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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 資訊管理學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/29217
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳炳宇
dc.contributor.authorHung-Ju Linen
dc.contributor.author林宏儒zh_TW
dc.date.accessioned2021-06-13T01:02:56Z-
dc.date.available2007-07-27
dc.date.copyright2007-07-27
dc.date.issued2007
dc.date.submitted2007-07-25
dc.identifier.citationREFERENCE
[CC06]Chen Chih-Chun, Chuang JungHong.: Texture Adaptation for Progressive Meshes. Eurographics 2006.
[DR05] DECORO C., RUSINKIEWICZ S.: Pose-independent Simplification of Articulated Meshes. Proceedings of Symposium on Interactive 3D Graphics and Games (2005), pp. 17.24.
[FBY06] Fu-Chung Huang, Bing-Yu Chen, Yung-Yu Chuang.: Progressive Deforming Meshes based on Deformation Oriented Decimation and Dynamic Connectivity Updating. ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2006.
[Gar99] GARLAND M.: Quadric-based polygonal surface simplification. PhD thesis, Carnegie Mellon University, 1999.
[GH97] GARLAND M., HECKBERT P. S.: Surface Simplification Using Quadric Error Metrics. ACM SIGGRAPH 1997 Conference Proceedings, pp. 209.216.
[Hop96] HOPPE H.: Progressive Meshes. ACM SIGGRAPH 1996 Conference Proceedings, pp. 99.108.
[Hop97] HOPPE H.: View-dependent Refinement of Progressive Meshes. ACM SIGGRAPH 1997 Conference Proceedings, pp. 189.198.
[Hop99]Hoppe H.: New Quadric Metric for Simplifying Meshes with Appearance Attributes. IEEE Visualization 1999, 59-66.
[KMG*96]KUMAR, S., MANOCHA, D., GARRETT, W., LIN, M.: Hierarchical Back-face Computation. Eurographics Rendering Workshop 1996, 235–244
[KSG03]Kirsanov D., Sander P. V., Gortler S.J.: Simple Silouettes over Complex Surfaces. Eurographics Symposium on Geometry Processing 2003
[MG03] MOHR A., GLEICHER M.: Deformation Sensitive Decimation. Tech. rep., University of Wisconsin, 2003.
[SGG*00]Sander P. V., Gu X., Gortler S. J., Hoppe H., Snyder J.: Silhouette Clipping. SIGGRAPH 2000, pp. 327-334.
[WL*06]Wu H., Li-Yi, Xi W. Wang B. G.: Silhouette Texture. Eurographics Symposium on Rendering 2006.
[ZH97]Zhang H., Hoff K.: Fast Backface Culling Using Normal Mask. Symposium on Interactive 3D Graphics, 1997.
[E_BMP] EasyBMP C++ Bitmap Library: http://easybmp.sourceforge.net/
[QS21]Garland M.: http://graphics.cs.uiuc.edu/~garland/software/qslim.html
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/29217-
dc.description.abstract為了減少投影複雜三維動畫模型的時間,以求維持投影時間能夠及時,我們提出以簡化動畫模型套用材質貼圖以及輪廓裁減的方式來逼近原三維動畫模形的外觀。為了紀錄複雜三維動畫模型的法向量資訊,在前置運算中我們建立了法向量地圖,並且在執行運算中將法向量地圖轉為適合簡化動畫模型的材質貼圖。在執行運算中,我們也運用前置運算中分割完成的法向量空間集合來加速尋找複雜三維動畫模型的三維輪廓。運用構成這些輪廓的邊,我們利用OpenGL中的模板快取﹝Stencil Buffer﹞把已投影簡化三維模型中多餘的部份截除。最後我們能以較快的投影速度達成較高的影格更新率﹝Frame Per Second﹞。zh_TW
dc.description.abstractConsidering a sequence of detailed three-dimensional polygonal models, we develop a system framework to approximate them using a pre-computed sequence of coarse three-dimensional polygonal models alone with normal maps. We use the normal maps as information for reconstructing the surface appearance of the original detailed polygonal models. During the runtime of rendering the coarse model sequence, we introduce a simple clustering method to extract the silhouette of detailed three-dimensional polygonal models. We cull the coarse polygonal models by using the silhouette found before to approximate the 2D contours of detailed polygonal models. In order to cull the extra pixels rendered off, we utilize the stencil buffer in OpenGL. To set the stencil value, we also introduce the stencil setting algorithm.en
dc.description.provenanceMade available in DSpace on 2021-06-13T01:02:56Z (GMT). No. of bitstreams: 1
ntu-96-R94725036-1.pdf: 1823143 bytes, checksum: a2c90cec37f4d8d2ea29edf9f70d7b57 (MD5)
Previous issue date: 2007
en
dc.description.tableofcontentsTable of Content
CHAPTER 1 INTRODUCTION 8
1.1 MOTIVATION 8
1.2 SYSTEM SKETCH 9
1.3 ORGANIZATION 10
CHAPTER 2 RELATED WORK 11
2.1 LEVEL OF DETAIL/SIMPLIFICATION 11
2.2 SIMPLIFICATION OF DYNAMIC MESHES 13
2.3 SILHOUETTE CLIPPING 16
CHAPTER 3 SYSTEM OVERVIEW 20
3.1 ANIMATION MODELS SIMPLIFICATION 22
3.2 NORMAL MAPS PRODUCING 23
3.3 NORMAL CLUSTERING 23
3.4 SILHOUETTE EXTRACTION 24
3.5 STENCIL SETTING 24
CHAPTER 4 ANIMATION MODELS SIMPLIFICATION 25
4.1 QUADRIC ERROR METRIC (QEM) 25
4.2 DEFORMATION SENSITIVE DECIMATION (DSD) 26
4.3 DEFORMATION ORIENTATION DECIMATION (DOD) 27
4.4 ENLARGEMENT OF ANIMATION MODELS 29
CHAPTER 5 PREPROCESSING STAGE 30
5.1 NORMAL MAPS PRODUCING 30
5.2 EDGE ENCODING 32
5.3 NORMAL CLUSTERING 33
CHAPTER 6 RUNTIME STAGE 34
6.1 TEXTURE CREATION 34
6.2 SILHOUETTES EXTRACTION 35
6.3 STENCIL SETTING 37
CHAPTER 7 RESULTS AND FUTURE WORK 39
7.1 RESULTS 39
7.2 CONCLUSIONS 44
7.3 FUTURE WORK 45
REFERENCE 48
dc.language.isoen
dc.title三維簡化動畫模型之動態輪廓裁剪zh_TW
dc.titleRepresenting Simplified Animation Models using Dynamic Silhouette Clippingen
dc.typeThesis
dc.date.schoolyear95-2
dc.description.degree碩士
dc.contributor.oralexamcommittee張鈞法,楊傳凱
dc.subject.keyword三維動畫模形,三維模型,幾何模型,輪廓裁剪,zh_TW
dc.subject.keywordLOD,Simplification Animation,Silhouette Clipping,en
dc.relation.page49
dc.rights.note有償授權
dc.date.accepted2007-07-25
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept資訊管理學研究所zh_TW
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