| 研究生: |
林金龍 Lin, Jin-Lung |
|---|---|
| 論文名稱: |
利用連續卡通影像重製誇張化3D網格動畫 Exaggerative Mesh Animation Retargeting using Cartoon Sequence |
| 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: | 2006 |
| 畢業學年度: | 94 |
| 語文別: | 中文 |
| 論文頁數: | 127 |
| 中文關鍵詞: | 誇張化 、卡通參數傳遞 |
| 外文關鍵詞: | skeleton warp, contour |
| 相關次數: | 點閱:96 下載:3 |
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在電腦圖學中,製作電腦動畫常常是一件複雜且須要耗費大量人力、時間,傳統製作動畫大多是透過在網格上建立骨架,再去調整骨架產生出網格的一連串動作。一些網格甚至無法建立出骨架,不適合使用傳統的方式來製作動畫。我們在二維的卡通動畫中,常常可以看到卡通人物除了姿勢的改變外,偶爾會包含一些誇張化的表情、動作,這些改變人們大多可以由輪廓外形的改變來觀察出來。由於製作二維卡通動畫遠比製作三維網格動畫容易,因此本論文的研究在於將二維卡通動畫上卡通的姿勢、誇張化的變化套用到三維網格上,讓三維網格能做出相似的動作、變形等。由於人們是由輪廓外形的改變來感受卡通的變化,因此我們提出一個評估卡通輪廓外形變化的方法以及以輪廓為基礎的編輯方式來製作變形網格。藉由參數化這些姿勢和誇張化的外形變化,我們可以將它套用到三維網格的輪廓上,之後再重構出滿足變形輪廓的網格。
Making computer animation has always been a complicated and time consuming job. Traditionally, animation is achieved by first constructing a skeleton on the given mesh, and then by adjusting the skeleton to generate a sequence of poses by which interpolates an animation sequence. However, there are certain models that suitable skeletons cannot be built and we cannot apply traditional animation techniques to those models. In 2D cartoon animations, we often see body parts of the characters are deformed in an exaggerated way, and these deformations are represented by changing shape of that character's contour lines. This thesis presents a new approach of transferring poses and exaggerations of 2D characters onto 3D models to reproduce similar effects on 3D models. We propose a method to evaluate the degree of contour deformations in 2D, and a contour-based mesh-editing tool to produce and control the deformation in 3D. By parameterizing these poses and exaggerated deformations in 2D, we can apply these deformations to the contour of the 3D model first, and then reconstruct the 3D model with the similar contour. Therefore, the exaggerative deformation can be easily transferred from a given 2D cartoon sequence.
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