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  • 學位論文

探討虛擬環境中數位化動作合成技術之研究

Motion Synthesis for Virtual Reality Applications

指導教授 : 鄭宗明
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摘要


虛擬環境中之人物雖可使用 3D塑模建造其肢體架構,但是要數位化地推算出擬真動作並非易事,此乃因為生物之動作通常都隱含著動作意圖、肢體平衡與舒適感受等因素的整體平衡,而產生這平衡的決策機制卻隱含著微細且大量的運算以及經驗和知識所形成的直覺。當今使用擬真動作最多的遊戲及動畫產業中,並不探討動作者的感受真實度,而僅考量視覺上的順暢感與美感。然而精確的動作數據可有許多用途,其中之一就是用於電腦動作規劃。使用數位化方式合成動作數據之技術可以用於順向的動作規劃以及逆向的動作模擬與分析。在滿足肢體與生理限制的前提下,虛擬動作將可快速產生並迅速測詴,成為動作分析之有效工具。 本研究使用以生物力學為演算基礎之動作模擬軟體產生動作行為檔,並轉換為數據型態之動作模組,再以動作意圖為目標將動作模組融合或銜接,使合成出符合意圖目的之動作內容。其中並加入動作角度偵測與展示介面,可即時分析動作過程中運動關節之動作角度,藉此評估動作姿勢之優劣。

並列摘要


Building a computer model of a humanoid diplopod mechanism is relatively easy nowadays, but the emulation of a realistic human motion is somewhat difficult. Realistic motions are driven by motion intentions that solved the real world tasks, and performed by jointed trunk and limbs that satisfy the interactions. The levels of authenticity of the emulated motions are often justified by the smoothness and the elegancy, which were resulting from the balance of body-weights and the experience of joint comfort respectively. All these feelings are delicately and complicatedly joined together, and are difficult to define. Although applications of emulated motions are plenty, most attempts disregarded the authenticity and focused on visual pleasing only. A realistic digital emulation may generate valuable data without any harmful human experiments. In this research, synthesized motions are created by merging or bridging basic motions, which satisfy motion intention, and with adaptive modifications that comply with the body constraints. A basic motion is a series of joints data that follow human biomechanics. All emulated motions are verified joint by joint to detect the angular positions, and provide both visual and tactile smoothness.

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