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题名三维角色动画关键技术研究
作者朱晓阳
学位类别工学博士
答辩日期2013-05-28
授予单位中国科学院大学
授予地点中国科学院自动化研究所
导师杨一平 ; 蒋永实
关键词皮肤变形 碰撞检测 质点-弹簧模型 Skin deformation Collision detection Mass-spring model
其他题名Research on Key Technologies of 3D Character Animation
学位专业计算机应用技术
中文摘要三维角色动画在影视制作、游戏娱乐、虚拟现实及军事仿真等领域有着十分广泛的应用,是计算机图形学中一个极富挑战性的研究课题。它的目标是在虚拟环境中创建自然、逼真的角色形象,其中角色模型的皮肤变形及其与虚拟环境的交互是研究的重点之一。近年来,运动捕捉技术开始应用于三维角色动画制作,并起到越来越重要的作用,但应用该技术过程中存在以下问题:运动捕捉数据只记录了主要关节的运动,需要高效的皮肤变形技术驱动整个模型的运动;将运动捕捉数据应用于新的角色或新的环境时容易发生模型自碰撞、模型间碰撞等问题。尽管针对这些问题国内外已经有了大量的、有价值的、实用的研究成果,但随着人们对角色动画真实感和实时性要求的不断提高,如何在交互式虚拟环境中进行高质量模拟仍然是一个挑战。 本文围绕运动捕捉数据驱动角色模型运动并使其满足环境约束的若干难点问题展开研究,主要内容包括人体皮肤变形、柔体连续碰撞检测及基于物理的碰撞响应。具体而言,本文的主要工作和贡献有: 针对角色模型变形真实感问题,提出了参数化人体模型及其皮肤变形方法。依据人体测量学的相关原理和方法,确定人体模型的形体测量参数(如臂长、腰围等),并引入模型区域划分机制将人体模型分为刚性区域和柔性区域。对基于SCODEF的自由变形方法进行扩展,使其可以通过形体测量参数和区域约束对模型刚性区域进行拉伸变形,并提出了新的变形函数。引入基于双四元数线性插值的骨骼混合算法对柔性区域进行扭转变形。实验表明,该方法能够方便地实现模型肢体的拉伸和扭转,有效避免了打结、塌陷、收缩等缺陷。同时,自动绑定技术对皮肤权重的调整进一步提高了变形质量。 针对角色模型自碰撞、模型间碰撞问题,提出了一种基于八叉树空间划分的柔体连续碰撞检测方法。与传统方法针对整个场景进行空间划分不同,该方法对静态物体和动态物体分别进行划分:对于静态物体,采用自顶向下的方法直接构造八叉树,并引入了法线锥的概念设定阈值,防止对物体的过度划分;对于动态物体,将其限定在八叉树最底层单元体中,并建立其k-DOP层次包围体。针对角色模型自碰撞、角色模型和虚拟环境物体之间的碰撞,分别提出了不同的碰撞检测策略。结合GPU的并行计算能力,提出基于GPU的基元测试算法,进一步提高了算法的执行效率。实验结果表明,与传统碰撞检测方法相比,该方法可以缩短计算时间,具有更好的性能和精度。 针对角色模型物理响应的计算效率和稳定性问题,提出一种基于连续力的质点-弹簧模型。该模型沿质点和碰撞点的运动轨迹对受力进行累积,有效避免了传统方法由受力不连续性引起的稳定性和鲁棒性问题。同时,该方法能够直接利用本文提出的柔体连续碰撞检测算法提供的碰撞信息,仅对发生碰撞的质点进行受力分析,大大减少了计算和更新消耗。实验表明,该算法能够实时的处理角色模型自碰撞、模型之间的碰撞响应问题,增强了角色模型运动的真实感。 将上述研究成果集成应用到基于运动捕捉数据的角色动画生成平台中,并给出了验证实例。利用参数化人体模型及皮肤变形技术,实现了运动捕捉数据对角色模型...
英文摘要Character animation is a challenging research topic in computer graphics, and has a very wide range of applications, such as film and television production, video games, virtual reality and military simulation. Its goal is to create natural and realistic characters in virtual environment, focusing on model motion control and interaction between characters and the environment. Motion capture is an efficient method to generate motion data that is of high fidelity and rich detail. However, it can only be applied in certain circumstances, and prone to self-collision and collision between models. Although there has been a lot of valuable and practical study on character animation both at home and abroad, however, with the increasing requirements for efficient and realistic movements, it is still a challenge to perform high quality simulation in an interactive virtual environment. Focusing on several issues when motion capture data applied to characters in virtual environments, the paper implements and experiments a group of novel algorithms in three perspectives: human skin deformation, continuous collision detection for deformable objects and physics-based collision response. Main contributions of this thesis are as follows: For the reality problem of model deformation, a parameterized human body model and its skin deformation method was proposed. According to the principles and methods of anthropometry, a group of body parameters (such as arm length, waist, etc.) was determined, and a region partition mechanism was introduced to divide the model into rigid and soft regions. The free-form deformation method based on SCODEF was extended, so we can stretch the rigid region by using body parameters and region constraints. In the mean time, we use dual quaternion linear blending method to twist the soft region. Our method can easily get stretch and twist deformation without artifacts like candy-wrapper and collapse. In addition, the skin weight adjusted by automatic rigging technique further improved the deformation quality. Aiming at self-collision of character models and collision between characters and objects, a continuous collision detection method based on octree was proposed. Unlike traditional methods that divide the whole space, we partition static and dynamic objects respectively. For static objects, a top-down approach was used to construct their octree and normal cone was introduced to prevent excessive division; while for dynamic objects, they ar...
语种中文
其他标识符201018014629100
内容类型学位论文
源URL[http://ir.ia.ac.cn/handle/173211/6531]  
专题毕业生_博士学位论文
推荐引用方式
GB/T 7714
朱晓阳. 三维角色动画关键技术研究[D]. 中国科学院自动化研究所. 中国科学院大学. 2013.
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