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研究生: 蔡昀臻
Cai, Yun-Zhen
論文名稱: 單張圖片的交互式動態流體系統設計與呈現
Interactive and dynamic fluid animation framework for a single image
指導教授: 李同益
Lee, Tong-Yee
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2021
畢業學年度: 109
語文別: 英文
論文頁數: 69
中文關鍵詞: 單張圖片交互設計流體動畫連續循環(cycle animation)
外文關鍵詞: Single image, Interactive design, Fluid animation, Cycle animation
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  • 一般人在眼前觀看一張靜態流體圖像時,時常會透過個人以前的記憶與所理解到的經驗,來幻想出該圖像流動的場景。在這篇論文中,我們提出一種方法,將嘗試讓使用者根據對指定流體圖像的理解,來設計出與之相對應的場景,以此來模擬出動畫流體圖像。
      本篇論文中,我們嘗試將指定圖像中感興趣的部分切割成多個區域。使用者可以嘗試對不同區域圖像繪製內心所想像的流體,繪製與其相符的動畫線條。該區域內每一個像素顏色透過動畫線條來計算特定動畫幀數中的像素顏色,使得每一動畫幀數中的像素顏色可以形成一連續流體動畫序列,並且第一幀與最後一幀相連,形成一連續循環(cycle animation)的流體動畫圖像。另外每一個區域中,根據動畫線條來嘗試模擬流動邊界,使邊界可以跟著動畫移動而產生邊界形狀變化效果。最後將各項區域結合成最終圖像流體動畫。
      本篇論文中產生出的動畫效果,輸入圖片僅需要一張單一靜態圖像即可,具有優於其他論文從影片範例或資料庫中輸入大量的、受限的影片當作輸入資料的優勢。並且動畫結果具有肉眼可見的循環效果,速度相比其餘論文所提出的方法快。此論文可以接受各種不同的輸入資料,並且生成出合理的動畫。此外,相較於業界商業軟體Plotagraph,我們的架構具有簡單、容易控制向量流向產生流體動畫的特點,而且並不會在圖像邊界生成鬼影(ghost effect)現象,可以獲得更好的視覺效果。本論文比較軟體與論文的結果,顯示出本論文之優點。本文最後產生多個動畫藝術生成,並以量化分析其品質與進行user study質化分析,且與相關研究與動畫軟體進行比較。

    When people saw an image of dynamic fluid, they tend to imagine the animating flow based on their memory and experience. In this paper, we introduced a method to let user animate the static image. Based on the understanding of a single image, user can design the corresponded layout, and let the computer animate the final image.
    In this paper, we divide the input image into several regions. User can draw the corresponding flow line based on their imagination in each region. The corresponded color for each pixel in this region is calculated through the flow line drawn by user in specific time. The color of the pixel in each animation frame can form a continuous sequence of the fluid animation with the last animation frame is connected to the first one. This sequence can become a continuous cycle animation. In addition, each region will try to change the shape based on the corresponding flow line. Finally, various regions are combined into one single animation sequence to generate the final output animation frames.
    Our method has some advantages. Unlike others method which requires lot of video database, out method requires one single image only. Out method can generate cyclic animation. And the times we takes is significantly lower than other methods. Our method can take various input image and generate the corresponding reasonable animation. Besides, compare to the commercial software like "Plotaverse," our method is easier to draw and control the flow line. And it will not generate the "ghost effect" at the region boundary, providing better visual effect. In this paper, we will generate multiple animation result, perform user study to our method and compare with various paper and commercial program to show the advantages of our method.

    中文摘要 i Abstract ii 致謝 iii Table of Contents iv List of Figures vii Chapter 1 Introduction 1 1.1 Motivation 1 1.2 System overview 4 1.3 Contribution 5 Chapter 2 Related Work 7 Velocity Field and Texture 7 Flow-guided Texture Synthesis 7 Illusion 8 Quadrature Filter 9 Data-Driven NPR 10 Spectrum 10 Video 11 Self-Supervised Learning 12 Simulation 12 Energy Brushes 13 Chapter 3 Warping Method 15 3.1 System Overview 15 3.2 Animation Region 17 3.2.1 Animation Region Definition 17 3.2.2 Still Region Matting 19 3.2.3 Animating Region Matting 20 3.3 Color Animation Warping 22 3.3.1 Color Flow Generation 22 3.3.2 Color Animation Warping 24 3.4 Region Animation Warping 29 3.4.1 Framework Concept 33 3.4.2 Layer 34 3.4.3 Mesh 34 3.4.4 Region Animation Flow Generation 35 3.4.5 Vertex Movement 37 3.4.6 Region Animation Warping 40 Chapter 4 Particle Method 42 4.1 System Overview 42 4.2 Scene Generation 43 4.2.1 Static Model 43 4.2.2 Particle Model 44 4.2.3 Particle Generator 49 4.3 Simulation & Rendering 49 Chapter 5 Experimental Result and Comparison 51 5.1 Warping Method 51 5.1.1 Result 51 5.1.2 Comparison 54 5.1.3 Bad Case 59 5.1.4 Discussion 60 5.2 Particle Method 63 Chapter 6 Conclusion and Limitation 65 6.1 Conclusion 65 6.2 Limitation and Future Work 65 Chapter 7 Reference 67

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