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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 傅立成(Li-Chen Fu) | |
dc.contributor.author | Ping-Sheng Hsu | en |
dc.contributor.author | 許平昇 | zh_TW |
dc.date.accessioned | 2021-06-15T06:09:03Z | - |
dc.date.available | 2012-08-17 | |
dc.date.copyright | 2010-08-17 | |
dc.date.issued | 2010 | |
dc.date.submitted | 2010-08-12 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/47620 | - |
dc.description.abstract | 在虛擬世界中,人物角色動畫是一種用來吸引使用者注意力的一種重要的方法之一,真實的角色動畫以及快速的和虛擬角色互動能讓使用者更有興趣及沉浸於虛擬的環境裡,因此角色動畫被廣泛的使用在許多應用上,例如訓練、運動、教育、電影和遊戲。但是在傳統動畫系統中,用來產生動作轉換的演算法大大影響了動畫系統的反應速度及動畫品質,因此在這篇論文裡,我們提出一個可以自動產生動作轉換的演算法,這個演算法利用最佳化方式來計算人體的動力學模擬,並且每一次產生的結果都會漸漸的收斂到使用者想要的動作上,這種方法可以產生比動作混合方式還逼真的轉換,而且也不需要給定太多參數即可適用於不同動作。另外為了展示這個演算法的有效性,我們設計了一套融入此演算法的動畫系統來測試該演算法的互動性,這個動畫系統除了能讓使用者以傳統輸入裝置來做互動外,也讓使用者能夠以施加外力的方式來做互動。 | zh_TW |
dc.description.abstract | In a virtual environment, the 3D character animation system is an important method for attracting human’s attentions. Realistic character animations and fast interaction with the character can make people be more interested and immersed in virtual environments. Therefore, character animation systems are widely applied to many applications, such as training, sport, education, movie, and game. However in traditional character animation systems, the transition generation algorithms influence the responsiveness of the system and quality of the motions. In this thesis, we propose an algorithm which can synthesize transitions automatically. This algorithm utilizes the optimization method to compute the human body dynamics, and each time the result will converge to the desired motion gradually. It can create more realistic motions than motion blending and can be applied to other motions without giving many parameters. In addition, to demonstrate the effectiveness of this algorithm, we design a character animation system, incorporating it, to test the algorithm’s responsiveness. This animation system can interact with users not only through traditional devices, but also with external forces. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T06:09:03Z (GMT). No. of bitstreams: 1 ntu-99-R97922142-1.pdf: 1164088 bytes, checksum: 54721e2836d0648c7cdd3f8d2340107e (MD5) Previous issue date: 2010 | en |
dc.description.tableofcontents | National Taiwan University i
Master Thesis i 誌謝 i 中文摘要 ii ABSTRACT iii CONTENTS iv LIST OF FIGURES vi LIST OF TABLES viii Chapter 1 Introduction 1 1.1 Motivation 1 1.2 Challenges 3 1.3 Related Work 5 1.3.1 Character Animation System 6 1.3.2 Transition Generation Algorithm 8 1.4 System Overview 12 1.5 Thesis Organization 15 Chapter 2 Preliminaries 16 2.1 Terminology 16 2.2 Introduction of Motion Capture Data 17 2.3 Lagrange’s Equations 19 2.4 Human Body Dynamics 24 Chapter 3 Optimization-based Transition 29 3.1 Overview 29 3.2 Physical Character Model 35 3.3 Matching Frame Finding 38 3.4 Optimization-based Tracking 42 3.5 Evaluation 49 Chapter 4 Character Animation System 61 4.1 Overview 61 4.2 Kinematic Cyclic Motion Controller 63 4.3 External Force 65 4.4 Demonstration 66 Chapter 5 Conclusion 69 REFERENCE 71 | |
dc.language.iso | en | |
dc.title | 一個為互動應用程式設計的以最佳化產生物理模擬之動作轉換的人物動畫系統 | zh_TW |
dc.title | A Character Animation System with Optimization-based Transition for Interactive Applications | en |
dc.type | Thesis | |
dc.date.schoolyear | 98-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 李蔡彥(Tsai-Yen Li),陳祝嵩(Chu-song Chen),莊永裕(Yung-Yu Chuang),歐陽明(Ouhyoung Ming) | |
dc.subject.keyword | 人物動畫系統,物理模擬,最佳化,動作轉換, | zh_TW |
dc.subject.keyword | character animation system,Lagrange simulation,optimization,transition, | en |
dc.relation.page | 83 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2010-08-15 | |
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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