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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 連豊力 | |
dc.contributor.author | Chih-Hao Tseng | en |
dc.contributor.author | 曾志豪 | zh_TW |
dc.date.accessioned | 2021-06-13T16:27:34Z | - |
dc.date.available | 2008-07-26 | |
dc.date.copyright | 2005-07-26 | |
dc.date.issued | 2005 | |
dc.date.submitted | 2005-07-14 | |
dc.identifier.citation | [1: Anjyo et al. 1992]
K. Anjyo, Y. Usami, and T. Kurihara, “A Simple Method for Extracting the Natural Beauty of Hair,” Proceedings of the 19th annual conference on Computer graphics and interactive techniques, Vol. 26, No. 2, pp. 111-120, Chicago, IL, USA, July 1992. [2: Bakay et al. 2002] B. Bakay, W. Heidrich, and P. Lalonde, “Real Time Animated Grass,” Annual Conference of the European Association for Computer Graphics, Saarbrücken, Germany, September 2002. [3: Bourg 2001] D. M. Bourg, “Physics for Game Developers,” First Edition, O’Reilly, 2001. [4: Carlson and Hodgins 1997] D. A. Carlson and J. K. Hodgins, “Simulation Levels of Detail for Real-Time Animation,” Proceedings of the Graphics Interface, pp. 1-8, Kelowna, BC, Canada, May 1997. [5: Chalmers and Rhyne 2001] Chalmers and T. M. Rhyne, “Modeling dynamic hair as a continuum,” Computer Graphics Forum, Vol. 20, No. 3, pp. 329-338, September 2001. [6: Daldegan et al. 1993] A. Daldegan, N. M. Thalmann, T. Kurihara and D. Thalmann, “An integrated system for modeling, animating and rendering hair,” Computer graphics forum, Vol. 12, No. 3, pp. 211–221, 1993. [7: Fox and Waite 1984] D. Fox and M. Waite, “Computer Animation Primer,” Mc Graw-Hill, 1984. http://www.atariarchives.org/cap/index.php [8: Hearn and Baker 2003] D. Hearn and M. P. Baker, “Computer Graphics with OpenGL,” Third Edition, Prentice Hall, 2001. [9: Hill 2001] F.S. Hill, “Computer graphics using OPEN GL,” Second Edition, Prentice Hall, 2001. [10: Kajiya and Kay 1989] J. T. Kajiya and T. L. Kay, “Rendering fur with three dimensional textures,” Proceedings of the 16th annual conference on Computer graphics and interactive techniques, Vol. 23, No. 3, pp. 271–280, Boston, MA, USA, July 1989. [11: Miller 1988] G. S. P. Miller, “The motion dynamics of snakes and worms,” Proceedings of the 15th annual conference on Computer graphics and interactive techniques, Vol. 22, No.4, pp. 169-178, Atlanta, GA, USA, August 1988. [12: Neyret 1998] F. Neyret, “Modeling, animating, and rendering complex scenes using volumetric textures,” IEEE Transactions on Visualization and Computer Graphics, Vol. 4, No. 1, pp. 55–70, January 1998. [13: Parkhurst and Niebur 2001] D. Parkhurst and E. Niebur, “A feasibility test for perceptually adaptive level of detail rendering on desktop systems,” Proceedings of the 1st Symposium on Applied perception in graphics and visualization, pp. 49-56, Los Angeles, CA, USA, August 2004. [14: Perbet and Cani 2001] F. Perbet and M. P. Cani, “Animating prairies in real-time,” Proceedings of the symposium on Interactive 3D graphics, pp.103-110, Chapel Hill, NC, USA, March 2001. [15: Provot 1995] X. Provot, “Deformation constraints in a mass-spring model to describe rigid cloth behavior,” Proceedings of the Graphics Interface, pp. 147-154, Québec, QC, USA, May 1995. [16: Rankin and Hall 1996] J. Rankin and R. Hall, “A simple naturalistic hair model,” Proceedings of the ACM SIGGRAPH Computer Graphics, Vol. 30, No.1, pp. 5-9, New Orleans, LA, USA, August 1996. [17: Wang and Datta 2004] J. C. Wong and A. Datta, “Animating Real-time Realistic Movements in Small Plants,” Proceedings of the 2nd international conference on Computer graphics and interactive techniques, pp. 182-189, Austalasia and Southe East Asia, Singapore, June 2004. [18: Ward et al. 2003] K. Ward, M. C. Lin, J. Lee and S. Fisher, “Modeling hair using Level-Of-Detail representation,” International conference on computer animation and social agents, Piscataway, NJ, USA, May 2003. [19: Zill and Cullen 2001] D. G. Zill and M. R. Cullen, “Differential Equations with Boundary-Value Problems,” Fifth Edition, Brooks/Cole, 2001. [20] 資訊工業策進會多媒體實驗室 網路多人互動遊戲http://www.iii.org.tw/special/article/game.htm | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/38183 | - |
dc.description.abstract | 近幾年來,線上電玩遊戲越來越受到歡迎。動畫的真實度以及計算效率為影響線上電玩效能的兩個重要尺度。此篇論文提出一個控制架構去驗證線上三維電玩的即時效能。此外,當有很多玩家同時在一個連線系統的時候,一個能夠維持資料傳輸量的想法也將被提出。精細度層級(LOD)調整的觀念將被用來處理線上互動遊戲效能的問題。精細度層級(LOD)的觀念被使用在處理動畫的觀感用來減少計算量並且維持動畫的真實度。再者,利用精細度層級(LOD)觀念的差值方法也被用來減少在線上互動電玩系統資料量的傳遞。最後,幾個實驗的場景將會在本篇論文中列出。 | zh_TW |
dc.description.abstract | In recent years, on-line video games are more and more popular. The reality and the computational efficiency of the animation are two main criteria affecting the performance of such an on-line video game system. This thesis presents an architecture and a control algorithm for guaranteeing the real-time performance of simulating 3D animation in an on-line interactive multiplayer environment. Furthermore, an idea of maintaining the data transmission over the Internet is also proposed when there are numerous users connecting to the interactive game system. The concept of level of detail (LOD) is the key factor in the proposed on-line interactive game environment. The LOD concept is used for controlling the visualization of the animation and then reducing the computational cost and maintaining the reality of the environment. Moreover, the LOD concept is also applied at the interpolation stage of the environment for reducing the amount of data needed for the transmission in an on-line interactive game system. Finally, several scenarios of illustrative animations are presented in this thesis. | en |
dc.description.provenance | Made available in DSpace on 2021-06-13T16:27:34Z (GMT). No. of bitstreams: 1 ntu-94-R92921056-1.pdf: 2116083 bytes, checksum: 6112a60a3283ba77b13cd4047d2c9377 (MD5) Previous issue date: 2005 | en |
dc.description.tableofcontents | 摘要 i
ABSTRACT ii List of Figures vi List of Tables ix Chapter 1 1 Introduction 1 1.1 Motivation 1 1.2 Contribution of the thesis 3 1.3 Thesis organization 4 Chapter 2 5 Generating Computer Animation 5 2.1 Computer graphics 6 2.2 Computer animation 7 2.2.1 Types of generating animation 7 2.2.2 The process of generating physical animation 8 2.3 Computer animation for film 8 2.4 Computer animation for personal animation 9 2.5 On-line game 10 2.5.1 Interactive on-line game 11 Chapter 3 13 Modeling of Large Number Objects in 3D Video Games 13 3.1 Grass modeling 14 3.1.1 Physically based grass modeling 15 3.1.1.1 Mass-spring model 15 3.1.1.2 Mass spring damped model 17 3.1.1.3 Spring-hinge model 18 3.1.1.4 Cantilever beam model 20 3.1.2 Non-physically based grass modeling 24 3.1.2.1 Texture animation technique 24 3.1.2.2 2.5D texture animation technique 25 3.1.2.3 2D texture 25 3.1.3 Comparison of physically-based grass and non-physically based grass 26 3.2 Grassland modeling 26 3.2.1 Grassland with reality and efficiency using LOD (levels of detail) technique 27 3.2.2 Robot leg with reality and efficiency using LOD technique 29 3.2.3 Hair with reality and efficiency using LOD technique 29 3.3 Comparison 30 3.4 Numerical method and visualization 31 Chapter 4 33 Real-time Control for Guaranteeing the Reality and Efficiency 33 4.1 Problem formulation 34 4.2 Single grass modeling and visualization 35 4.3 Grassland in peer-to-peer on-line system 39 4.3.1 Droop grasses 39 4.3.2 Grassland using LOD concept 42 4.3.3 LOD experiment 44 4.3.4 Experimental result 47 4.3.5 Experiment performance analysis 51 4.3.6 LOD transition system 54 4.3.6.1 Transition system architecture 57 4.3.7 Interpolation of the grassland 58 4.3.8 Network transferring analysis 60 4.4 Grassland in client-server on-line system 60 4.4.1 Grassland using LOD concept 61 4.4.2 LOD transition system 63 4.4.2.1 Transition system architecture 63 4.4.2.2 Network LOD 65 4.5 Comparison of the peer-to-peer and client-server system 65 4.5.1 Comparison of hardware equipments for two on-line systems 65 4.5.2 Comparison of data transferring for two on-line systems 66 4.5.3 Discussion 67 Chapter 5 69 Conclusion and Future Work 69 5.1 Conclusions 69 5.2 Future work 70 References 71 | |
dc.language.iso | en | |
dc.title | 對於線上互動式三維電玩環境之真實度與效率維持之即時控制 | zh_TW |
dc.title | Real-time Control for Guaranteeing the Reality and Efficiency in an On-line Interactive 3D Video Game Environment | en |
dc.type | Thesis | |
dc.date.schoolyear | 93-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 李後燦,簡忠漢 | |
dc.subject.keyword | 即時控制,真實度,效能,線上互動遊戲, | zh_TW |
dc.subject.keyword | Real-time control,reality,efficiency,on-line interactive video game, | en |
dc.relation.page | 73 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2005-07-14 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 電機工程學研究所 | zh_TW |
顯示於系所單位: | 電機工程學系 |
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