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  1. NTU Theses and Dissertations Repository
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  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/65318
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dc.contributor.advisor陳炳宇
dc.contributor.authorLiang-Tsen Shenen
dc.contributor.author沈亮岑zh_TW
dc.date.accessioned2021-06-16T23:36:16Z-
dc.date.available2012-10-01
dc.date.copyright2012-08-01
dc.date.issued2012
dc.date.submitted2012-07-26
dc.identifier.citation[Alexa, 2003] Alexa, M. (2003). Differential coordinates for local mesh morphing and deformation. The Visual Computer, 19(2-3):105–114.
[Baran and Popovi’c, 2007] Baran, I. and Popovi’c, J. (2007). Automatic rigging and animation of 3D characters. ACM TOG, 26(3):72:1–72:8.
[Botsch and Kobbelt, 2003] Botsch, M. and Kobbelt, L. (2003). Multiresolution surface representation based on displacement volumes. Computer Graphics Forum, 22(3):483–492.
[Bousseau et al., 2007] Bousseau, A., Neyret, F., Thollot, J., and Salesin, D. (2007). Video watercolorization using bidirectional texture advection. ACM TOG, 26(3).
[Cignoni et al., 1997] Cignoni, P., Montani, C., and Scopigno, R. (1997). A comparison of mesh simplification algorithms. Computers & Graphics, 22:37–54.
[Grabli et al., 2010] Grabli, S., Turquin, E., Durand, F., and Sillion, F. X. (2010). Programmable rendering of line drawing from 3D scenes. ACM TOG, 29(2):18:1–18:20.
[Huang et al., 2006] Huang, J., Shi, X., Liu, X., Zhou, K., Wei, L.-Y., Teng, S.-H., Bao, H., Guo, B., and Shum, H.-Y. (2006). Subspace gradient domain mesh deformation. ACM TOG, 25(3):1126–1134.
[Igarashi et al., 1999] Igarashi, T., Matsuoka, S., and Tanaka, H. (1999). Teddy: a sketching interface for 3D freeform design. In ACM SIGGRAPH 1999 Conference Proceedings, pages 409–416.
[Jacobson et al., 2011] Jacobson, A., Baran, I., Popovi’c, J., and Sorkine, O. (2011). Bounded biharmonic weights for real-time deformation. ACM TOG, 30(4):78:1–78:8.
[Kowalski et al., 1999] Kowalski, M. A., Markosian, L., Northrup, J. D., Bourdev, L., Barzel, R., Holden, L. S., and Hughes, J. F. (1999). Art-based rendering of fur, grass, and trees. In ACM SIGGRAPH 1999 Conference Proceedings, pages 433–438.
[Lewis et al., 2000] Lewis, J. P., Cordner, M., and Fong, N. (2000). Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation. In ACM SIGGRAPH 2000 Conference Proceedings, pages 165–172.
[Lindstrom, 2000] Lindstrom, P. (2000). Out-of-core simplification of large polygonal models. In ACM SIGGRAPH 2000 Conference Proceedings, pages 259–262.
[Lipman et al., 2004] Lipman, Y., Sorkine, O., Cohen-Or, D., Levin, D., R‥ossl, C., and Seidel, H.-P. (2004). Differential coordinates for interactive mesh editing. In Proceedings of Shape Modeling International 2004, pages 181–190.
[Luebke et al., 2002] Luebke, D., Watson, B., Cohen, J. D., Reddy, M., and Varshney, A. (2002). Level of Detail for 3D Graphics. Elsevier Science Inc., New York, NY, USA.
[Magnenat-Thalmann et al., 1988] Magnenat-Thalmann, N., Laperri`ere, R., and Thalmann, D. (1988). Joint-dependent local deformations for hand animation and object grasping. In Proceedings of Graphics Interface 1988, pages 26–33.
[Nealen et al., 2007] Nealen, A., Igarashi, T., Sorkine, O., and Alexa, M. (2007). FiberMesh: designing freeform surfaces with 3D curves. ACM TOG, 26(3):41:1–41:8.
[Qu et al., 2008] Qu, Y., Pang, W.-M., Wong, T.-T., and Heng, P.-A. (2008). Richness-preserving manga screening. ACM TOG, 27(5):155:1–155:8.
[Rivers et al., 2010] Rivers, A., Igarashi, T., and Durand, F. (2010). 2.5D cartoon models. ACM TOG, 29:59:1–59:7.
[Shontz and Vavasis, 2003] Shontz, S. M. and Vavasis, S. A. (2003). A mesh warping algorithm based on weighted Laplacian smoothing. In Proceedings of the 12th International Meshing Roundtable, pages 147–158.
[Sorkine et al., 2004] Sorkine, O., Cohen-Or, D., Lipman, Y., Alexa, M., R‥ossl, C., and Seidel, H.-P. (2004). Laplacian surface editing. In Proceedings of the 2004 Eurographics/ACM SIGGRAPH Symposium on Geometry Processing, pages 175–184.
[Toledo, 2003] Toledo, S. (2003). Taucs: A library of sparse linear solvers. http://www.tau.ac.il/stoledo/taucs/.
[Winnem‥oller et al., 2006] Winnem‥oller, H., Olsen, S. C., and Gooch, B. (2006). Realtime video abstraction. ACM TOG, 25(3):1221–1226.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/65318-
dc.description.abstractSD (super-deformed) 源於日本漫畫與動畫,是一種誇張化角色使其看起來更為可愛的特殊風格。SD風格的角色被廣泛應用在各個領域,常見於許多動畫、圖學電影,或是遊戲。然而,創造一個SD風格的三維角色模型常需要專業技術與大量的時間及功夫。本論文提出一個將平常的三維角色模型轉換成具有SD風格的三維角色模型的技術。我們觀察到一些SD風格的特性,然後根據這些特性推導出能量函式並最佳化。使用者也可以給定一些與身體比例有關的參數與強化角色特徵來客製化角色。透過我們的技術,即使是剛接觸我們技術的使用者也可以在數秒以內創造一個視覺上令人感覺舒適的結果。zh_TW
dc.description.abstractSuper-deformed, SD, is a specific artistic style for Japanese manga and anime which exaggerates characters in the goal of appearing cute and funny. The SD style characters are widely used, and can be seen in many anime, CG movies, or games. However, to create an SD model often requires professional skills and considerable time and effort. In this thesis, we present a novel technique to generate an SD style counterpart of a normal 3D character model. Our approach uses an optimization guided by a number of constraints that can capture the properties of the SD style. Users can also customize the results by specifying a small set of parameters related to the body proportions and the emphasis of the signature characteristics. With our technique, even a novel user can generate visually pleasing SD models in seconds.en
dc.description.provenanceMade available in DSpace on 2021-06-16T23:36:16Z (GMT). No. of bitstreams: 1
ntu-101-R99944047-1.pdf: 21956502 bytes, checksum: 124a3e3ef27475d5d261e401908850cb (MD5)
Previous issue date: 2012
en
dc.description.tableofcontentsAcknowledgments i
致謝ii
中文摘要iii
Abstract iv
1 Introduction 1
1.1 Introduction of SD . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Proposed System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Thesis Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 Related Work 6
2.1 Mesh Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2 Geometry Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 Artistic Stylization . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3 SD Stylization 10
3.1 Character Model and Embedded Skeleton . . . . . . . . . . . . . . . . 13
3.2 Skeleton Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.3 Mesh Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.3.1 Body Proportion Constraint . . . . . . . . . . . . . . . . . . . 18
3.3.2 Primitive Fitting Constraint . . . . . . . . . . . . . . . . . . . 22
3.3.3 Detail Smoothing Constraint . . . . . . . . . . . . . . . . . . . 23
3.3.4 Signature Characteristic Constraint . . . . . . . . . . . . . . . 24
3.3.5 Total Energy and Optimization . . . . . . . . . . . . . . . . . . 30
4 Results and Discussion 33
4.1 Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.2 User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.3 Limitation and Future Work . . . . . . . . . . . . . . . . . . . . . . . 48
5 Conclusion 52
Bibliography 53
dc.language.isozh-TW
dc.subject風格轉換zh_TW
dc.subject變形zh_TW
dc.subject三維角色模型zh_TW
dc.subjectSD風格化zh_TW
dc.subjectsuper-deformeden
dc.subjectdeformationen
dc.subjectskeletonen
dc.title三維角色模型之SD風格轉換技術zh_TW
dc.titleSuper-Deformed Stylizing 3D Character Modelsen
dc.typeThesis
dc.date.schoolyear100-2
dc.description.degree碩士
dc.contributor.oralexamcommittee梁容輝,張鈞法,紀明德
dc.subject.keywordSD風格化,三維角色模型,變形,風格轉換,zh_TW
dc.subject.keywordsuper-deformed,deformation,skeleton,en
dc.relation.page57
dc.rights.note有償授權
dc.date.accepted2012-07-26
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
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