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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 歐陽明(Ming Ouhyoung) | |
dc.contributor.author | Ming-Kai Hsieh | en |
dc.contributor.author | 謝名凱 | zh_TW |
dc.date.accessioned | 2021-06-13T08:21:09Z | - |
dc.date.available | 2010-07-27 | |
dc.date.copyright | 2005-07-27 | |
dc.date.issued | 2005 | |
dc.date.submitted | 2005-07-19 | |
dc.identifier.citation | [AW00] Golam Ashraf and Kok Cheong Wong. Generating consistent motion transition via decoupled framespace interpolation. Computer Graphics Forum, 19(3):447-456, 2000.
[AW01] Golam Ashraf and Kok Cheong Wong. Constrained framespace interpolation. October 03 2001. [AW03] Golam Ashraf and Kok Cheong Wong. Semantic representation and correspondence for state-based motion transition. IEEE Transactions on Visualization and Computer Graphics, 9(4):481-499, 2003. [BMM+03] Silvia Biasotti, Simone Marini, Michela Mortara, Giuseppe Patane, Michela Spagnuolo, and Bianca Falcidieno. 3D shape matching through topological structures. In DGCI: International Workshop on Discrete Geometry for Computer Imagery, 2003. [BW95] Armin Bruderlin and Lance Williams. Motion signal processing. In Robert Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 97-104. ACM SIGGRAPH, Addison Wesley, August 1995. held in Los Angeles, California, 06-11 August 1995. [Gle98] Michael Gleicher. Retargetting motion to new characters. Computer Graphics, 32(Annual Conference Series):33-42, August 1998. [GR96] Shang Guo and James Roberge. A high-level control mechanism for human locomotion based on parametric frame space interpolation. In Proceedings of the Eurographics workshop on Computer animation and simulation '96, pages 95-107, New York, NY, USA, 1996. Springer-Verlag New York, Inc. [GSKJ03] Michael Gleicher, Hyun Joon Shin, Lucas Kovar, and Andrew Jepsen. Snap-together motion: Assembling run-time animations. May 22 2003. [Hua05] Jian-Bin Huang. Motion transfer and metamorphosis for 3d animated medels. Master's thesis, Graduate School of Computer Science and Information Engineering, Nation Taiwan University, 2005. [KGP02] Lucas Kovar, Michael Gleicher, and Frederic Pighin. Motion graphs. In Stephen Spencer, editor, Proceedings of the 29th Conference on Computer Graphics and Interactive Techniques (SIGGRAPH-02), volume 21, 3 of ACM Transactions on Graphics, pages 473-482, New York, July 21-25 2002. ACM Press. [LCF00] J. P. Lewis, Matt Cordner, and Nickson Fong. Pose space deformations: A unitied approach to shape interpolation a nd skeleton-driven deformation. In Kurt Akeley, editor, Siggraph 2000, Computer Graphics Proceedings, Annual Conference Series. ACM Press / ACM SIGGRAPH / Addison Wesley Longman, 2000. [LCR+02] Jehee Lee, Jinxiang Chai, Paul S. A. Reitsma, Jessica K. Hodgins, and Nancy S. Pollard. Interactive control of avatars animated with human motion data. In Stephen Spencer, editor, Proceedings of the 29th Conference on Computer Graphics and Interactive Techniques (SIGGRAPH-02), volume 21, 3 of ACM Transactions on Graphics, pages 491-500, New York, July 21-25 2002. ACM Press. [LS99] Jehee Lee and Sung Yong Shin. A hierarchical approach to interactive motion editing for human-like figures. In Alyn Rockwood, editor, Proceedings of the Conference on Computer Graphics (Siggraph99), pages 39-48, N.Y., August8-13 1999. ACM Press. [MBBT00] Jean-Sebastien Monzani, Paolo Baerlocher, Ronan Boulic, and Daniel Thalmann. Using an intermediate skeleton and inverse kinematics for motion retargeting. In Sabine Coquillart and Jr. Duke, David, editors, Proceedings of the 21th European Conference on Computer Graphics (EG-00), volume 19, 3 of Computer Graphics Forum, pages 11-20, Cambridge, August 21-25 2000. Blackwell Publishers. [MKMA04] S. Menardais, R. Kulpa, F. Multon, and B. Arnaldi. Synchronization for dynamic blending of motions. In Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 325-335, New York, NY, USA, 2004. ACM Press. [NN01] Jun-Yong Noh and Ulrich Neumann. Expression cloning. In ACM, editor, SIGGRAPH 2001 Conference Proceedings, August 12-17, 2001, Los Angeles, CA, pages 277-288, New York, NY 10036, USA, 2001. ACM Press. [PSS02] Sang Il Park, Hyun Joon Shin, and Sung Yong Shin. On-line locomotion generation based on motion blending. In SCA '02: Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 105-111, New York, NY, USA, 2002. ACM Press. [PW99] Zoran Popovic and Andrew Witkin. Physically based motion transformation. In Alyn Rockwood, editor, Proceedings of the Conference on Computer Graphics (Siggraph99), pages 11-20, N.Y., August8-13 1999. ACM Press. [RCB98] Charles Rose, Michael F. Cohen, and Bobby Bodenheimer. Verbs and adverbs: Multidimensional motion interpolation using radial basis functions. IEEE Computer Graphics and Applications, 18(5):32-40, 1998. [RGBC96] Charles Rose, Brian Guenter, Bobby Bodenheimer, and Michael F. Cohen. Efficient generation of motion transitions using spacetime constraints. Computer Graphics, 30(Annual Conference Series):147-154, 1996. [Sho85] Ken Shoemake. Animating rotation with quaternion curves. In SIGGRAPH '85: Proceedings of the 12th annual conference on Computer graphics and interactive techniques, pages 245-254, New York, NY, USA, 1985. ACM Press. [UAT95] Munetoshi Unuma, Ken Anjyo, and Ryozo Takeuchi. Fourier principles for emotion-based human figure animation. In Robert Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 91-96. ACM SIGGRAPH, Addison Wesley, August 1995. held in Los Angeles, California, 06-11 August 1995. [WK88] Andrew Witkin and Michael Kass. Spacetime constraints. volume 22, pages 159-168, August 1988. [WP95] Andrew Witkin and Zoran Popovic. Motion warping. In SIGGRAPH '95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pages 105-108, New York, NY, USA, 1995. ACM Press. [Wu05] Fu-Che Wu. Domain connected graph: the essential skeleton of a 3D shape for animation. PhD thesis, Graduate School of Computer Science and Information Engineering, Nation Taiwan University, 2005. [ZOTX03] Yonghong Zhao, Hong Yang Ong, Tiow Seng Tan, and Yongguan Xiao. Interactive control of component-based morphing. In D. Breen and M. Lin, editors, Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA-03), pages 339-348, Aire-la-Ville, July 26-27 2003. Eurographics Association. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/36889 | - |
dc.description.abstract | 在現今的電影和遊戲工業中,產生三維物體的動作一直是一個重要的需求。有動作的三維物體可以讓場景看起來更真實,更生動。但是,建立動作的過程十分耗時,而要將現有的動作套在其他不同物體上通常不是一件容易的事。且隨著網際網路上出現愈來愈多現成的動作資料庫可供下載或購買,如何重覆利用這些動作在不同物體上,是一個重要的課題。
如果我們想將現成的動作套到其他物體上,可能會發現兩個物體的骨幹個數有差異,不能直接把動作資料套過去。就算是同類的骨幹,他們的定義方式也可能會有差異。不同的動作資料庫公司可能會定義出不同的人類骨幹;不同的美術人員根據他們自己的經驗,也可能會為同一種狗的模型建出不同的骨幹。所以如果能有一種方法,可以將動作在不同的物體間轉移,並且能將動作沒有痕跡地串接起來,則可以加速動畫開發的時間。 在此論文中,我們實作出一個系統可讓使用者將動作在不同的三維骨幹間轉移,或是可將兩個不同物體的動作串接。由於每個骨幹都有自己的初始姿勢,而動作是記錄每個骨頭在某時間點上相對於初始姿勢的旋轉角度。因此要在不同骨幹間作動作轉移,我們必需先將他們的初始姿勢對齊。在這套系統中,我們利用一個半自動的介面讓使用者指定骨幹間的對應關係,再根據每個對應骨頭之間的角度差算出初始姿勢的差距。初始姿勢對齊後,就可將動作在兩個骨幹間轉移。另外,要將兩個不同骨幹的動作串接,我們先利用之前骨幹對齊的資訊建出一個共有骨幹,其中包含了原來兩個骨幹的連接關係。然後我們再分析對應的骨頭間的動作在時間上的對應關係。最後我們將時間上相對應的姿勢作角度內差來達成無縫串接的效果。 本篇論文的貢獻如下: (1) 實作出一套系統可讓使用者在不同的三維骨幹間作動作的轉移 (2) 能夠串接不同骨幹的動作,例如產生由人在走路變成狗在跑步的動作。 這個方法可以被應用在一般動畫編輯軟體,或是遊戲和電影中的動畫製作。 | zh_TW |
dc.description.abstract | In movie or game industries, there is a need for creating motions of 3D characters all the times. Animated characters can make the scene more realistic and vivid. However, the process of animation creation is really time-consuming, and the resulting motion data is diffcult to reuse. With more and more motion libraries are available on the World Wide Web
or commercial companies, the problem of how to reuse motions become more important. But we cannot transfer the motion data directly if two skeletons have different number of bones. Same problem can occur even we are dealing with same type of characters. Different motion capture companies may define different human skeletons; different artists tend to define different animal skeletons according to their experiences. If we can transfer motions between two different characters, or transit motions between different skeletons, we can shorten the animation creation time. In our system, we develop an interactive interface for users to find the corresponding bones of two skeletons. This system first construct a meta-skeleton that contains both bone structures, then aligns the initial poses and local coordinates of these two skeletons. With the initial poses aligned, motion data can be transfer between them. In addition, by blending the similar pose of different skeletons, we can produce a seamless transition sequence. The main contribution of this thesis is we present a framework that can not only transfer 3D skeletal animations between different skeletons, but also produce a smooth transition between motion clips of distinct characters. This method can be applied to animation editing software, or movie and game industries. | en |
dc.description.provenance | Made available in DSpace on 2021-06-13T08:21:09Z (GMT). No. of bitstreams: 1 ntu-94-R92922055-1.pdf: 10959930 bytes, checksum: 1dd0adec3e13d04e9b2ec694acf2ab15 (MD5) Previous issue date: 2005 | en |
dc.description.tableofcontents | 1 Introduction . . . . . . . . . . . . . 5
1.1 Motivation . . . . . . . . . . . . . 5 1.2 Problem Definition . . . . . . . . . 7 1.2.1 Motion Representation . . . . . . 7 1.2.2 Motion Retargetting . . . . . . . 9 1.2.3 Motion Transition . . . . . . . . 10 1.3 Application Area . . . . . . . . . . 11 1.4 System Workflow . . . . . . . . . . 12 1.5 Thesis Organization . . . . . . . . 12 2 Related Work . . . . . . . . . . . . . 13 2.1 Motion Retargetting . . . . . . . . 13 2.1.1 Skeleton correspondence . . . . . 16 2.2 Motion Transition . . . . . . . . . 16 3 Motion Retargetting . . . . . . . . . 19 3.1 Skeleton Correspondence . . . . . . 20 3.2 Initial Poses Alignment . . . . . . 21 3.3 Motion Data Transfer . . . . . . . . 24 4 Motion Transition . . . . . . . . . . 26 4.1 Meta-Skeleton Construction . . . . . 27 4.2 Motion Correspondence . . . . . . . 27 4.3 Decoupled Interpolation . . . . . . 29 5 Results . . . . . . . . . . . . . . . 31 6 Conclusion and Future Work . . . . . . 37 6.1 Conclusions . . . . . . . . . . . . 37 6.2 Future Work . . . . . . . . . . . . 37 Acknowledgement. . . . . . . . . . . . . 39 Bibliography . . . . . . . . . . . . . . 40 | |
dc.language.iso | en | |
dc.title | 三維骨幹間的動作轉移及串接 | zh_TW |
dc.title | Motion Retargetting and Transition in Articulated Figures | en |
dc.type | Thesis | |
dc.date.schoolyear | 93-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 陳炳宇(Bing-Yu Chen) | |
dc.contributor.oralexamcommittee | 莊榮宏(Jung-Hong Chuang),林奕成(I-Chen Lin) | |
dc.subject.keyword | 三為動畫編輯,動作重複利用,動作轉移,動作串接,骨幹對應關係, | zh_TW |
dc.subject.keyword | 3D animation editing,motion reuse,motion retargetting,motion transfer,motion transition,skeleton correspondence, | en |
dc.relation.page | 43 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2005-07-19 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊工程學研究所 | zh_TW |
顯示於系所單位: | 資訊工程學系 |
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