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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/123456789/46861
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dc.contributor.advisor歐陽明(Ming Ouhyoung)
dc.contributor.authorKai-Hsuan Chenen
dc.contributor.author陳愷軒zh_TW
dc.date.accessioned2021-06-15T05:42:22Z-
dc.date.available2010-08-20
dc.date.copyright2010-08-20
dc.date.issued2010
dc.date.submitted2010-08-20
dc.identifier.citation[1] D Zorin, P Schroder, W Sweldens, “Interactive multiresolution mesh editing”, Proceedings of SIGGRAPH, 1997 – Citeseer
[2] Shi, Xiaohan and Zhou, Kun and Tong, Yiying and Desbrun, Mathieu and Bao, Hujun and Guo, Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
[3] Sorkine, O. and Cohen-Or, D. and Lipman, Y. and Alexa, M. and Rossl, C. and Seidel, H.-P., Laplacian surface editing, Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
[4] Sorkine, O. and Alexa, M. 2007. As-rigid-as-possible surface modeling. In Proceedings of the Fifth Eurographics Symposium on Geometry Processing (Barcelona, Spain, July 04 - 06, 2007). ACM International Conference Proceeding Series, vol. 257. Eurographics Association, Aire-la-Ville, Switzerland, 109-116.
[5] M Alexa , Differential coordinates for local mesh morphing and deformation, The Visual Computer, 2003 – Springer
[6] Sivan Toledo, with Doron Chen and Vladimir Rotkin, TAUCS, a Library of Sparse Linear Solvers
[7] levmar : Levenberg-Marquardt nonlinear least squares algorithms in C/C++, http://www.ics.forth.gr/~lourakis/levmar/
[8] GSL - GNU Scientific Library, http://www.gnu.org/software/gsl/
[9] Schlomer, Thomas and Poppinga, Benjamin and Henze, Niels and Boll, Susanne, Gesture recognition with a Wii controller, TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction
[10] Sreedharan, Sreeram and Zurita, Edmund S. and Plimmer, Beryl, 3D input for 3D worlds, OZCHI '07: Proceedings of the 19th Australasian conference on Computer-Human Interaction
[11] Igarashi, Takeo and Matsuoka, Satoshi and Tanaka, Hidehiko, Teddy: a sketching interface for 3D freeform design
[12] Nealen, Andrew and Sorkine, Olga and Alexa, Marc and Cohen-Or, Daniel, A sketch-based interface for detail-preserving mesh editing
[13] Sumner, Robert W. and Zwicker, Matthias and Gotsman, Craig and Popovic, Jovan, Mesh-based inverse kinematics
[14] Huang, Jin and Shi, Xiaohan and Liu, Xinguo and Zhou, Kun and Wei, Li-Yi and Teng, Shang-Hua and Bao, Hujun and Guo, Baining and Shum, Heung-Yeung, Subspace gradient domain mesh deformation
[15] Schou, Torben and Gardner, Henry J., A Wii remote, a game engine, five sensor bars and a virtual reality theatre
[16] Shiratori, Takaaki and Hodgins, Jessica K., Accelerometer-based user interfaces for the control of a physically simulated character
[17] Nealen, Andrew and Igarashi, Takeo and Sorkine, Olga and Alexa, Marc, FiberMesh: designing freeform surfaces with 3D curves
[18] Kho, Youngihn and Garland, Michael, Sketching mesh deformations, I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and games
[19] Gingold, Yotam and Zorin, Denis, Shading-based surface editing, SIGGRAPH '08: ACM SIGGRAPH 2008 papers
[20] Zhou, Kun and Huang, Jin and Snyder, John and Liu, Xinguo and Bao, Hujun and Guo, Baining and Shum, Heung-Yeung, Large mesh deformation using the volumetric graph Laplacian, ACM Trans. Graph.
[21] Yu, Yizhou and Zhou, Kun and Xu, Dong and Shi, Xiaohan and Bao, Hujun and Guo, Baining and Shum, Heung-Yeung, Mesh editing with poisson-based gradient field manipulation, ACM Trans. Graph. 2004
[22] Lipman, Yaron and Sorkine, Olga and Levin, David and Cohen-Or, Daniel, Linear rotation-invariant coordinates for meshes, ACM Trans. Graph. 2005
[23] Botsch, Mario and Pauly, Mark and Gross, Markus and Kobbelt, Leif, PriMo: coupled prisms for intuitive surface modeling, SGP '06: Proceedings of the fourth Eurographics symposium on Geometry processing
[24] Botsch Mario, Pauly, Mark Wicke, Martin Gross, Markus, Adaptive Space Deformations Based on Rigid Cells, Computer Graphics Forum. Vol. 26, no. 3, pp. 339-347. 2007
[25] Xu, Weiwei and Wang, Jun and Yin, KangKang and Zhou, Kun and van de Panne, Michiel and Chen, Falai and Guo, Baining, Joint-aware manipulation of deformable models, SIGGRAPH '09: ACM SIGGRAPH 2009 papers
[26] Gal, Ran and Sorkine, Olga and Mitra, Niloy J. and Cohen-Or, Daniel, iWIRES: an analyze-and-edit approach to shape manipulation, ACM Trans. Graph.,2009
[27] Ju, Tao and Schaefer, Scott and Warren, Joe, Mean value coordinates for closed triangular meshes, ACM Trans. Graph.,2005
[28] Botsch, Mario and Kobbelt, Leif, An intuitive framework for real-time freeform modeling, SIGGRAPH '04: ACM SIGGRAPH 2004 Papers
[29] Lipman, Y.Sorkine, O.Cohen-Or, D.Levin, D.Rossi, C.Seidel, H.P., Differential coordinates for interactive mesh editing, Shape Modeling Applications, 2004. Proceedings 2004
[30] http://www.sensable.com/products-freeform-systems.htm
[31] http://3dconnexion.tradtechcorp.com/index/index.php
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/46861-
dc.description.abstract三維模型的編輯與形變在電腦動畫和模型建造上相當的重要,因其可運用在電影和電腦遊戲的角色編輯上。傳統上,調整模型形變的過程需要投入大量的人力與時間。因此,在這篇論文中我們提出一個系統由兩個方面來加速這個過程。第一,實做一個可以即時操作且盡量維持模型體積不變的形變演算法; 第二,提出新一套用Wii 動感強化器作為輔助的使用者介面。在我們的使用者測試中, 透過簡化的三項實驗, 發現此新型介面確實能幫助使用者縮短達10%至23%工作完成所需之時間。zh_TW
dc.description.abstractMesh editing and deformation are critical in computer animation, such as in themotion of virtual characters in films and games. It needs lots of human resources to tweak the mesh to make the deformation look natural, and is often referred as “rigging”in animation industry. We propose a system that provides high level constraints to simplify complicated 3D deformation operations, and provide a novel user interfaceusing Wii Remote and MotionPlus to make the three dimensional control more intuitive. We find that our user interfaces can reduce the task completion time from 10% to 23%,
according to three simplified experiments done by 10 subjects to deform the models in our user study.
en
dc.description.provenanceMade available in DSpace on 2021-06-15T05:42:22Z (GMT). No. of bitstreams: 1
ntu-99-R97922139-1.pdf: 3723054 bytes, checksum: 2ec4b1354a6c71de5d70e110c086faa4 (MD5)
Previous issue date: 2010
en
dc.description.tableofcontents口試委員會審定書 #
誌謝 ii
中文摘要iv
ABSTRACT v
CONTENTS vi
LIST OF FIGURES viii
LIST OF TABLES x
Chapter 1 Introduction 1
Chapter 2 Related Work 4
2.1 Related Work of Mesh Deformation 4
2.1.1 Space-based Deformation Methods 4
2.1.2 Surface-Based Methods 4
2.1.3 Other Methods 6
2.2 Related Work of User Interface 7
Chapter 3 Mesh Deformation Algorithm 10
3.1 Algorithm Choice 10
3.2 Mesh Deformation Algorithm 10
3.2.1 Initial Deformation 11
3.2.2 Refinement 12
Chapter 4 User Interface 14
4.1 System Framework 14
4.2 Traditional Mouse and Keyboard User Interface 17
4.3 Wii Remote and MotionPlus User Interface 18
Chapter 5 Result 23
5.1 Different Solvers 23
5.2 Deformation Results 24
5.3 User Study of the User Interface 30
Chapter 6 Conclusion and Future Work 33
Bibliography 35
dc.language.isoen
dc.subjectWii 動感強化器zh_TW
dc.subject人機介面zh_TW
dc.subject即時模型形變zh_TW
dc.subject基於形變之動畫zh_TW
dc.subjectanimationen
dc.subjectWii-MotionPlusen
dc.subjectuser interfacesen
dc.subjectmesh deformationen
dc.title以動感強化器操作之三維模型形變系統zh_TW
dc.titleA Three Dimensional Mesh Deformation System Using Wii
Remote and MotionPlus
en
dc.typeThesis
dc.date.schoolyear98-2
dc.description.degree碩士
dc.contributor.oralexamcommittee楊傳凱(Chuan-kai Yang),洪一平(Yi-Ping Hung)
dc.subject.keyword即時模型形變,人機介面,Wii 動感強化器,基於形變之動畫,zh_TW
dc.subject.keywordmesh deformation,user interfaces,Wii-MotionPlus,animation,en
dc.relation.page38
dc.rights.note有償授權
dc.date.accepted2010-08-20
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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