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研究生: 楊秋男
Chiu-Nan Yang
論文名稱: 網路型虛擬環境中畫格式動態角色之研究
A Study on Frame-based Characters Model in Networked Virtual Environment
指導教授: 楊熙年
Shi-Naine Yang
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2000
畢業學年度: 88
語文別: 中文
論文頁數: 91
中文關鍵詞: 虛擬人類網路型虛擬環境虛擬實境塑模語言即時畫格式動畫行為與動作控制
外文關鍵詞: Virtual Humans, Networked Virtual Environment, VRML, Real-time keyframe animation, Behavior and Motion Control
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  • 本論文討論如何在網路型虛擬環境中,製作角色動畫。基於現有網路環境與個人電腦的效能,採用目前較適合的畫格式動畫來表現動態角色。除了表現動作之外,本系統所考慮的角色還能具有邏輯思考,以及對環境適當地反應的能力。
    為了讓內容編寫人員更有生產力,能更容易地將畫格式角色在VRML上表現出來,並透過VRML更方便地實現各種虛擬環境的應用,本論文提出基於標準類人模型的動作模式,並藉由實例動作分析與製程規劃的過程,展示本動作模式的可行性與有效性。

    同時我們提出Humanoid Puppeteer與Mind Logic的概念並實作成兩個引擎。我們也提出幾個新的VRML節點與一條改進的語法,能更簡易地完成原本需要數千行程式碼的邏輯推理與角色動作控制,並且在製作角色時更容易,執行時更有效率。

    最後在系統實作方面,除了設計適當的網路架構與運作方法外,並配合應用的需求,加入聲音、輸入控制、自訂使用者界面、場景的管理、聊天室、與全球資訊網結合等等功能。我們將採用輕量服務伺服器(thin server)與列車式封包多工法(train-based packet multiplexing)等策略,以及採用航行推算法(dead reckoning)、空間分割(spatial partition)與關注範圍(area of interest)等技術,以增加系統的效能,使本系統更適合運用於網際網路。


    This thesis addresses both theory and implementation issues in realizing animated characters in networked virtual environments. Since web platform is our major concern, all discusses are based on VRML standard.
    In order to increase the animators’ productivity, we proposed a novel motion model based on humanoid standard - H|Anim. Examples are given to demonstrate that our motion model is not only feasible but also effective in handling high level motions.

    Besides, we propose the ideas of Humanoid Puppeteer and Mind Logic and code them into two software engines for high level motion control. For coding efficiency, several new VRML nodes are proposed and one VRML syntax rule is added.

    Finally we integrate networks module, input/output control module, scene management module, chat room module, and web connection module to form a networked virtual reality system. In our implementation the algorithms such as dead reckoning, spatial partition, and area of interest are employed to improve the system performance.

    中文摘要 II 英文摘要 III 誌謝詞 IV 第1章 導論 1 1.1 研究動機 1 1.2 論文架構 3 第2章 背景研究 5 2.1 即時電腦動畫 5 1 動態補捉 6 2 程序式動畫 8 3 關鍵畫格萃取 9 2.2 即時動畫控制系統 10 1 上層 事件觸發 11 2 中層 思考模型 12 3 下層 動作執行 13 第3章 系統架構 15 3.1 管理員 16 1 網路管理員 17 2 聲音管理員 22 3 角色管理員 23 4 輸入控制管理員 23 5 場景管理員 23 6 使用者界面管理員 24 3.2 描述語言引擎 24 1 語法分析器 25 2 程式碼產生器 26 3 採用的語法 26 3.3 系統其它功能 27 1 聊天室 27 2 高度對映資料產生器 28 第4章 以畫格為基礎之動畫 30 4.1 系統需求 31 1 從發展史看系統需求 31 2 完成動作的五步驟 33 3 總結 35 4.2 關鍵畫格管理 35 1 關鍵畫格管理之分析 35 2 分析結果 38 4.3 行為模型引擎 40 1 行為模型引擎之分析 40 2 各解決方案之比較 47 3 簡化Mind Logic的製作過程 49 4 分析結果 52 第5章 實作及效能改進 54 5.1 系統實作 54 1 新增節點整理 55 2 系統元件 58 5.2 效能改進 62 1 空間分割 62 2 碰撞偵測 64 3 關注範圍 67 第6章 結論與未來發展 69 6.1 結論 69 6.2 系統擴充性 71 6.3 未來發展 73 參考文獻 75 附錄 79 節點列表與描述 79 人物角色規格 88 1 幾何資料 88 2 人物 89

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