真實感三維頭像的設(shè)計
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本文關(guān)鍵詞: 圖像識別 建模技術(shù) 細分技術(shù) 貼圖技術(shù) 出處:《河海大學(xué)》2007年碩士論文 論文類型:學(xué)位論文
【摘要】: 近年來,隨著大眾文化娛樂的日趨多元化以及數(shù)碼特效技術(shù)的不斷創(chuàng)新,動漫文化得以開始繁榮,出現(xiàn)了三維動畫、FLASH動畫、全息動畫等嶄新的動漫形式。三維動畫作為一項新型的產(chǎn)業(yè)已經(jīng)具備相當龐大的規(guī)模。但三維動畫制作在國內(nèi)尚處于起步階段,與國外一些三維動畫制作強國相比還有較大差距。 在三維動畫制作過程中,存在很多問題。首先在硬件方面,要做電腦動畫離不開高性能的電腦。雖然現(xiàn)在PC在速度及存儲量上都有顯著的提高,但是圖形工作站在速度、存儲容量等方面還是比一般的PC機優(yōu)越。其次在軟件方面,現(xiàn)在許多角色設(shè)計都集中在兩足動物的步伐設(shè)計上,F(xiàn)有的頭部角色設(shè)計一般是使用幾個簡單的角色庫,用戶只能通過調(diào)用庫中已有的頭像動作,來完成自己的設(shè)計,很難自行設(shè)計頭像的動作。這樣,人物頭部的設(shè)計就過于簡單。因此,三維頭像的設(shè)計就顯得十分重要。 本文采用基于掃描線的人臉圖像識別技術(shù)對人臉圖像進行識別,通過建立活性邊表存儲識別的數(shù)據(jù),提高識別效率,以提取的人臉圖像的輪廓圖作為頭像建模的基礎(chǔ);采用三維頭像建模技術(shù)對提取出的輪廓圖進行三維建模,提出了從正、側(cè)面照片中提取面部特征的局部曲率最大跟蹤算法定義臉部的特征點,利用特征點的偏移量計算非特征點的偏移量來合成臉部模型點的三維坐標;采用基于Hemite樣條插補的三維網(wǎng)格曲面的細分方法對生成的簡化三維頭像進行細分,生成真實感強的三維頭像;采用紋理映射技術(shù),對生成的三維頭像進行貼圖,,使三維頭像更加逼真。應(yīng)用該方法進行三維頭像的設(shè)計,既可以大大減少設(shè)計制作的工作量,又可以方便的得到所需的真實感三維頭像。
[Abstract]:In recent years, with the increasing diversity of popular cultural entertainment and the constant innovation of digital special effects technology, animation culture has begun to prosper, and 3D animation flash animation has emerged. Holographic animation and other new forms of animation. 3D animation as a new industry has a very large scale, but the production of 3D animation in China is still in its infancy. Compared with some foreign countries, there is still a big gap. In the process of 3D animation production, there are many problems. First of all, in the hardware, computer animation can not do without high-performance computer, although the PC has significantly improved in speed and memory. But the graphics workstation is superior to the normal PC in speed, storage capacity and so on, followed by the software. Nowadays, many character designs are focused on the design of bipods. The existing head character design generally uses several simple role libraries, and users can only call the avatar action in the library. To complete their own design, it is difficult to design their own movements of the avatar. In this way, the design of the head of the character is too simple. Therefore, the design of the three-dimensional image is very important. In this paper, the face image recognition technology based on scan line is used to recognize the face image, and the recognition efficiency is improved by establishing the active edge table to store the recognition data. The contour image of the extracted face image is used as the basis of the head image modeling. Using 3D head image modeling technology to model the extracted contour image, a local curvature maximum tracking algorithm for extracting facial features from positive and lateral photographs is proposed to define the feature points of the face. The 3D coordinates of facial model points are synthesized by calculating the offsets of non-feature points by using the offsets of feature points. The subdivision method of 3D mesh surface based on Hemite spline interpolation is used to subdivide the generated simplified 3D head image to generate a realistic 3D head image. Texture mapping technology is used to map the generated 3D head image to make the 3D head image more realistic. Using this method to design 3D head image can greatly reduce the workload of design and production. It is convenient to get the realistic 3D image.
【學(xué)位授予單位】:河海大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:TP391.41
【引證文獻】
相關(guān)碩士學(xué)位論文 前1條
1 張寧;教育游戲中三維形象的設(shè)計[D];山東師范大學(xué);2010年
本文編號:1469730
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