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研究生:王盛祿
研究生(外文):Shang- Ru Wang
論文名稱:整合式群體運動行為控制研究
論文名稱(外文):The Study on Behavior Control of Crowd Simulation with Combined Approaches
指導教授:鐘世凱鐘世凱引用關係
指導教授(外文):S.K.Chung
學位類別:碩士
校院名稱:國立臺灣藝術大學
系所名稱:多媒體動畫藝術學系碩士班
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
畢業學年度:95
中文關鍵詞:群體運動尋路演算法虛擬力
外文關鍵詞:crowd simulationpath-finding algorithmvirtual force
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由於電腦科技的進步,在現今的電影或電視影集中,開始嘗試以電腦動畫的群體運動(Crowd simulation)來模擬真人或卡通角色所組成的群體場面。但是由於群體的角色眾多,會衍生出動作控制以及電腦硬體負荷的問題。這時候如果還是用傳統設定關鍵格的方法,會耗費大量的人力,因此必需藉由電腦的特長,藉由將角色行為準則數理化,以程式的語法來模擬群體運動的路徑。可以大幅節省所費的勞力。
本研究是以虛擬力的個體為基礎,並以一個十字路口為例,討論群體如何避免撞上障礙物,避免撞到牆面,以及如何對交通號誌的事件做出反應,並加入尋路演算、keyframe設定的個體,進行分析與探討。以及如何將求出的路徑,和3D軟體中的高解析度模型做結合。經由這樣的分析,對具有自主性的群體運動提供可行的做法。

As a result of the Computer Graphics and technology progress, the movies and the television programs start attempting to simulate the crowd scene by the computer animation crowd which composed by the real person or the cartoon characters. Because the numerous characters in a scene, it creates the problems of animation control as well as the loading of computer hardware. Traditional control methods, such as setting keyframes, can consume much animators’ time and efforts. Motion path of the crowd can be simulated by stylizing the behavior rules of the characters. By doing this a lot of labor force can be saved.
This research takes the virtual force agent as a foundation, and takes a crossing as the example. It studies how the crowd avoids hitting the obstacle, avoids hitting the wall surface, as well as how it responds to the traffic-light event, adding the pathfinding, and the keyframe agent, proceeding the analysis and the discussion. Furthermore, how to integrate the simulated path with high resolution model in a 3D software is also described. As a result, this study provides a feasible framework in simulating the independent agent of crowd simulation.

中文部分
[1]周旭騏,《以階層式動態編隊的方法計劃群體運動》,台北:國立政治大學資訊科學研究所碩士論文,2003.
[2]陳培鋒,《即時自動產生人體下半身動作的運動計劃》,台北:國立政治大學資訊科學研究所碩士論文,2003.
[3]陳麗真,《電腦動畫之多人物場景建構》,嘉義:國立中正大學通訊工程研究所碩士論文,2002.
英文部分
[4] M. Aderson , E. McDaniel., S. Chenney, ”Constrained Animation of Flock.” ACM SIGGRAPH Computer Graphics., pp.286-297,2003.
[5] J. Barraquand , J. C. Latombe, ”Robot Motion Planning:A Distributed Representation Approach,” International Journal of Robotics Research.10(6),pp.628-649,1991
[6] O. B. Bayazit, J.M. Lien, N. M. Amato, ”Simulating Flocking Behaviors in Complex Environments”.Technical Report TR02-003,PARASOL LAB,Department of Computer Science,Texas A&;M University,2002.
[7] M.A.DeLoura Edited,《Game Programming Gems 1》,楊倍青、陳永錚 譯,《遊戲程式設計精華1》,台北:□峰圖書出版公司,2004.
[8] S.K.Chung,J.K.Hahn, “Animation of Human Walking in Virtual Environments” Computer Animation 1999, Geneva, Switzerland, Proceedings. IEEE Computer Society, pp.4-15,1999.
[9] P. E. Hart, N. J. Nilsson, B. Raphael,” A formal basis for the heuristic determination of minimum-cost paths”. IEEE Transactions on Systems Science and Cybernetics 4, 2, pp100–107,1968.
[10] P. M. Hubbard,” Approximating Polyhedra with Spheres for Time-Critical Collision Detection.” ACM Transactions on Graphics, Vol.15, No. 3, pp.179–210, July 1996.

[11] J. H. Jones, “A* algorithm tutorial” from the World Wide Web:http://www.geocities.com/jheyesjones/astar.html
[12] T. Y. Li, Y. J. Jeng, S. I. Chang, ”Simulating Virtual Human Crowds with a Leader-Follower Model”proceedings of the 2001 Computer Animation Conference,Korea,2001.
[13] S. R. Musse, C. Babski, T. Capin, D.Thalmann, “Crowd Modelling in Collaborative Virtual Environments”.Proc.of ACM-VSRT’98. Taipei,Taiwan,1998.
[14] W. T. Reeves, "Particle Systems--A Technique for Modeling a Class of Fuzzy Objects," ACM Transactions on Graphics, pp.359-376, 1983.
[15] C.W. Reynolds, “Flocks, Herds, and Schools: A Distributed Behavioral Model.” ACM SIGGRAPH Computer Graphics. 21 (4), pp.25-34,1987.
[16] C. W. Reynolds, “Steering Behaviors For Autonomous Characters” . In Game Developers Conference (GDC). California, 1999.

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