高質(zhì)量動態(tài)四邊網(wǎng)格序列生成算法研究
[Abstract]:In recent years, with the continuous development of information technology, a large number of 3D scanning and reconstruction techniques have been emerging, people have the ability to obtain real-time dynamic data of 3D models. By applying these techniques to computer games and animation, real-time action sequences of animated characters represented by a series of triangular mesh models can be easily obtained. However, in the post-production process of animation, quadripartite grid representation is more suitable for animation editing and mapping than triangular grid, so it is widely used in digital game and animation film production process. However, due to the global and local characteristics of quadrilateral meshes, the generation of quadrilateral meshes should not only meet the local geometric constraints but also satisfy the global requirements. Therefore, the generation of high quality quadrilateral grids is a hot and difficult problem in the field of computer graphics and animation. In this dissertation, the generation and optimization of dynamic quadrilateral mesh sequences are studied with the input of dynamic triangular mesh sequences of 3D animation role models. On the basis of investigating the actual demand of animation model in digital animation and film making process, this paper mainly studies how to avoid the distortion in the process of 3D model animation deformation. How to express the common symmetry problem of animation model and how to optimize the animation 3D model globally. An algorithm for generating multi-resolution quadrilateral mesh sequences with animation awareness, a dynamic quadrilateral mesh generation algorithm for 3D models with symmetric attributes and a global optimization algorithm for generating quadripartite mesh sequences are proposed respectively. A series of research results are obtained, and a geometric processing framework of 3D role model based on quadrilateral mesh sequence optimization is constructed. The main research work and contributions are as follows: 1. Adaptive multi-resolution animation sensing quadrilateral mesh sequence generation algorithm is designed and implemented. In this paper, the length field representing the deformation density is extracted by analyzing the deformation stretching coefficient, which is used to represent the resolution requirement of the quadrilateral grid, and then the global parameterization is carried out. Finally, a high quality quadrilateral mesh sequence is generated to meet the multi-resolution requirements. Compared with the previous methods, the method in this paper solves the distortion problem of 3D animation model in the process of deformation. The generated quadrilateral mesh is more effective in terms of the accuracy of representation and the orthogonality of the quadrilateral mesh. It is more suitable for mesh reconstruction of 3D role models with large deformation and meets the requirements of animation modelers. 2. An algorithm for generating quadrilateral mesh sequences of symmetric models is designed and implemented. In this paper, a simple interactive symmetry detection method is developed for the symmetry model of human or animal, which appears in high frequency in computer game animation. The method is used to calculate and balance the cross-fields that express symmetric attributes and deformed attributes. Compared with the existing methods, the generated quadrilateral mesh sequences can not only better express the global symmetry and local geometric deformation characteristics in each frame, but also have fewer singular points. 3. A globally optimized algorithm for generating quadrilateral mesh sequences is designed and implemented. Different from the previous research work on single frame or the whole animation sequence as a whole, this paper uses group strategy to decompose the input animation sequence to obtain multiple sub-sequences. By calculating the crossover fields of subsequences and combining them optimally, the resulting crossover fields can better express the geometric and topological structure of animation sequences, and then generate high-quality quadripartite mesh sequences.
【學(xué)位授予單位】:山東大學(xué)
【學(xué)位級別】:博士
【學(xué)位授予年份】:2017
【分類號】:TP301.6
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