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研究生: 劉庠宏
Liu, Hsiang-Hung
論文名稱: 基於關節控制之三維人體動作合成法
Human Motion Synthesis Based on Joints Editing
指導教授: 楊熙年
Yang, Shi-Nine
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊系統與應用研究所
Institute of Information Systems and Applications
論文出版年: 2009
畢業學年度: 97
語文別: 中文
論文頁數: 52
中文關鍵詞: 人體動畫動作合成描繪關節軌跡
外文關鍵詞: Human Motion, Motion Synthesis, Sketch, Trajectories of Joints
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  • 隨著資訊科技的進步,促成了多媒體時代的來臨,3D 電腦動畫的
    發展更豐富了數位媒體的內容。在電腦動畫的研究領域中,動作合成
    (Motion Synthesis)一直是3D 電腦動畫中非常重要的研究課題。

    在本論文中,我們提出了一個基於關節控制來合成三維人體動作
    的方法以及相關應用之介面設計。在傳統的2D 動畫製作上,美術人員
    常會先在關鍵影格中指定人物的關節角度和位置,其餘的畫格再以各
    種的內插法求得。對於動畫師來說,設計符合動畫師需求的介面軟體
    是越來越重要的趨勢。我們為配合美術人員已熟悉的操作,並將此理
    念推廣至三維空間的人體動作合成,讓使者可以藉由我們系統簡單的
    操作來快速的自動產生預期的三維的人體動作。

    此外,我們提供三個功能來改變動作的型態,可以藉此產生具誇
    張化效果的角色動畫,更提高此方法的實用性。最後我們以實例來驗
    證所提出方法的有效性。


    A novel three-dimensional human motion synthesis based on
    joints editing is proposed. Editing existing joint-trajectories
    to synthesize a new motion is a well-known 2D motion synthesis
    method. In this study, we extend this notion to threedimensional
    human motion synthesis and a prototype motion
    synthesis system is implemented. By editing the projected
    trajectories of major joints through the user-interface, the
    system can synthesize the expected three-dimensional human
    motions automatically.

    Moreover, functions for synthesizing exaggerated 3D human
    motions are also studied and incorporated into the system to
    improve its descriptive power. Finally, several empirical
    examples are given to demonstrate the effectiveness of the
    proposed approach.

    Abstract...................................................i中文摘要..................................................ii 致謝.....................................................iii 目錄......................................................iv 圖表目錄................................................. vi 第一章 簡介............................................... 1 第二章 相關論文研究....................................... 4 2.1 基於編輯關節軌跡之動畫合成法.......................... 4 2.2 動作表達方式.......................................... 6 第三章 使用者介面......................................... 9 3.1 改變身體彎曲程度及長度............................... 10 3.2 改變身體的旋轉....................................... 11 3.3 速度改變............................................. 12 第四章 系統架構.......................................... 21 4.1 使用者輸入........................................... 21 4.2 B-spline 管理元件.................................... 22 4.3 反式運動學計算元件................................... 22 4.4 動作旋轉元件......................................... 23 4.5 身體彎曲程度及長度計算元件........................... 23 4.6 速度管理元件......................................... 23 4.7 系統輸出............................................. 24 第五章 系統核心實作...................................... 27 5.1 反式運動學........................................... 27 5.2 B-spline 曲線........................................ 31 5.3 身體彎曲程度......................................... 32 5.4 身體旋轉角度計算..................................... 38 5.5 速度改變............................................. 41 第六章 實驗結果.......................................... 44 第七章 結論.............................................. 48 參考文獻................................................. 50

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