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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
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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.

    中文摘要 III 英文摘要 IV 誌謝 V 目錄 VI 表目錄 IX 圖目錄 X 第一章 導論 1 1.1 研究動機與目的 1 1.2 本論文之系統架構 2 1.3 本論文之貢獻 2 第二章 相關研究 3 2.1 卡通變形傳遞 3 2.2 輪廓 5 2.3 網格編輯 5 2.4 網格變形傳遞 11 2.5 曲線編輯 12 第三章 主要架構及演算法 13 3.1 主要架構流程 13 3.2 評估卡通影像動畫的誇張化模型 14 3.2.1 建立各變形物件在所有影像中的輪廓、骨架 17 3.2.2 骨架的彎曲變形(Skeleton Warp) 19 3.2.3 仿射變形(Affine Deformation) 29 3.3 建立網格的連續輪廓曲線 33 3.3.1 輪廓定義 33 3.3.2 切割網格 35 3.3.3 建立連續的輪廓 36 3.4 卡通影像的變形傳遞(Retargeting) 40 3.5 重構所有變形子網格 53 3.5.1 Laplacian Coordinates 54 3.5.2 Laplacian Editing 57 3.5.3 基於平移編輯動作下的重構 60 3.5.4 重構子網格 63 3.6 合併所有子網格 72 3.6.1 計算所有子網格的變形矩陣(deformation gradient) 72 3.6.2 使用者自定平滑區 75 3.6.3 合併所有子網格 76 第四章  系統操作與應用 86 4.1 修改輪廓曲線 86 4.2 編輯輪廓曲線(Contour Editing) 91 4.2.1 貝氏曲線輪廓編輯方法(Curve blend width Bezier Curve) 91 4.2.2 Catmull-Rom Splines輪廓編輯方法 94 4.2.3 使用Sketch介面編輯方法 (Sketch Interface) 95 第五章 實驗結果 98 5.1 實驗結果 98 5.1.1 armadillo跳躍的例子 98 5.1.2 Howling Dalice網格跳躍 107 5.1.3 大象和狗 111 5.1.4 卡通網格和手繪小人圖 114 5.2 移動平面的選擇 118 5.3 限制和缺點 120 5.3.1 評估方式的限制 120 5.3.2 所選取的網格可能造成的問題 121 5.3 操作的hint 122 第六章 結論與未來展望 124 參考文獻 125 中英文自述 127

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