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研究生:楊棠皓
研究生(外文):Tanghao Yang
論文名稱:使用動作混合技術於三維角色合成與虛擬環境互動之研究
論文名稱(外文):Research on Applying Motion Blending Technology to Animate 3D Characters in Virtual Environments
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:97
語文別:中文
論文頁數:82
中文關鍵詞:三維動畫動作混合角色骨架場景編輯動作重置電腦遊戲
外文關鍵詞:3D Computer AnimationMotion BlendingCharacter SkeletonScene EditingMotion RetargetingComputer Game
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近年來,三維動畫與電腦遊戲中的即時運算技術儼然成為一個重要的研究議題,虛擬角色與虛擬環境的即時互動漸漸被大家所探討;本研究主要針對兩個議題進行探討,分別是動態場景編輯與虛擬角色之互動關係,以及應用於接合不同動作的動作混合技術(motion blending)。透過這兩方面研究去解決多種虛擬角色,經由生殖而演化出下一代虛擬角色,彼此之間在大型場景中的動作表現問題。本研究利用了演化式演算法中的階層式演化方法 (hierarchical evaluation)概念,搭配交配及突變的機制讓兩個親代的角色骨架(skeleton)交配產生子代的骨架後,並透過使用者互動式編輯的模擬環境地圖,計算動作地磚的數量(motion tiles)產生的比例,經由動作重置(motion retargetting)的方法,使兩親代的動作透過巨集骨架的傳遞來產生子代動作,再把製成的子代角色放入之前由使用者編輯的三維虛擬環境中,此外,系統會根據使用者定義在虛擬環境中的路徑設定,自行產生虛擬角色的動作路徑,使虛擬角色可以在環境中移動,並根據環境的動作地磚產生相對應的運動變化,觸發不同的動作片段,在每段動作與動作之間再利用動作混合技術加以串接,使動作變化的過程平滑且順暢。
本論文中開發將虛擬角色的骨架和動作跟不同屬性的地形環境進行即時的互動,解決虛擬角色在虛擬環境即時互動的問題;此技術可應用於三維動畫與電腦遊戲的虛擬角色製作,提高網格模型的骨架和動作的重複使用性,藉以降低美術人員的美工開發成本和製作時間。

In the past few years, 3D animations and computer games have taken good advantage of sophisticated real-time graphics technologies, and interested a lot of researchers in developing diverse methodologies with respect to the issue of virtual characters animating in virtual environments. In this thsis, we classify the above issue into two steps; one is to create a virtual characters to move around a virtual environment that had been authored in advance, and the other is to stitch various parts of the motion data by means of motion blending. Based on the two operations, we are able to create a next-generation virtual characters by mating the two source characters and thus make such a character animating in the virtual environment as well as its parental characters.
In addition, hierarchical evaluation is employed to facilitate the operations of crossing over and mutating in order to construct a target skeleton. In the beginning, users can interactively edit their 3D virtual environments in terms of motion tiles. The parental skeletons are merged by means of the cut-and-paste method to form an intermediate skeleton, namely, the meta-skeleton. Subsequently, we make use of the motion retargeting approach to transfer the analyzed motion data from the parental skeletons to the target skeleton through the meta-skeleton. As a result, the target skeleton with motion data can be placed in the virtual environment and therefore move forward according to each motion tile. Due to the fact that different motion tiles have been assigned different spatial functionalities, the target virtual character is to follow the user-defined path to move forward in specific behaviors, such as flying, walking, and swimming. Therefore, we propose a rapid motion blending technique to assemble each motion clip in a seamlessly manner with a view to smoothly moving the target virtual character forward in the virtual environments.

中文摘要 ………………………………………………………………i
Abstract ………………………………………………………………ii
致謝 ………………………………………………………………………iv
目錄 ………………………………………………………………………vi
圖目錄 ……………………………………………………………………ix
表目錄 …………………………………………………………………x
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 ………………………………………………….….……......6
第二章 相關研究 ………………………………………...…….………….9
2.1 虛擬環境與動作生成 …………………………………….…….…9
2.1.1 虛擬環境建置 …..……………………………….……...…10
2.1.2 路徑與虛擬環境設計 ..…………………………….…...…12
2.1.2.1 動作圖形與路徑 ………………………………....…12
2.1.2.2 建構區塊與路徑 ………………..…………….….....15
2.2 動作混合 …….………………………………………………...…16
2.2.1 簡介 …………………………………………….…...…..…17
2.2.2 時間軸扭曲 …………………………………….……..….….....18
2.3 階層式演化法 .…………………………………...…..…….....…20
第三章 虛擬環境與虛擬角色 .………………………………..…...…….23
3.1 簡介 ……………………………………………………….....…..23
3.2 地圖編輯器………………………………………………….…….25
3.3 階層式演算法 …………………………………………...……...27
3.4 環境與動作轉移……………………………………………….…30
3.4.1 動作轉移 ………………………………………………....30
3.4.2 地圖分析與路徑規劃……………………………………...31
3.5 地圖樣板……………………………………………….………...34
第四章 動作合成………. ...……………………………………………...39
4.1 簡介 ……………………………………………………………..39
4.2 動作圖形與路徑 ………………………………………………..40
4.3 時間軸扭曲 ……………………………………………………..41
4.3.1 時間軸扭曲表 ………………………………….………...42
4.3.2 動作混合區段 ……………………………….…………...43
4.4 動作合成技術 …………………………………………………..44
4.4.1 動作混合技術 ……………………………..……………..44
4.4.2 運動參數轉換 ………………………………..…………..46
4.5 系統生成 ………………………………………………………..47
第五章 系統實驗………. ...……………………………………………...49
5.1 實驗流程 ………………………………………………………..49
5.2 實驗結果 ………………………………………….………….…51
5.3 動作混合方法比較 …………………………….…………….…55
5.3.1 相關方法介紹 ……………………………..……………..56
5.3.2 動作混合實驗結果 ……………………...…………….…56
5.4 虛擬環境與動作圖形 …………………………….………….…59
5.5 多樣虛擬角色 ………………………………….…………….…61
第六章 結論與未來工作 ……………………………......……………....65
6.1 結論 ……………………………………………………………..65
6.2 未來工作 …………………………………………………….….66
參考文獻 ………………………………………………………………....67

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