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研究生:穆道聖
研究生(外文):Daosheng Mu
論文名稱:使用三維骨架動作重置技術產生虛擬生物之研究
論文名稱(外文):Animation of a Virtual Skeleton-based Creature via Motion Retargetting
指導教授:盧天麒盧天麒引用關係
指導教授(外文):Tainchi Lu
學位類別:碩士
校院名稱:國立嘉義大學
系所名稱:資訊工程學系研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
畢業學年度:96
語文別:中文
論文頁數:80
中文關鍵詞:三維動畫動作重置動作編輯角色骨架演化式演算法
外文關鍵詞:3D Computer AnimationMotion RetergettingMotion EditingCharacter SkeletonEvolutionary algorithms
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在三維電腦圖學的&;#63924;域中,角色動作&;#64008;為就是一段頁框(frame)期間中使用&;#63898;
續內插的運算結果,而這些角色是被大&;#63870;的多邊型所包覆,要控制這些多邊形實
為&;#63847;&;#63968;,所以&;#63845;產生&;#63930;為角色設&;#63991;骨架的方法,透過角色人物的關節、骨頭與其
週遭的多邊形彼此建&;#63991;起關&;#63895;性,使用這些關節以及骨頭&;#63789;調整人物動作並且設
&;#63991;關鍵頁框(keyframe),最後再搭配內插方法,即可讓這個角色做出動作。上述方
法的優點是可以讓該人物主角透過骨架事先已與多邊形定義好的關&;#63895;性,在需要
即時運算的場景中使用該動作檔時,可以即時地產生與場景互動的運算,而&;#63847;需
要事先針對此場景進&;#64008;費時的處&;#63972;。因此在三維電腦圖學技術中,&;#63845;發展出&;#63930;一
個被名為動作重置(motion retargetting)的方法。本研究&;#63851;考&;#63930;演化式演算法
(evolutionary algorithms)提出階層式演化方法,搭配交配的機制讓&;#63864;個親代的骨架
交配產生新的巨集骨架(meta skeleton),此巨集骨架會同時包含親代雙方的關節以
及骨頭,再針對此巨集骨架產生突變以及適應值篩選,之後讓被篩選後產生的骨
架對應到親代的骨架,以產生無接縫動作傳遞(motion transition)的結果,本&;#63809;文可
應用於三維電腦遊戲及動畫,減少動畫製作過程中依賴美工人員之程&;#64001;,並增加
角色動作之高重覆使用性。

In this thesis, we present an efficient approach to performing motion retargetting
on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta
skeleton is created by means of crossing over two source skeletons. We use mutation to
reproduce the next-generation skeleton, in order to perform motion transition in a
seamless and smooth manner we operate survivor step to analysis motion data. In
addition to the skeleton construction of a new creature by using hierarchical evolution,
motion analysis is a required process to preserve the original motion attributes of source
objects. Spacetime constraints is taken into account in the proposed system in order to
prevent from unexpected artifacts. The proposed technique can effectively produce a
new virtual creature’s skeleton with plausible motion data, and are applicable to work
for 3D computer games and animations.

中文摘要 …………………………………………………………….…….i
Abstract ………………………………………………………………....…ii
致謝 …………………………………………………………………...….iii
目錄 ………………………………………………………………………iv
圖目錄 ……………………………………………………………………vi
表目錄 ……………………………………………………………………ix
第一章 緒論 …………………………………………………………...…1
1.1 研究動機 ……………………………………………………………..1
1.2 研究範圍與構想 …………………………………………..…………2
1.3 章節安排 ………………………………………………….………….4
第二章 相關研究 ………………………………………...………………5
2.1 動作重置 ……………………………………………………...…6
2.1.1 網格形變對應方法 …………………………………….…7
2.1.2 骨架為基礎對應方法 ………………………………….…7
2.1.2.1 時空方法 ………………………………………..….8
2.1.2.2 動作分析方法 …………………...………………..10
2.1.2.3 對應於不同骨架結構 …………………………….15
2.2 演化式演算法 ……………………………………………….…18
2.2.1 基因演算法 ………………………………………...……18
2.2.2 基因規劃 …………………………………………….…..19
2.2.3 階層式演化法 ……………………………………...……20
第三章 演算法 ………………………………………………………….22
3.1 簡介 ………………………………………………………...…..22
3.2 動作重置 ……………………………………………………….22
3.2.1 骨架對應性 ……………………………………….……..23
3.2.2 骨架初始化 ……………………………………………...23
3.2.3 動作傳遞 ………………………………………………...24
3.3 階層式演算法 …………………………………………...……..26
3.3.1 選取親代 ………………………………………………...27
3.3.2 交配 ……………………………………………………...28
3.3.3 突變 ……………………………………………………...31
3.3.4 適應值 …………………………………………………...44
3.3.4.1 時空 ……………………………………………….45
3.3.4.1(a) 目標函數 …………………………………..45
3.3.4.1(b) 限制令 ……………………………………..47
3.3.4.2 反向運動學 ……………………………………….48
第四章 實驗結果與討論 ...……………………………………………..49
4.1 權重值 ………………………………………………………….50
4.2 突變數目 ……………………………………………………….51
4.3 時空控制參數 ………………………………………………….52
4.4 親代雙方與子代的轉動軌跡比較 …………………………….55
4.5 動作重置的時間花費 ………………………………………….61
第五章 結論與未來工作 ……………………………...………………..65
5.1 結論 …………………………………………………………….65
5.2 未來工作 ……………………………………………………….65
參考文獻 ………………………………………………………………...67

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