ex-
1
arXiv:1611.07700v2
[cs.CV]
12
Apr
2017
2. ceeds the kinds of variations seen between humans. Even
within the canine family, there is a huge variability in dog
shapes as a result of selective breeding. Second, all these
animals have tails, which are highly deformable and obvi-
ously not present in human shape models. Third, obtaining
3D data to train a model is much more challenging. SMPL
and previous models like it (e.g. SCAPE [5]) rely on a large
database of thousands of 3D scans of many people (captur-
ing shape variation in the population) and a wide range of
poses (capturing pose variation). Humans are particularly
easy and cooperative subjects. It is impractical to bring a
large number of wild animals into a lab environment for
scanning and it would be difficult to take scanning equip-
ment into the wild to capture animals shapes in nature.
Since scanning live animals is impractical we instead
scan realistic toy animals to create a dataset of 41 scans of
a range of quadrupeds as illustrated in Fig. 2. We show that
a model learned from toys generalizes to real animals.
The key to building a statistical 3D shape model is that
all the 3D data must be in correspondence. This involves
registering a common template mesh to every scan. This
is a hard problem, which we approach by introducing a
novel part-based model and inference scheme that extends
the “stitched puppet” (SP) model [34]. Our new Global-
Local Stitched Shape model (GLoSS) aligns a template to
different shapes, providing a coarse registration between
very different animals (Fig. 5 left). The GLoSS registrations
are somewhat crude but provide a reasonable initialization
for a model-free refinement, where the template mesh ver-
tices deform towards the scan surface under an As-Rigid-
As-Possible (ARAP) constraint [30] (Fig. 5 right).
Our template mesh is segmented into parts, with blend
weights, so that it can be reposed using linear blend skin-
ning (LBS). We “pose normalize” the refined registrations
and learn a low-dimensional shape space using principal
component analysis (PCA). This is analogous to the SMPL
shape space [23].
Using the articulated structure of the template and its
blend weights, we obtain a model where new shapes can
be generated and reposed. With the learned shape model,
we refine the registration of the template to the scans us-
ing co-registration [17], which regularizes the registration
by penalizing deviations from the model fit to the scan. We
update the shape space and iterate to convergence.
The final Skinned Multi-Animal Linear model (SMAL)
provides a shape space of animals trained from 41 scans.
Because quadrupeds have shape variations in common, the
model generalizes to new animals not seen in training. This
allows us to fit SMAL to 2D data using manually detected
keypoints and segmentations. As shown in Fig. 1 and Fig. 9,
our model can generate realistic animal shapes in a variety
of poses.
In summary we describe a method to create a realistic 3D
model of animals and fit this model to 2D data. The problem
is much harder than modeling humans and we develop new
tools to extend previous methods to learn an animal model.
This opens up new directions for research on animal shape
and motion capture.
2. Related Work
There is a long history on representing, classifying, and
analyzing animal shapes in 2D [31]. Here we focus only
on work in 3D. The idea of part-based 3D models of ani-
mals also has a long history. Similar in spirit to our GLoSS
model, Marr and Nishihara [25] suggested that a wide range
of animals shapes could be modeled by a small set of 3D
shape primitives connected in a kinematic tree.
Animal shape from 3D scans. There is little work that
systematically addresses the 3D scanning [3] and modeling
of animals. The range of sizes and shapes, together with the
difficulty of handling live animals and dealing with their
movement, makes traditional scanning difficult. Previous
3D shape datasets like TOSCA [9] have a limited set of 3D
animals that are artist-designed and with limited realism.
Animal shape from images. Previous work on model-
ing animal shape starts from the assumption that obtaining
3D animal scans is impractical and focuses on using image
data to extract 3D shape. Cashman and Fitzgibbon [10] take
a template of a dolphin and learn a low-dimensional model
of its deformations from hand clicked keypoints and man-
ual segmentation. They optimize their model to minimize
reprojection error to the keypoints and contour. They also
show results for a pigeon and a polar bear. The formulation
is elegant but the approach suffers from an overly smooth
shape representation; this is not so problematic for dolphins
but for other animals it is. The key limitation, however, is
that they do not model articulation.
Kanazawa et al. [18] deform a 3D animal template to
match hand clicked points in a set of images. They learn
separate deformable models for cats and horses using spa-
tially varying stiffness values. Our model is stronger in that
it captures articulation separately from shape variation. Fur-
ther we model the shape variation across a wide range of
animals to produce a statistical shape model.
Ntouskos et al. [26] take multiple views of different an-
imals from the same class, manually segment the parts in
each view, and then fit geometric primitives to segmented
parts. They assemble these to form an approximate 3D
shape. Vicente and Agapito [32] extract a template from
a reference image and then deform it to fit a new image
using keypoints and the silhouette. The results are of low
resolution when applied to complex shapes.
Our work is complementary to these previous ap-
proaches that only use image data to learn 3D shapes. Fu-
ture work should combine 3D scans with image data to ob-
tain even richer models.
3. Figure 2: Toys. Example 3D scans of animal figurines used for training our model.
Animal shape from video. Ramanan et al. [27] model
animals as a 2D kinematic chain of parts and learn the parts
and their appearance from video. Bregler et al. [8] track
features on a non-rigid object (e.g. a giraffe neck) and ex-
tract a 3D surface as well as its low-dimensional modes of
deformation. Del Pero et al. [13] track and segment ani-
mals in video but do not address 3D shape reconstruction.
Favreau et al. [14] focus on animating a 3D model of an an-
imal given a 2D video sequence. Reinert et al. [28] take
a video sequence of an animal and, using an interactive
sketching/tracking approach, extract a textured 3D model of
the animal. The 3D shape is obtained by fitting generalized
cylinders to each sketched stroke over multiple frames.
None of these methods model the kinds of detail avail-
able in 3D scans, nor do they model the 3D articulated struc-
ture of the body. Most importantly none try to learn a 3D
shape space spanning multiple animals.
Human shape from 3D scans. Our approach is in-
spired by a long history of learning 3D shape models of
humans. Blanz and Vetter [6] began this direction by align-
ing 3D scans of faces and computing a low-dimensional
shape model. Faces have less shape variability and are
less articulated than animals, simplifying mesh registration
and modeling. Modeling articulated human body shape is
significantly harder but several models have been proposed
[4, 5, 12, 16, 23]. Chen et al. [11] model both humans and
sharks, factoring deformations into pose and shape. The 3D
shark model is learned from synthetic data and they do not
model articulation. Khamis et al. [20] learn an articulated
hand model with shape variation from depth images.
We base our method on SMPL [23], which combines
a low-dimensional shape space with an articulated blend-
skinned model. SMPL is learned from 3D scans of 4000
people in a common pose and another 1800 scans of 60 peo-
ple in a wide variety of poses. In contrast, we have much
less data and at the same time much more shape variability
to represent. Despite this, we show that we can learn a use-
ful animal model for computer vision applications. More
importantly, this provides a path to making better models
using more scans as well as image data. We also go be-
yond SMPL to add a non-rigid tail and more parts than are
present in human bodies.
Figure 3: Template mesh. It is segmented into 33 parts,
and here posed in the neutral pose.
3. Dataset
We created a dataset of 3D animals by scanning toy fig-
urines (Fig. 2) using an Artec hand-held 3D scanner. We
also tried scanning taxidermy animals in a museum but
found, surprisingly, that the shapes of the toys looked more
realistic. We collected a total of 41 scans from several
species: 1 cat, 5 cheetahs, 8 lions, 7 tigers, 2 dogs, 1 fox,
1 wolf, 1 hyena, 1 deer, 1 horse, 6 zebras, 4 cows, 3 hip-
pos. We estimated a scaling factor so animals from differ-
ent manufacturers were comparable in size. Like previous
3D human datasets [29], and methods that create animals
from images [10, 18], we collected a set of 36 hand-clicked
keypoints that we use to aid mesh registration. For more
information see [1].
4. Global/Local Stitched Shape Model
The Global/Local Stitched Shape model (GLoSS) is a
3D articulated model where body shape deformations are
locally defined for each part and the parts are assembled to-
gether by minimizing a stitching cost at the part interfaces.
The model is inspired by the SP model [34], but has signif-
icant differences from it. In contrast to SP, the shape defor-
mations of each part are analytic, rather than learned. This
makes it more approximate but, importantly, allows us to
apply it to novel animal shapes, without requiring a priori
training data. Second, GLoSS is a globally differentiable
model that can be fit to data with gradient-based techniques.
To define a GLoSS model we need the following: a 3D
template mesh of an animal with the desired polygon count,
its segmentation into parts, skinning weights, and an an-
imation sequence. To define the mesh topology, we use
a 3D mesh of a lioness downloaded from the Turbosquid
website. The mesh is rigged and skinning weights are de-
fined. We manually segment the mesh into N = 33 parts
4. (Fig. 3) and make it symmetric along its sagittal plane. We
now summarize the GLoSS parametrization. Let i be a part
index, i ∈ (1 · · · N). The model variables are: part lo-
cation li ∈ R3×1
, part absolute 3D rotation ri ∈ R3×1
,
expressed as a Rodrigues vector, intrinsic shape variables
si ∈ Rns×1
and pose deformation variables di ∈ Rnd×1
.
Let πi = {li, ri, si, di} be the set of variables for part i and
Π = {l, r, s, d} the set of variables for all parts. The vec-
tor of vertex coordinates, p̂i ∈ R3×ni
, for part i in a global
reference frame is computed as:
p̂i(πi) = R(ri)pi + li, (1)
where ni is the number of vertices in the part, and R ∈
SO(3) is the rotation matrix obtained from ri. The pi ∈
R3×ni
are points in a local coordinate frame, computed as:
vec(pi) = ti + mp,i + Bs,isi + Bp,idi. (2)
Here ti ∈ R3ni×1
is the part template, mp,i ∈ R3ni×1
is
the vector of average pose displacements; Bs,i ∈ R3ni×ns
is a matrix with columns representing a basis of intrinsic
shape displacements, and Bp,i ∈ R3ni×nd
is the matrix of
pose dependent deformations. These deformation matrices
are defined below.
Pose deformation space. We compute the part-based pose
deformation space from examples. For this we use an ani-
mation of the lioness template using linear blend skinning
(LBS). Each frame of the animation is a pose deformation
sample. We perform PCA on the vertices of each part in a
local coordinate frame, obtaining a vector of average pose
deformations mp,i and the basis matrix Bp,i.
Shape deformation space. We define a synthetic shape
space for each body part. This space includes 7 deforma-
tions of the part template, namely scale, scale along x, scale
along y, scale along z, and three stretch deformations that
are defined as follows. Stretch for x does not modify the x
coordinate of the template points, while it scales the y and
z coordinates in proportion to the value of x. Similarly we
define the stretch for y and z. This defines a simple analytic
deformation space for each part. We model the distribution
of the shape coefficients as a Gaussian distribution with zero
mean and diagonal covariance, where we set the variance of
each dimension arbitrarily.
5. Initial Registration
The initial registration of the template to the scans is per-
formed in two steps. First, we optimize the GLoSS model
with a gradient-based method. This brings the model close
to the scan. Then, we perform a model-free registration of
the mesh vertices to the scan using As-Rigid-As-Possible
(ARAP) regularization [30] to capture the fine details.
GLoSS-based registration. To fit GLoSS to a scan, we
minimize the following objective:
E(Π) = Em(d, s) + Estitch(Π)+
Ecurv(Π) + Edata(Π) + Epose(r), (3)
where
Em(d, s) = ksmEsm(s) + ks
N
X
i=1
Es(si) + kd
N
X
i=1
Ed(di)
is a model term, where Es is the squared Mahalanobis
distance from the synthetic shape distribution and Ed is a
squared L2 norm. The term Esm represents the constraint
that symmetric parts should have similar shape deforma-
tions. We impose similarity between left and right limbs,
front and back paws, and sections of the torso. This last
constraint favors sections of the torso to have similar length.
The stitching term Estitch is the sum of squared dis-
tances of the corresponding points at the interfaces between
parts (cf. [34]). Let Cij be the set of vertex-vertex corre-
spondences between part i and part j. Then Estitch(Π) =
kst
X
(i,j)∈C
X
(k,l)∈Cij
kp̂i,k(πi) − p̂j,l(πj)k2
, (4)
where C is the set of part connections. Minimizing this term
favors connected parts.
The data term is defined as: Edata(Π) =
kkpEkp(Π) + km2sEm2s(Π) + ks2mEs2m(Π), (5)
where Em2s and Es2m are distances from the model to the
scan and from the scan to the model, respectively:
Em2s(Π) =
N
X
i=1
ni
X
k=1
ρ(min
s∈S
kp̂i,k(πi) − sk2
), (6)
Es2m(Π) =
S
X
l=1
ρ(min
p̂
kp̂(Π) − slk2
), (7)
where S is the set of S scan vertices and ρ is the Geman-
McClure robust error function [15]. The term Ekp(Π) is
a term for matching model keypoints with scan keypoints,
and is defined as the sum of squared distances between
corresponding keypoints. This term is important to enable
matching between extremely different animal shapes.
The curvature term favors parts that have a similar pair-
wise relationship as those in the template; Ecurv(Π) =
kc
X
(i,j)∈C
X
(k,l)∈Cij
kn̂i,k(πi) − n̂j,l(πj)k2
− kn̂
(t)
i,k − n̂
(t)
j,l k2
,
where n̂i and n̂j are vectors of vertex normals on part i and
part j, respectively. Analogous quantities on the template
5. Figure 4: GLoSS fitting. (a) Initial template and scan. (b)
GLoSS fit to scan. (c) GLoSS model showing the parts. (d)
Merged mesh with global topology obtained by removing
the duplicated vertices at the part interfaces.
Figure 5: Registration results. Comparing GLoSS (left)
with the ARAP refinement (right). The fit to the scan is
much tighter after refinement.
are denoted with a superscript (t). Lastly, Epose is a pose
prior on the tail parts learned from animations of the tail.
The values of the energy weights are manually defined and
kept constant for all the toys.
We initialize the registration of each scan by aligning the
model in neutral pose to the scan based on the median value
of their vertices. Given this, we minimize Eq. 3 using the
Chumpy auto-differentiation package [2]. Doing so aligns
the lioness GLoSS model to all the toy scans. Figure 4a-c
shows an example of fitting of GLoSS (colored) to a scan
(white), and Fig. 5 (first and second column) shows some
of the obtained registrations. To compare the GLoSS-based
registration with SP we computed SP registrations for the
big cats family. We obtain an average scan-to-mesh distance
of 4.39(σ = 1.66) for SP, and 3.22(σ = 1.34) for GLoSS.
ARAP-based refinement. The GLoSS model gives a good
initial registration. Given this, we turn each GLoSS mesh
from its part-based topology into a global topology where
interface points are not duplicated (Fig. 4d). We then further
align the vertices v to the scans by minimizing an energy
function defined by a data term equal to Eq. 5 and an As-
Scan ARAP Neutral pose
Figure 6: Registrations of toy scans in the neutral pose.
Rigid-As-Possible (ARAP) regularization term [30]:
E(v) = Edata(v) + Earap(v). (8)
This model-free optimization brings the mesh vertices
closer to the scan and therefore more accurately captures
the shape of the animal (see Fig. 5).
6. Skinned Multi-Animal Linear Model
The above registrations are now sufficiently accurate to
create a first shape model, which we refine further below to
produce the full SMAL model.
Pose normalization. Given the pose estimated with
GLoSS, we bring all the registered templates into the same
neutral pose using LBS. The resulting meshes are not sym-
metric. This is due to various reasons: inaccurate pose es-
timation, limitations of linear-blend-skinning, the toys may
not be symmetric, and pose differences across sides of the
body create different deformations. We do not want to learn
this asymmetry. To address this we perform an averaging of
the vertices after we have mirrored the mesh to obtain the
registrations in the neutral pose (Fig. 6). Also, the fact that
mouths are sometimes open and other times closed presents
a challenge for registration, as inside mouth points are not
observed in the scan when the animal has a closed mouth.
To address this, palate and tongue points in the registration
are regressed from the mouth points using a simple linear
model learned from the template. Finally we smooth the
meshes with Laplacian smoothing.
Shape model. Pose normalization removes the non-linear
effects of part rotations on the vertices. In the neutral pose
we can thus model the statistics of the shape variation in a
Euclidean space. We compute the mean shape and the prin-
cipal components, which capture shape differences between
the animals.
6. Figure 7: PCA space. First 4 principal components. Mean
shape is in the center. The width of the arrow represents the
order of the components. We visualise deviations of ±2std.
SMAL. The SMAL model is a function M(β, θ, γ) of
shape β, pose θ and translation γ. β is a vector of the
coefficients of the learned PCA shape space, θ ∈ R3N
=
{ri}N
i=1 is the relative rotation of the N = 33 joints in the
kinematic tree, and γ is the global translation applied to the
root joint. Analogous to SMPL, the SMAL function returns
a 3D mesh, where the template model is shaped by β, artic-
ulated by θ through LBS, and shifted by γ.
Fitting. To fit SMAL to scans we minimize the objective:
E(β, θ, γ) = Epose(θ) + Es(β) + Edata(β, θ, γ), (9)
where Epose(θ) and Es(β) are squared Mahalanobis dis-
tances from prior distributions for pose and shape, respec-
tively. Edata(β, θ, γ) is defined as in Eq. 5 but over the
SMAL model. For optimization we use Chumpy [2].
Co-registration. To refine the registrations and the SMAL
model further, we then perform co-registration [17]. The
key idea is to first perform a SMAL model optimization to
align the current model to the scans, and then run a model-
free step where we couple, or regularize, the model-free reg-
istration to the current SMAL model by adding a coupling
term to Eq. 8:
Ecoup(v) = ko
V
X
i=1
|v0
i − vi|, (10)
where V is the number of vertices in the template, v0
i is ver-
tex i of the model fit to the scan, and the vi are the coupled
mesh vertices being optimized. During co-registration we
use a shape space with 30 dimensions. We perform 4 itera-
tions of registration and model building and observe the reg-
istration errors decrease and converge (see Sup. Mat. [1]).
With the registrations to the toys in the last iteration we
learn the shape space of our final SMAL model.
Figure 8: Visualization (using t-SNE [24]) of different ani-
mal families using 8 PCs. Large dots indicate the mean of
the PCA coefficients for each family.
Animal shape space. After refining with co-registration,
the final principal components are visualized in Fig. 7. The
global SMAL shape space captures the shape variability of
animals across different families. The first component cap-
tures scale differences; our training set includes adult and
young animals. The learned space nicely separates shape
characteristics of animal families. This is illustrated in
Fig. 8 with a t-SNE visualization [24] of the first 8 dimen-
sions of the PCA coefficients in the training set. The meshes
correspond to the mean shape for each family. We also de-
fine family-specific shape models by computing a Gaussian
over the PCA coefficients of the class. We compare generic
and family specific models below.
7. Fitting Animals to Images
We now fit the SMAL model, M(β, θ, γ), to image cues
by optimizing the shape and pose parameters. We fit the
model to a combination of 2D keypoints and 2D silhouettes,
both manually extracted, as in previous work [10, 18].
We denote Π(·; f) as the perspective camera projection
with focal length f, where Π(vi; f) is the projection of the
i’th vertex onto the image plane and Π(M; f) = Ŝ is the
projected model silhouette. We assume an identity camera
placed at the origin and that the global rotation of the 3D
mesh is defined by the rotation of the root joint.
To fit SMAL to an image, we formulate an objective
function and minimize it with respect to Θ = {β, θ, γ, f}.
The function is a sum of the keypoint and silhouette repro-
jection errors, a shape prior, and two pose priors, E(Θ) =
Ekp(Θ; x) + Esilh(Θ; S) + Eβ(β) + Eθ(θ) + Elim(θ).
(11)
Each energy term is weighted by a hyper-parameter defining
their importance.
Keypoint reprojection. See [1] for a definition of key-
points which include surface points and joints. Since key-
points may be ambiguous, we assign a set of up to four ver-
7. tices to represent each model keypoint and take the average
of their projection to match the target 2D keypoint. Specifi-
cally for the k’th keypoint, let x be the labeled 2D keypoint
and {vkj
}km
j=1 be the assigned set of vertices, then
Ekp(Θ) =
X
k
ρ(||x −
1
|km|
|km|
X
j=1
Π(vkj
; Θ)||2), (12)
where ρ is the Geman-McClure robust error function [15].
Silhouette reprojection. We encourage silhouette coverage
and consistency similar to [19, 21, 33] using a bi-directional
distance:
Esilh(Θ) =
X
x∈Ŝ
DS(x) +
X
x∈S
ρ(min
x̂∈Ŝ
||x − x̂||2), (13)
where S is the ground truth silhouette and DS is its L2
distance transform field such that if point x is inside the
silhouette, DS(x) = 0. Since the silhouette terms have
small basins of attraction we optimize the term over mul-
tiple scales in a coarse-to-fine manner.
Shape prior. We encourage β to be close to the prior
distribution of shape coefficients by defining Eβ to be the
squared Mahalanobis distance with zero mean and variance
given by the PCA eigenvalues. When the animal family
is known, we can make our fits more specific by using the
mean and covariance of training samples of the particular
family.
Pose priors. Eθ is also defined as the squared Mahalanobis
distance using the mean and covariance of the poses across
all the training samples and a walking sequence. To make
the pose prior symmetric, we double the training data by re-
flecting the poses along the template’s sagittal plane. Since
we do not have many examples, we further constrain the
pose with limit bounds:
Elim(θ) = max(θ − θmax, 0) + max(θmin − θ,0). (14)
θmax and θmin are the maximum and minimum range of
values for each dimension of θ respectively, which we de-
fine by hand. We do not limit the global rotation.
Optimization. Following [7], we first initialize the depth
of γ using the torso points. Then we solve for the global
rotation {θi}3
i=0 and γ using Ekp over points on the torso.
Using these as the initialization, we solve Eq. 11 for the
entire Θ without Esilh. Similar to previous methods [7, 18]
we employ a staged approach where the weights on pose
and shape priors are gradually lowered over three stages.
This helps avoid getting trapped in local optima. We then
finally include the Esilh term and solve Eq. 11 starting from
this initialization. Solving for the focal length is important
and we regularize f by adding another term that forces γ
to be close to its initial estimate. The entire optimization
is done using OpenDR and Chumpy [2, 22]. Optimization
for a single image typically takes less than a minute on a
common Linux machine.
8. Experiments
We have shown how to learn a SMAL animal model from
a small set of toy figurines. Now the question is: does this
model capture the shape variation of real animals? Here we
test this by fitting the model to annotated images of real an-
imals. We fit using class specific and generic shape models,
and show that the shape space generalizes to new animal
families not present in training (within reason).
Data. For fitting, we use 19 semantic keypoints of [13]
plus an extra point for the tail tip. Note that these keypoints
differ from those used in the 3D alignment. We fit frames in
the TigDog dataset, reusing their annotation, frames from
the Muybridge footage, and images downloaded from the
Internet. For images without annotation, we click the same
20 keypoints for all animals, which takes about one minute
for each image. We also hand segmented all the images. No
images were re-visited to improve their annotations and we
found the model to be robust to noise in the exact location
of the keypoints. See [1] for data, annotations, and results.
Results. The model fits to real images of animals are shown
in Fig. 1 and 9. The weights for each term in Eq. 11 are
tuned by hand and held fixed for fitting all images. All re-
sults use the animal specific shape space except for those
in mint green, which use the generic shape model. Despite
being trained on scans of toys, our model generalizes to im-
ages of real animals, capturing their shape well. Variability
in animal families with extreme shape characteristics (e.g.
lion manes, skinny horse legs, hippo faces) are modeled
well. Both the generic and class-specific models capture
the shape of real animals well.
Similar to the case of humans [7], our main failures are
due to inherent depth ambiguity, both in global rotation and
pose (Fig 10). In Fig. 11 we show the results of fitting the
generic shape model to classes of animals not seen in the
training set: boar, donkey, sheep and pigs. While character-
istic shape properties such as the pig snout cannot be exactly
captured, these fits suggest that the learned PCA space can
generalize to new animals within a range of quadrupeds.
9. Conclusions
Human shape modeling has a long history, while animal
modeling is in its infancy. We have made small steps to-
wards making the building of animal models practical. We
showed that starting with toys, we can learn a model that
generalizes to images of real animals as well as to types of
animals not seen during training. This gives a procedure for
building richer models from more animals and more scans.
While we have shown that toys are a good starting point, we
would clearly like a much richer model. For that we believe
that we need to incorporate image and video evidence. Our
fits to images provide a starting point from which to learn
richer deformations to explain 2D image evidence. Here we
8. Figure 9: Fits to real images using manually obtained 2D points and segmentation. Colors indicate animal family. We show
the input image, fit overlaid, views from −45◦
and 45◦
. All results except for those in mint colors use the animal specific
shape prior. The SMAL model, learned form toy figurines, generalizes to real animal shapes.
Figure 10: Failure examples due to depth ambiguity in pose
and global rotation.
have focused on a limited set of quadrupeds. A key issue
is dealing with varying numbers of parts (e.g. horns, tusks,
trunks) and parts of widely different shape (e.g. elephant
ears). Moving beyond the class of animals here will involve
creating a vocabulary of reusable shape parts and new ways
of composing them.
Acknowledgements. We thank Seyhan Sitti for scanning
the toys and Federica Bogo and Javier Romero for their help
with the silhouette term. AK and DJ were supported by the
National Science Foundation under grant no. IIS-1526234.
Figure 11: Generalization of SMAL to animal species not
present in the training set.
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