摘要:
A dialog manager module accesses a dialog model, a discourse model and a domain model to render information to a computer user through the course of a dialog exchange with the computer user. Actions are performed according to a set of rules during the dialog. Each of the rules comprise an action to perform as a function of the current dialog state and a filled form of slots of semantic information of the user input.
摘要:
A method and apparatus improve the efficiency of simulating a virtual environment by filtering information about the virtual environment on a group basis instead of a character basis. The filtered information is sent to each client associated with a character in the group.
摘要:
A method and apparatus improve the efficiency of simulating a virtual environment by filtering information about the virtual environment on a group basis instead of a character basis. The filtered information is sent to each client associated with a character in the group.
摘要:
A video rewrite technique for rendering a talking head or agent completely simulates a conversation by including a waiting or listening state. Smooth transitions are provided to and from a talking state.
摘要:
An approach for morphing between planar shapes is disclosed. Correspondences are established between perceptual feature points that are extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic programming technique. This approach treats shape noise by allowing the discarding of small feature points, which introduces skips in the traversal of the dynamic programming graph. Intermediate shapes are obtained by interpolating the overall shapes constructed by feature points and the detailed information of the shapes respectively.
摘要:
An approach for morphing between planar shapes is disclosed. Correspondences are established between perceptual feature points that are extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic programming technique. This approach treats shape noise by allowing the discarding of small feature points, which introduces skips in the traversal of the dynamic programming graph. Intermediate shapes are obtained by interpolating the overall shapes constructed by feature points and the detailed information of the shapes respectively.
摘要:
A video rewrite technique for rendering a talking head or agent completely simulates a conversation by including a waiting or listening state. Smooth transitions are provided to and from a talking state.
摘要:
A video rewrite technique for rendering a talking head or agent completely simulates a conversation by including a waiting or listening state. Smooth transitions are provided to and from a talking state.
摘要:
A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) and an optional residual field. Source radiances from single and optionally multiple scattering are directly computed at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. Unique approximation techniques are introduced in the computational algorithms to simplify and speed up the computation of source radiance contributed by single and multiple scattering. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray may be performed to render the final image.
摘要:
A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.