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研究生:王峻偉
研究生(外文):Chun-Wei Wang
論文名稱:自動化可指導立體參數設定演算法
論文名稱(外文):Directable Automatic Stereoscopic Parameter Estimation Method
指導教授:賴祐吉
指導教授(外文):Yu-Chi Lai
口試委員:賴祐吉
口試委員(外文):Yu-Chi Lai
口試日期:2013-11-05
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:資訊工程系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2013
畢業學年度:102
語文別:中文
論文頁數:62
中文關鍵詞:立體視覺電腦動畫最佳化
外文關鍵詞:stereoscopiccomputer animationoptimization
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本實驗設計並實作自動化可指導立體參數值演算法,旨在加速新製作之立體
動畫的製作流程,以及自動為已完成之三維動畫計算立體相機參數,重做立體版
本。該系統設計去學習立體攝影師經驗法則及滿足導演需求的方式,去自動計算
立體參數以減少整個立體參數設定的工作時程。自動立體設定演算法乃是歸納立
體經驗法則,分別為在立體舒適區中演出、立體變化速度的限制及立體預算的使
用等,及導入導演的指示後,去尋找最佳化及符合這些條件的立體參數值。最
後,我們使用三部動畫短片去驗證此演算法,將其自動算出的結果,與立體攝影
師手動設定的結果作比較,證明本演算法可以計算出與立體攝影師足夠相似的立
體感受。
This work proposes a directable automatic stereoscopic parameter estimation method
(DASPEM) to accelerate the process of setting stereoscopic parameters for computer
graphics animation production. After the director gives his/her instruction, the esti-
mation process is fully automatic. The algorithm is mainly derived from the general
stereoscopic rules of the stereoscopic animators and constrained with the artistic
instructions of the director. The stereoscopic rules derived are as follows: objects
should be placed and played in the comfort zone of stereoscopy, the rate of change
in stereoscopy should be limited for avoidance of discomfort and fatigue and the
amount of stereoscopy should be limited. After formulate these rules and possi-
ble the director's instructions, all a ecting factors are weighed by an opitmization
process to nd an optimal set of stereoscopic parameters for the entire animation.
The algorithm is applied to three CG animations with di erent length and a user
study is conducted to compare the stereoscopic settings of our algorithm and the
stereoscopic animator. The result show that our algorithm can get comparable
stereoscopic settings as the stereoscopic animator.
中文摘要. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii
目錄. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii
表目錄. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vi
圖目錄. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
演算法目錄. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
1 緒論. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 研究動機與目的. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 研究內容與流程. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 主要貢獻. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 論文架構. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 相關背景知識. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.1 立體幾何. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2 估算拍攝前立體攝影參數. . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 立體內容分析及後製. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.4 立體上的感受研究. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3 立體視覺經驗法則. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.1 立體視覺的播放環境. . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2 立體經驗法則歸納. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.2.1 角色都在立體舒適區的範圍中表演. . . . . . . . . . . . . . . 13
3.2.2 每禎之間立體變動控制在大腦成像的速度內. . . . . . . . . . 14
3.2.3 根據影片時間長短決定整體立體刺激程度的比例. . . . . . . 14
3.3 立體多媒體內容的製作. . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.3.1 立體視覺模型. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.3.2 應用立體視覺模型到立體經驗法則. . . . . . . . . . . . . . . 19
4 自動化可指導立體參數設定演算法DASPEM . . . . . . . . . . . . . . . . 21
4.1 場景分析及角色視覺焦點. . . . . . . . . . . . . . . . . . . . . . . . 23
4.1.1 特徵立體注視曲線. . . . . . . . . . . . . . . . . . . . . . . . 24
4.2 初始特徵立體注視曲線:立體舒適區及立體預算. . . . . . . . . . . 26
4.2.1 立體舒適區. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.2.2 定義立體感官疲乏與影片長度的關係. . . . . . . . . . . . . . 27
4.3 最佳化特徵立體注視曲線. . . . . . . . . . . . . . . . . . . . . . . . 29
4.3.1 逼近初始的GPDP立體視覺體參數. . . . . . . . . . . . . . . 30
4.3.2 定義立體變動速度及平滑化. . . . . . . . . . . . . . . . . . . 30
4.3.3 導演對特定角色的指示因素. . . . . . . . . . . . . . . . . . . 31
4.3.4 最佳化. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5 實驗結果與討論. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.1 視覺化立體劇本與數學比較. . . . . . . . . . . . . . . . . . . . . . . 32
5.1.1 Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.1.2 GameGold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.1.3 Escape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
5.2 使用者測試. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
6 結論與未來工作. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.1 結論. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.2 未來工作. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
參考文獻. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
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