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高質(zhì)量動態(tài)四邊網(wǎng)格序列生成算法研究

發(fā)布時間:2019-02-16 15:30
【摘要】:近年來,隨著信息技術(shù)的不斷發(fā)展,大量的三維掃描和重建技術(shù)不斷涌現(xiàn),人們已有能力獲取三維模型的實時動態(tài)數(shù)據(jù)。將這些技術(shù)應(yīng)用在計算機游戲和動畫領(lǐng)域,可以比較方便地獲得由系列三角網(wǎng)格模型表示的動畫角色實時動作序列。但考慮到在動畫的后期制作過程中,四邊網(wǎng)格表示較之三角網(wǎng)格具有更適于動畫編輯、貼圖處理等優(yōu)點,因而在數(shù)字游戲和動畫電影制作流程中被廣泛使用。但由于四邊網(wǎng)格同時具有的全局與局部特點,四邊網(wǎng)格的生成過程既要滿足局部的幾何限制要求又要滿足全局性的需求,因此生成滿足要求的高質(zhì)量四邊網(wǎng)格是計算機圖形和動畫領(lǐng)域研究的一個熱點和難點問題。本學(xué)位論文以三維動畫角色模型的動態(tài)三角網(wǎng)格序列為輸入,對動態(tài)四邊網(wǎng)格序列的生成和優(yōu)化方法進行了研究。在調(diào)研數(shù)字動畫和電影制作流程中對動畫模型的實際需求基礎(chǔ)上,主要研究了如何避免三維模型動畫形變過程中的失真問題、如何表達動畫模型常見的對稱問題以及如何對動畫三維模型全局優(yōu)化問題。分別提出了支持多分辨率的具有動畫感知的四邊網(wǎng)格序列生成算法、具有對稱屬性的三維模型動態(tài)四邊網(wǎng)格生成算法以及全局優(yōu)化的四邊網(wǎng)格序列自動生成算法,并取得了一系列的研究成果,在此基礎(chǔ)上構(gòu)建了一個三維角色模型四邊網(wǎng)格序列優(yōu)化重建幾何處理框架。本文的主要研究工作和貢獻如下:1、設(shè)計實現(xiàn)了自適應(yīng)多分辨率動畫感知四邊網(wǎng)格序列生成算法。本文通過對形變拉伸系數(shù)的分析,提取出表征形變密度的交叉場的長度場,用來表示四邊網(wǎng)格的分辨率需求,并在此基礎(chǔ)上進行全局參數(shù)化,最終生成滿足多分辨率需求的高質(zhì)量四邊網(wǎng)格序列。與以往方法相比,本文方法更好地解決了三維動畫模型在形變過程中的形變失真問題,生成的每一幀四邊網(wǎng)格在表達精度上、四邊網(wǎng)格的正交性等方面均效果更優(yōu),更加適用于形變較大的三維角色模型的網(wǎng)格重建,更加符合動畫建模師的要求。2、設(shè)計實現(xiàn)了對稱模型的四邊網(wǎng)格序列生成算法。針對計算機游戲動畫中較高頻率出現(xiàn)的人或動物等形狀對稱模型,研究實現(xiàn)一種簡單交互的對稱檢測方法,方法通過計算權(quán)衡表達對稱屬性和形變屬性的交叉場,生成的四邊網(wǎng)格序列與已有方法相比,不僅在每一幀都能更好的表達全局對稱特點和局部幾何形變特點,且奇異點更少。3、設(shè)計實現(xiàn)了全局優(yōu)化的四邊網(wǎng)格序列生成算法。與已有針對單幀或者將整個動畫序列作為一個整體來研究的工作不同,本文采用分組策略將輸入的動畫序列進行分解得到多個子序列,通過計算子序列交叉場進而對子序列交叉場進行優(yōu)化合并,使得最終生成的交叉場能夠更好地表達動畫序列的幾何和拓撲結(jié)構(gòu),進而生成高質(zhì)量的四邊網(wǎng)格序列。
[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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