A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes
碩士 === 國立臺灣大學 === 資訊工程學研究所 === 93 === As computer graphics grows its capability, movies and video games consist of computer animations obtained quality improvement and become more popular. However, authoring tools for making these works also increase their complexity to bring in new technologies. Th...
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ndltd-TW-093NTU053920292015-12-21T04:04:54Z http://ndltd.ncl.edu.tw/handle/75345446640418594043 A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes 以滑鼠速寫為基礎的三維動作編輯介面 Meng-Chang Su 蘇孟昌 碩士 國立臺灣大學 資訊工程學研究所 93 As computer graphics grows its capability, movies and video games consist of computer animations obtained quality improvement and become more popular. However, authoring tools for making these works also increase their complexity to bring in new technologies. That means ovices for 3D animation have to take more training to join into the industry. Systems with simpler control manner and more concise user interface are needed to introduce them into the palace hull of computer animation. One of the general solutions for driving the motion of a 3D object is by constructing a skeleton and defining the binding relationship and then adjusting the key-pose of it. Even each stage is time consuming, the artist must repeat the three stages on every model which needs to be animated. The procedure is annoying especially when he just want to present some primary ideas. For this reason, reducing the time and effort spent in each stage is also important. Based on the demands we mentioned above, an intuitive user interface for animation authoring is introduced. We adopted a sketch based input method for accelerating the learning and also the editing process, and provides automatic skeleton and binding weight generation to omit the preparation needed for skeleton driven key-pose editing. To the former, the skeleton is represented as feature points connected with NURBS and deformed according to the input stroke of the user. Technique for assisting the procedure of editing 3D curve by changing the shadow appearance is also introduced. To the latter, some optimization such as smoothing is adopted to make the deformed result more pleasant. Additional treatment for model with lumpy surface called ‘dual-resolution meshes’ is taken to prevent the detail feature from eliminated by the smooth operator. As a result, our system provides great facility in editing and quite simplicity in learning. Users could pick-up the system in few minutes and create simple but interesting animations also in few minutes. Ming Ouhyoung 歐陽明 2005 學位論文 ; thesis 47 en_US |
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碩士 === 國立臺灣大學 === 資訊工程學研究所 === 93 === As computer graphics grows its capability, movies and video games consist of computer animations obtained quality improvement and become more popular. However, authoring tools for making these works also increase their
complexity to bring in new technologies. That means ovices for 3D animation have to take more training to join into the industry. Systems with simpler control manner and more concise user interface are needed to introduce them into the palace hull of computer animation.
One of the general solutions for driving the motion of a 3D object is by constructing a skeleton and defining the binding relationship and then adjusting the key-pose of it. Even each stage is time consuming, the artist must repeat the three stages on every model which needs to be animated. The procedure is annoying especially when he just want to present some primary ideas. For this reason, reducing the time and effort spent in each stage is also important.
Based on the demands we mentioned above, an intuitive user interface for animation authoring is introduced. We adopted a sketch based input method for accelerating the learning and also the editing process, and provides automatic skeleton and binding weight generation to omit the preparation needed for skeleton driven key-pose editing. To the former, the skeleton is represented as feature points connected with NURBS and deformed according to the input stroke of the user. Technique for assisting the procedure of editing 3D curve by changing the shadow appearance is also introduced. To the latter, some optimization such as smoothing is adopted to make the deformed result more pleasant. Additional treatment for model with lumpy surface called ‘dual-resolution meshes’ is taken to prevent the detail feature from eliminated by the smooth operator.
As a result, our system provides great facility in editing and quite simplicity in learning. Users could pick-up the system in few minutes and create simple but interesting animations also in few minutes.
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author2 |
Ming Ouhyoung |
author_facet |
Ming Ouhyoung Meng-Chang Su 蘇孟昌 |
author |
Meng-Chang Su 蘇孟昌 |
spellingShingle |
Meng-Chang Su 蘇孟昌 A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
author_sort |
Meng-Chang Su |
title |
A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
title_short |
A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
title_full |
A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
title_fullStr |
A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
title_full_unstemmed |
A Sketch Based Interface for ModelPose Editing with Dual-Resolution Meshes |
title_sort |
sketch based interface for modelpose editing with dual-resolution meshes |
publishDate |
2005 |
url |
http://ndltd.ncl.edu.tw/handle/75345446640418594043 |
work_keys_str_mv |
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