Figure 1: Twelve anatomical face simulation models automatically generated using our procedure. We activated the levator palpabrae muscles to open the eyes and the zygomatic major and orbicularis oculi muscles to produce the smiles. These meshes were selected to represent a variety of features and characteristics. Asimov, Demon, Goblin, Artec Human, Kiran, Lincoln, Matthew, Ogre Head, Old Man, Orc, Spielberg and Yoda. AbstractWe present a fast, fully automatic morphing algorithm for creating simulatable flesh and muscle models for human and humanoid faces. Current techniques for creating such models require a significant amount of time and effort, making them infeasible or impractical. In fact, the vast majority of research papers use only a floating mask with no inner lips, teeth, tongue, eyelids, eyes, head, ears, etc.-and even those that build the full visual model would typically still lack the cranium, jaw, muscles, and other internal anatomy. Our method requires only the target surface mesh as input and can create a variety of models in only a few hours with no user interaction. We start with a symmetric, high resolution, anatomically accurate template model that includes auxiliary information such as feature points and curves. Then given a target mesh, we automatically orient it to the template, detect feature points, and use these to bootstrap the detection of corresponding feature curves. These curve correspondences are used to deform the surface mesh of the template model to match the target mesh. Then, the calculated displacements of the template surface mesh are used to drive a three-dimensional morph of the full template model including all interior anatomy. The resulting target model can be simulated to generate a large range of expressions that are consistent across characters using the same muscle activations. Full automation of this entire process makes it readily available to a wide range of users.
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose modifying a recently developed rather expressive muscle-based system in order to make it fully-differentiable; in fact, our proposed modifications allow this physically robust and anatomically accurate muscle model to conveniently be driven by an underlying blendshape basis. Our formulation is intuitive, natural, as well as monolithically and fully coupled such that one can differentiate the model from end to end, which makes it viable for both optimization and learning-based approaches for a variety of applications. We illustrate this with a number of examples including both shape matching of three-dimensional geometry as as well as the automatic determination of a threedimensional facial pose from a single two-dimensional RGB image without using markers or depth information.
Recently non-coding RNA (ncRNA) genes have been found to serve many important functions in the cell such as regulation of gene expression at the transcriptional level. Potentially there are more ncRNA molecules yet to be found and their possible functions are to be revealed. The discovery of ncRNAs is a difficult task because they lack sequence indicators such as the start and stop codons displayed by protein-coding RNAs. Current methods utilize either sequence motifs or structural parameters to detect novel ncRNAs within genomes. Here, we present an ab initio ncRNA finder, named ncRNAscout, by utilizing both sequence motifs and structural parameters. Specifically, our method has three components: (i) a measure of the frequency of a sequence, (ii) a measure of the structural stability of a sequence contained in a t-score, and (iii) a measure of the frequency of certain patterns within a sequence that may indicate the presence of ncRNA. Experimental results show that, given a genome and a set of known ncRNAs, our method is able to accurately identify and locate a significant number of ncRNA sequences in the genome. The ncRNAscout tool is available for downloading at http://bioinformatics.njit.edu/ncRNAscout.
We propose a novel framework for hair animation as well as hair-water interaction that supports millions of hairs. First, we develop a hair animation framework that embeds hair into a tetrahedralized volume mesh that we kinematically skin to deform and follow the exterior of an animated character. Creating a copy of the tetrahedral mesh, endowing it with springs, and attaching it to the kinematically skinned mesh creates more dynamic behavior. Notably, the springs can be quite weak and thus efficient to simulate because they are structurally supported by the kinematic mesh. If independent simulation of individual hairs or guide hairs is desired, they too benefit from being anchored to the kinematic mesh dramatically increasing efficiency as weak springs can be used while still supporting interesting and dramatic hairstyles. Furthermore, we explain how to embed these dynamic simulations into the kinematically deforming skinned mesh so that they can be used as part of a blendshape system where an artist can make many subsequent iterations without requiring any additional simulation. We discuss hair-water interaction as well, how porosities are stored in the kinematic mesh, how the kinematically deforming mesh can be used to apply drag and adhesion forces to the water, etc.
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