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研究生: 黃昱滄
論文名稱: 由3D人體計測資料發展動畫人體模型
The Development of Human Animation Figures Using 3D Anthropometrical Database
指導教授: 游志雲
口試委員:
學位類別: 碩士
Master
系所名稱: 工學院 - 工業工程與工程管理學系
Department of Industrial Engineering and Engineering Management
論文出版年: 2006
畢業學年度: 94
語文別: 中文
論文頁數: 56
中文關鍵詞: 3D人體計測資料庫骨架系統動畫人模
外文關鍵詞: 3D anthropometrical database, skeleton system, animation human figures
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  • 本研究的目的是要使用既有的3D人體計測資料庫來發展3D動畫人體模型,並以5種身高和3種體重分別建立男女各15個不同體型的動畫模型。這個人體計測資料庫稱為3D Human Body Bank,裡面記錄的人體計測資料是使用3D人體掃描儀取得的真實人體表面。我們會先為一個中等體型的人植入骨架,並以他做為男性和女性的標的原型,而整個骨架建立的程序包括設計骨架、指定座標系統、規劃骨架的資料結構以及建立骨架系統與表面資料間的連動關係。在完成標的原型的建構之後,會更進一步地使用真實人體的表面資料來驗證標的原型的正確性和精確性並加以調整骨架模型,待驗證完成後再以類似的步驟套用至其他14個體型中。
    在這個骨架系統中包含了29個節點和7個終端點,並以多連桿的方式定義了35個細桿以及11個剛體,使用的座標系統為球座標系統,有(L, ψ, θ, α) 4種自由度,整個資料結構起始於骨盆關節,並規劃了5個路徑,例如軀幹、2個上肢和2個下肢。並且為表面點指定相關節點的函數以建立表面資料與骨段間的連動關係。
    這個研究的結果就是男女各15個動畫人模,這些動畫人模看起來就如同我們真實的人體一樣,而且他們的正確性與精確性也已經被仔細的驗證與修正。相較於目前廣為運用的軟體,我們的骨架模型是較為複雜的,在姿勢的操作上也更與我們所熟識的人體活動型態更為相容。


    The objective of this study is to develop 3D animation human figures using an existing 3D anthropometrical database. A total of 15 figures of different body sizes, 5 heights and 3 weights, will be developed each for males and females. The existing 3D anthropometrical database, called 3D Human Body Bank, was measured using 3D body scanners. For both genders, we began with the establishment of the median body size one, called prototype model. The whole developing process consists of the design of skeletal system, the assignment of the coordinate systems, the planning of data structure, and the establishment of the relationship between the surface and the skeletal system. After, the prototype model was further calibrated and validated on accuracy and precision using true scan data. Then the similar procedure was applied on the rest of 14 figures.
    The skeletal system consists of 29 rotation centers and 7 end nodes, organized in multi-linkage form of 35 stick-links, and 11 rigid bodies. The coordinate system is spherical which consists of 4 degrees of freedom, namely (L, ψ, θ, α). The data structure of the skeleton is originated in pelvis and organized in 5 paths, such as torso, 2 upper extremities, and 2 lower extremities. The relationship between the surface and the skeletal system is mainly established by assigned the surfaces points as the function of related nodes.
    The result of this study is a set of 15 animation figures, for both males and females. The looks of these figures are true representation of our body. The accuracy and precision have been carefully calibrated and validated. The skeletons of the figures are far more sophisticated, and the manipulation of posture is also far more compatible to volitional range of motion notations, than most market software.

    摘要 i Abstract ii 誌謝 iii 目錄 iv 圖目錄 v 表目錄 vii 第一章 導論 1 1.1. 研究背景 1 1.2. 研究目的 6 第二章 文獻探討 7 2.1. 3D活動人體模型的發展沿革 7 2.2. 3D活動人模在Human CAD之發展與應用 15 2.2.1 3D活動人模在Human CAD之發展與應用 15 2.2.2 3D活動人模的其他應用 23 第三章 研究方法與成果 27 3.1. 挑選代表人 27 3.2. 植入骨架 29 3.2.1 定義骨架模型 30 3.2.2 骨架的座標系統 32 3.2.3 骨架模型的資料結構 34 3.2.4 骨架與表面點資料的分割 35 3.2.5 建立骨段與體表資料間的連動關係 38 3.2.6 指定活動人模的節點位置 39 3.2.7 驗證活動人模 45 3.3. 完成所有體型的3D活動人模 47 第四章 討論 50 附錄 關節角度限制 51 參考文獻 54

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