群體為大量性,沒有一定量的上限,所以動畫師不可能給予每個物件做出個別控制,因此衍生出“群體動作控制”技術。然而,目前能夠做出群體動作控制的方式有很多種,但最後的成果都要進入所謂的“算圖程序”來呈現到螢幕上才算完成。 在現今動畫電影製作成本規模越來越大的情況下,不管是動畫或是電影,其中加入龐大數量的群體運動場景,幾乎成為了影片特效既定的內容之一。加上近年來個人電腦的硬體性能不斷提升,要製作出群體運動也不再是遙遠的夢想,然而硬體再強仍有限制,如何有效的節省運算進而達到良好的效果,是一項重要的課題。現今動畫師在處理群體運動時,並非一種算圖程序就可以適應所有的群體運動類型,往往需要依照運動的角色型態,劇情的需要,所處的場景及燈光的來源等種種的因素,來歸納其群體動畫所會發生的問題,並且找出個別解決問題的方法,達到最為恰當的算圖方式。 本研究在於歸納群體運動算圖的方式,分析各項技術,將群體運動算圖手法的做一個整理,並以實作範例驗證,提供動畫師製作群體運動時,有個可以參考的依據。
The technology of crowd motion control comes from the reason that the animator couldn't give individual control to each object since crowd is a large number and it's without limitation. There are many ways to perform crowd motion control. However, all outcomes should be shown on the monitor through the rendering pipeline to make a complete presentation. Nowadays, the producing cost of animation movie is on a large scale. Adding a large number of simulation scenes in both animation and movie becomes a main stream. And since the function of the hardware improving rapidly, producing crowd simulation is no longer a faraway dream. To reach good achievement, how to reduce the rendering times effectively becomes a pretty important subject. In dealing with crowd simulation and to meet the most suitable way for rendering, the animator will gather all the problems and find out solutions based on the type of the character, the story or drama, the scenes and the source of the light. The main goal for the research is to gather all the methods of crowd simulation rendering and analyze all the technologies for the animator's references.