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研究生:黃博彥
研究生(外文):Bo-Yan Huang
論文名稱:根據幾何限制條件之動作調適法
論文名稱(外文):Motion Synthesis by Adapting Examples to Given Geometry Constraints
指導教授:楊熙年
指導教授(外文):Shi-Nine Yang
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊工程學系
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:2006
畢業學年度:94
語文別:中文
論文頁數:45
中文關鍵詞:逆向運動學動作模擬器單格合成運動學動力學位移量
外文關鍵詞:Inverse KinematicsMotion SimulatorPer-Frame SynthesisKinematicsDynamicsDisplacement
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近年來人物角色的動作合成越來越重要,例如現在許多電影以及電腦遊戲等都用到虛擬的人物,因此如何做出虛擬人物們的動作之研究在近年來變的很重要。本篇論文提出一種新的動作合成法,它主要是利用已有的動作再加上一些使用者可以給定的幾何限制條件、以及動作模擬器參數來合成出符合限制條件與希望的動作品質的新動作。
本文將利用反向運動學(Inverse Kinematics ,簡稱為IK) 來計算關節角度,並用單格合成(Per-Frame) 的方法來合成模擬,將原有的動作加上個位移差量(Displacement)來修正出想要的新動作,系統會依據使用者給定的幾何限制條件來合成出符合要求的位移量。並且引用了動作模擬器Proportional Derivative Controller (簡稱 PD - Controller) 來將新動作模擬出一些動作品質的變化,因此使用者可以依需求調整參數做出不同品質的動作。本文結合了運動學與動力學的方法,將運動學的結果交給動力學方法處理,而後動力學的結果又回饋給運動學方法,如此反覆的運算出結果。我們主要專注於走路的例子,讓使用者設定一些手、腳的新目標,系統將自動合成產生出可達到限制條件的新動作。
In recent years, the study of motion synthesis of articulated figures has played an important role. For example, there are many movies and computer games using synthesized virtual characters. Therefore, how to create realistic motions for virtual characters becomes an important research topic. This thesis presents a new method to synthesize desired motions based on given motions plus some geometric constraints.
Our method uses Inverse Kinematics (IK) to compute the angles of articulated figure’s joints. We synthesize the motion by per-frame method. The basic idea of our method is to compute the displacement base on the given motion and the constraints. We introduce Proportional Derivative Controller (or known as PD-Controller) to simulates motion qualities for the new motion. Our method combines both kinematics and dynamics methods, and allows users to set their constraints on end-effectors such as hands and feet. Empirical examples are given to demonstrate that the proposed system can automatically synthesizes the desired motion with given geometric constraints.
英文摘要(Abstract)i
中文摘要 ii
致謝(Acknowledgement) iii
目錄(Contents) iv
圖表目錄(Figures) vi
第一章 導論 1
1.1 研究目的與動機 1
1.2 論文架構 2
第二章 相關研究 3
2.1 動作控制(Motion Control) 3
2.1.1 運動學(Kinematics) 3
2.1.2 動力學(Dynamics) 4
2.2 動作編輯(Motion Editing) 5
2.2.1 反運動學(Inverse Kinematics) 5
2.2.2 Per-Key 7
2.2.3 Displacement 7
2.2.4 Per-Frame 8
2.2.5 Spacetime 9
第三章 系統架構 10
3.1 流程圖 10
3.2 使用的人體骨架 12
第四章 動作模擬器 14
4.1 PD-Controller 14
4.2 如何套用在MAYA 15
第五章 人物角色的動作編輯與限制 19
5.1 偵測落地點選出關鍵格 19
5.2 如何使用IK來產生想要的新動作 20
5.3中間畫格的內插法 22
5.4避免腳滑動與穿過地板 27
第六章 實驗結果 29
第七章 結論與未來發展 35
參考文獻(Bibliography) 37
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[2] Michael Gleicher. Comparing Contraint-Based Motion Editing Methods. Graphical Models. August 2001.

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[22] Armin Bruderlin and Lance Williams. Motion signal processing. In Robert Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 97-104, August 1995.
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