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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/42100
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DC 欄位值語言
dc.contributor.advisor歐陽明(Ming Ouhyoung)
dc.contributor.authorTang-Wei Hsuen
dc.contributor.author許棠為zh_TW
dc.date.accessioned2021-06-15T00:46:41Z-
dc.date.available2008-09-02
dc.date.copyright2008-09-02
dc.date.issued2008
dc.date.submitted2008-08-25
dc.identifier.citation[1] C.Karen Liu, Zoran Popovic. Synthesis of Complex Dynamics Character
Motion from Simple Animation. Proceedings of the 29th annual conference on Computer graphics and interactive techniques , pages 480-416
[2] David Halliday, Robert Resnick, Jearl Walker. Fundmentals of Physics 6th
ed. Wiley, pages 215-260
[3] Yunus A. Cengel, John M. Cimbala. Fluid Mechanics Fundamentals and
Applications. McGraw-Hill, pages 471-546
[4] Lasse Jensen. Deep-Water Animation and Rendering. Gamasutra
http://www.gamasutra.com/gdce/2001/jensen/jensen_pfv.htm
[5] 陳政宏, 李志揚. 淺談流體中生物的推進方法. SciScape專題文章
http://www.sciscape.org/articles/fish_swim/index.html
[6] David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. Texturing and Modeling: A Procedural Approach. AP Professional, July 1998 , pages 179-199
[7] Duc-Thang Truong, Ying-Yi Chow, Anthony C. Fang. Visualization and Simulation of Near-body Hydrodynamics using the Semi-Lagrangian Fluid Simulation Method. Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, pages 219-228
[8] Jos Stam. Real-Time Fluid Dynamics for Games. Proceedings of the Game Developer Conference, March 2003, pages 1-12
[9] Fang-tao Zeng. Real-time Wave Simulation Based on Texture-mapping. Computer Simulation 2007 Volume 10, pages 195-199
[10] Elizabeth Quinn, Body Composition, http://sportsmedicine.about.com/od/fitnessevalandassessment/a/Body_Fat_Comp.htm
[11] Nelson L Max. Vectorized Procedural Models for Natural Terrain: Waves and Islands in the Sunset[ J ]. Computer Graphics, 8, 1981. pages 317–323
[12] Gary A Mastin, Peter A Watterberg, John F Mareda. Fourier Synthesis of Ocean Scenes[ J ]. IEEE CG&A, 3, 1987. pages 16-23.
[13] D R Peachey. Modeling waves and surfaces[ J ]. Computer Graphics, 4, 1986. pages 65 - 74.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/42100-
dc.description.abstract目前和動作模擬相關論文中,主要討論人在陸地上之動作,原因在於人在水中的模擬,需將流體力學納入考量,因此物理模擬的部份會變得較為複雜。本研究希望提出一個較為簡單的方式來模擬整個游泳的過程。先用簡化的人體模型編輯出一序列的游泳動作,並將模型各部位轉換成同體積的球體,接著計算出重力、浮力、阻力和推力,並將這些力,作用於模型上,產生位移和轉動,便能模擬出人在水中游動時的動畫,最後再加上即時產生的水波,使整個結果更趨逼真。zh_TW
dc.description.abstractThe papers about human action simulation mainly focus on the action taking place on the land because it gets much harder to take fluid dynamics into account when the simulation happens in the water. Our work is expected to propose a simpler approach to simulate the human swimming. First, we use a simplified human model and edit a sequence of swimming action. Then we transform each part of the model into a sphere with the same volume, which makes it easier for our calculation. By this way, we attain the force of weight, buoyancy, drag, and thrust. These forces act on the model, which make the model move and rotate, so we have the simulation of human swimming. At last, real-time generated wave is added into our simulation to make it looks more real.en
dc.description.provenanceMade available in DSpace on 2021-06-15T00:46:41Z (GMT). No. of bitstreams: 1
ntu-97-J94922028-1.pdf: 1679698 bytes, checksum: 52c5078ce47be5bc583c0f085aa2093c (MD5)
Previous issue date: 2008
en
dc.description.tableofcontents1 Introduction …………………………………………………………………… 1
2 Motion Dynamics ……………………………………………………………… 7
2.1 Weight ……………………………………………………………………… 7
2.2 Buoyancy …………………………………………………………………… 8
2.3 Drag ………………………………………………………………………… 10
2.4 Thrust ……………………………………………………………………… 12
3 Motion Dynamics Implementation …………………………………………… 16
3.1 Weight Simulation ………………………………………………………… 16
3.2 Buoyancy Simulation ……………………………………………………… 19
3.3 Drag Simulation …………………………………………………………… 20
3.4 Thrust Simulation ………………………………………………………… 21
4 Wave Generation ……………………………………………………………… 29
4.1 Wave ……………………………………………………………………… 29
4.2 Longuet-Higgins Model ………………………………………………… 32
4.3 Double Summation model ………………………………………………… 33
5 Result …………………………………………………………………………… 37
5.1 Sequence 1 ………………………………………………………………… 37
5.2 Sequence 2 ………………………………………………………………… 38
5.3 Sequence 3 ………………………………………………………………… 40
5.4 Sequence 4 ………………………………………………………………… 41
5.5 Sequence 5 ………………………………………………………………… 43
6 Conclusion and Future Work ………………………………………………… 44
Bibliography ……………………………………………………………………… 45
dc.language.isoen
dc.subject流體力學zh_TW
dc.subject動作模擬zh_TW
dc.subject即時產生水波zh_TW
dc.subject動畫zh_TW
dc.subject游泳zh_TW
dc.subjectHuman swimmingen
dc.subjectReal-time generated waveen
dc.subjectAction simulationen
dc.subjectAnimationen
dc.subjectFluid dynamicsen
dc.title基於流體與人互動之即時游泳模擬zh_TW
dc.titleReal-time Simulation of Swimming Based on Rigid-body and Fluid Interactionen
dc.typeThesis
dc.date.schoolyear96-2
dc.description.degree碩士
dc.contributor.oralexamcommittee莊永裕(Yung-Yu Chuang),梁容輝(Rung-Huei Liang)
dc.subject.keyword動作模擬,流體力學,游泳,動畫,即時產生水波,zh_TW
dc.subject.keywordAction simulation,Fluid dynamics,Human swimming,Animation,Real-time generated wave,en
dc.relation.page46
dc.rights.note有償授權
dc.date.accepted2008-08-25
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
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