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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/123456789/40292
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳炳宇(Bing-Yu Chen)
dc.contributor.authorShih-Chiang Daien
dc.contributor.author戴士強zh_TW
dc.date.accessioned2021-06-14T16:44:11Z-
dc.date.available2008-08-08
dc.date.copyright2008-08-08
dc.date.issued2008
dc.date.submitted2008-07-31
dc.identifier.citation[1] I. Baran and J. Popovi´c. Automatic rigging and animation of 3d characters. ACM Transactions
on Graphics, 26(3):72, 2007. (SIGGRAPH 2007 Conference Proceedings).
[2] B.-Y. Chen, Y.Ono, and T.Nishita. Character animation creation using hand-drawn sketches.
The Visual Computer, 21(8-10):551–558, 2005. (Pacific Graphics 2005 Conference Proceedings).
[3] Y.-Y. Chuang, D. B. Goldman, K. C. Zheng, B. Curless, D. H. Salesin, and R. Szeliski. Animating
pictures with stochastic motion textures. ACMTransactions on Graphics, 24(3):853–
860, 2005. (SIGGRAPH 2005 Conference Proceedings).
[4] I. Drori, D. Cohen-Or, and H. Yeshurun. Fragment-based image completion. ACM Transactions
on Graphics, 22(3):303–312, 2003. (SIGGRAPH 2003 Conference Proceedings).
[5] A. A. Efros and T. K. Leung. Texture synthesis by non-parametric sampling. In Proceedings
of 1999 IEEE International Conference on Computer Vision, volume 2, pages 1033–1038,
1999.
[6] H. Fang and J. C. Hart. Detail preserving shape deformation in image editing. ACM Transactions
on Graphics, 26(3):12, 2007. (SIGGRAPH 2007 Conference Proceedings).
[7] A. Hertzmann. Introduction to 3d non-photorealistic rendering: Silhouettes and outlines. In
ACM SIGGRAPH 1999 Conference Courses, pages 7–11–7–14, 1999.
[8] A. Hornung, E. Dekkers, and L. Kobbelt. Character animation from 2d pictures and 3d
motion data. ACM Transactions on Graphics, 26(1):1, 2007.
[9] T. Igarashi, S. Matsuoka, and H. Tanaka. Teddy: a sketching interface for 3d freeform
design. In ACM SIGGRAPH 1999 Conference Proceedings, pages 409–416, 1999.
37
BIBLIOGRAPHY
[10] T. Igarashi, T. Moscovich, and J. F. Hughes. As-rigid-as-possible shape manipulation. ACM
Transactions on Graphics, 24(3):1134–1141, 2005. (SIGGRAPH 2005 Conference Proceedings).
[11] Y. Li, J. Sun, C.-K. Tang, and H.-Y. Shum. Lazy snapping. ACM Transactions on Graphics,
23(3):303–308, 2004. (SIGGRAPH 2004 Conference Proceedings).
[12] A. Nealen, T. Igarashi, O. Sorkine, and M. Alexa. Fibermesh: designing freeform surfaces
with 3d curves. ACM Transactions on Graphics, 26(3):41, 2007. (SIGGRAPH 2007 Conference
Proceedings).
[13] V. Parameswaran and R. Chellappa. View independent human body pose estimation from
a single perspective image. In Proceedings of 2004 IEEE Computer Society Conference on
Computer Vision and Pattern Recognition, volume 2, pages 16–22, 2004.
[14] C. Rother, V. Kolmogorov, and A. Blake. ”grabcut”: interactive foreground extraction using
iterated graph cuts. ACM Transactions on Graphics, 23(3):309–314, 2004. (SIGGRAPH
2004 Conference Proceedings).
[15] J. Sun, L. Yuan, L. Yuan, J. Jia, and H.-Y. Shum. Image completion with structure propagation.
ACM Transactions on Graphics, 24(3):861–868, 2005. (SIGGRAPH 2005 Conference
Proceedings).
[16] J. Wang, M. Agrawala, and M. F. Cohen. Soft scissors: an interactive tool for realtime
high quality matting. ACM Transactions on Graphics, 26(3):9, 2007. (SIGGRAPH 2007
Conference Proceedings).
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/40292-
dc.description.abstract由一張靜態圖片產生出三維空間動畫,對於製作電影、卡通、動畫特效來說,會
是非常省時省力,又能提高產品品質的方法。本系統提供一介面讓使用者可以藉
由簡單流程,讀取圖片與三維動作資訊後,產生讓圖片中的人物,在三維空間中
作各種動作的動畫。
核心概念是用一個帶有骨架的人物模型作為我們的樣板,圖片中之人型角色由
使用者指定,並指定樣板特徵點與圖片中之人物特徵點的對應關係後,我們以此
為已知條件,利用維持堅固性的演算法,將此樣板三維模型,先在二維空間中把
模型調適至與二維圖片中之人物輪廓一致,藉由此結果拉動關節位置至圖片人物
中之適當位置,最後再根據輪廓與關節的距離,適當調整第三維資訊- 厚度- 至符
合一般人體比例,真正完整重建出一個二維人物在三維空間中的資訊。
比起直接由圖片重建出三維模型的方法,本研究之特點為,在產生三維模型的
同時,輪廓特徵能與二維人物一致,又不會喪失原始模型樣板所具有的正常人體
比例特徵。若要應用至特殊型態的角色,如玩偶,動物,我們只要改變所使用的
樣板,依然能套用本系統之演算法進行,達到使圖片中之腳色動起來的效果。
zh_TW
dc.description.abstractTo generate a 3D animation from a single image, is an effective and economic way in
movie, animation, and game industry. In this paper, we present a system that allows the
user to animate a character in a picture in 3D space by applying an existed 3D character
model with motion data.
The 3D character model with skeleton rigged is used as a template model to fit the
silhouette of the character in the picture. , which is cut out by the user. After assigning
some corresponding points between the 2D character image and 3D template character
model, the system first fits the template to the 2D character silhouette in 2D space, using
an as-rigid-as-possible algorithm. Then the system will compute the new position of
skeleton according to the fitted model. the system adjust the thickness by the distance of
silhouette and bones with a suitable ratio. Then we can transfer the colors and patterns
of the image to the model as the textures. Finally, the user can apply any motion data to
animate the fitted 3D character model in 3D space.
The feature of our work, different from the way that reconstruct the 3D model directly
from the image, is that we can preserve geometry feature of our template, and satisfying
the 2D silhouette constrain at the same time. If we want to fit the character to some
different types of characters, such as dolls, animals, we can simply replace the template.
The system can still apply the same algorithm to do the work. Thus users can achieve
their purpose - animating characters.
en
dc.description.provenanceMade available in DSpace on 2021-06-14T16:44:11Z (GMT). No. of bitstreams: 1
ntu-97-R95725034-1.pdf: 1721267 bytes, checksum: 26f2e7c1f611210b3454e04eb27ae564 (MD5)
Previous issue date: 2008
en
dc.description.tableofcontentsAbstract iv
List of Figures vii
List of Tables x
Chapter 1 Introduction 1
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Our Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2 Related Work 5
2.1 Animating Pictures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 Animating Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Chapter 3 Overview 11
Chapter 4 Algorithm 17
4.1 Silhouette Fitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.2 Skin Fitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3 Skeleton Fitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
v
4.4 Thickness Adjustment . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.5 Texture Completion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.6 Extension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Chapter 5 Results 31
Chapter 6 Conclusion and FutureWork 35
Bibliography 37
dc.language.isoen
dc.subject基於圖片之幾何建模系統zh_TW
dc.subject角色動畫zh_TW
dc.subject形變zh_TW
dc.subject使用者輔助zh_TW
dc.subjectuser-aiden
dc.subjectimage-based modelingen
dc.subjectshape deformationen
dc.subjectcharacter animationen
dc.title圖片中之角色動畫化zh_TW
dc.titleAnimating Characters in Picturesen
dc.typeThesis
dc.date.schoolyear96-2
dc.description.degree碩士
dc.contributor.oralexamcommittee張鈞法(Chun-Fa Chang),楊傳凱(Chuan-Kai Yang)
dc.subject.keyword角色動畫,形變,基於圖片之幾何建模系統,使用者輔助,zh_TW
dc.subject.keywordcharacter animation,shape deformation,image-based modeling,user-aid,en
dc.relation.page38
dc.rights.note有償授權
dc.date.accepted2008-08-01
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept資訊管理學研究所zh_TW
顯示於系所單位:資訊管理學系

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