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藉由Kinect產生3D動畫之研究

Kinect-Driven Animation Generation

指導教授 : 蔡志忠
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摘要


隨著3D 互動虛擬動畫的快速發展在數位遊戲和虛擬環境,越來越多的3D 動畫資訊被應用到商業遊戲上。如何有效產生逼真的3D 動畫已經成為一個重大 的議題。傳統上的做法是使用動作捕捉系統來產生逼真的3D 動畫。但是,動作 捕捉系統的費用是非常昂貴的。為了解決這方面的問題,我們開發出一個利用 Kinect 感應器為基礎的3D 動畫產生系統,可以讓使用者很容易的產生逼真的3D 動畫。 在本篇論文中,我們提出使用“動作圖”的方法來產生3D 動畫。這個系統 架構分為二個步驟,第一個部分是我們要蒐集動作並且分析動作資料。第二個部 分是我們要建立動作圖的模型去合成新的動作。我們實驗中的動作資料庫包含多 種不同的動作樣式,經由實驗我們證明這個方法是有助於產生逼真的3D 動畫。

並列摘要


With a rapidly increasing use of the interactive 3D animation in the video games and virtual environments, more and more animation information is applied to the commercial game. How to generate the realistic animation e±ciently has been an signi¯cant issue. Traditionally, we use the motion capture system to generate the realistic animation. However, the motion capture system is expensive and complex setting process. To tackle this issue, we develop the animation generation system for Kinect device, which enables users to generate the realistic animation easily. In this work we provide the animation generation using the "Motion Graph" method. We develop the system with two steps. First, we collect the motions and analyze motion data. Second, we perform a motion graph model to blend new motions. And, we experiment on a motion database with several kinds of motion types, and the experiment shows that our approach is more helpful for generating realistic animation.

並列關鍵字

Interpolation DTW Motion Graph Motion Blending

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