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形狀敏感的二維卡通角色骨架變形技術(shù)

發(fā)布時(shí)間:2019-05-03 20:03
【摘要】:計(jì)算機(jī)動(dòng)畫(huà)是計(jì)算機(jī)圖形學(xué)和藝術(shù)相結(jié)合發(fā)展起來(lái)的高新技術(shù),它主要利用數(shù)學(xué)、藝術(shù)、計(jì)算機(jī)科學(xué)和其它相關(guān)知識(shí),在計(jì)算機(jī)上產(chǎn)生自然連續(xù)虛擬真實(shí)畫(huà)面,使個(gè)人想象力和藝術(shù)才能得以充分展示。計(jì)算機(jī)動(dòng)畫(huà)不僅廣泛應(yīng)用于商業(yè)廣告、電視片頭、動(dòng)畫(huà)片等,還可應(yīng)用于計(jì)算機(jī)輔助教育、軍事,甚至于法院的審理。 基于骨架的二維卡通角色變形是一項(xiàng)重要的二維計(jì)算機(jī)動(dòng)畫(huà)技術(shù)。它允許用戶通過(guò)操縱一根骨架來(lái)編輯二維卡通角色的動(dòng)作姿勢(shì),生成連貫的卡通角色動(dòng)畫(huà)。但是,傳統(tǒng)二維形狀骨架變形技術(shù)存在骨架綁定和權(quán)值設(shè)置繁瑣以及骨架關(guān)節(jié)處變形易扭曲的缺點(diǎn)。 因此,基于傳統(tǒng)的骨架變形方法,并結(jié)合基于微分域的曲面變形技術(shù),本文提出了一種形狀敏感的二維卡通角色骨架變形技術(shù)。主要內(nèi)容包括: (1)提出了一種形狀敏感的二維卡通角色骨架變形方法。不同于傳統(tǒng)的骨架變形方法,該方法通過(guò)變形優(yōu)化把骨架的運(yùn)動(dòng)傳播到整個(gè)角色形狀上,避免了繁瑣的頂點(diǎn)綁定和權(quán)值設(shè)置。同時(shí),通過(guò)在變形優(yōu)化中考慮角色形狀的內(nèi)部幾何結(jié)構(gòu),該方法有效消除了骨架關(guān)節(jié)附近易發(fā)生的變形失真現(xiàn)象。每次變形時(shí),該方法需要求解一個(gè)非線性優(yōu)化問(wèn)題,因而采用了一種子空間優(yōu)化技術(shù)加速求解,保證了用戶能夠通過(guò)骨架實(shí)時(shí)操作角色。 (2)提出了一種基于混合簡(jiǎn)化的子空間輪廓自動(dòng)生成方法。針對(duì)角色形狀原始輪廓中多邊形頂點(diǎn)數(shù)目較多而難以在其內(nèi)部生成稀疏三角形網(wǎng)格的問(wèn)題,提出一種混合的多邊形簡(jiǎn)化算法。為了滿足多邊形作為子空間輪廓需滿足的兩個(gè)性質(zhì),該算法結(jié)合基于頂點(diǎn)刪除和基于邊收縮的簡(jiǎn)化技術(shù),逐步縮減原始輪廓中的多邊形頂點(diǎn)數(shù)目。實(shí)驗(yàn)結(jié)果表明,該方法可以有效縮減多邊形的頂點(diǎn),簡(jiǎn)化后的多邊形不僅可以盡可能地逼近原始多邊形的形狀,并且能夠完全包住原始多邊形,最終保證了角色變形子空間的自動(dòng)生成。
[Abstract]:Computer animation is a high-tech developed by the combination of computer graphics and art. It mainly uses mathematics, art, computer science and other related knowledge to produce a natural continuous virtual real picture on the computer. To give full play to personal imagination and artistic talent. Computer animation is not only widely used in commercial advertisements, TV titles, cartoons, etc., but also can be used in computer-aided education, military affairs and even court trials. Two-dimensional cartoon character deformation based on skeleton is an important two-dimensional computer animation technology. It allows users to edit the motion posture of two-dimensional cartoon characters by manipulating a skeleton to generate coherent cartoon character animation. However, the traditional two-dimensional shape skeleton deformation technology has some disadvantages, such as skeleton binding and weight setting are cumbersome, and the deformation of skeleton joints is easy to distort. Therefore, based on the traditional skeleton deformation method and the surface deformation technology based on differential domain, a shape-sensitive two-dimensional cartoon character skeleton deformation technique is proposed in this paper. The main contents are as follows: (1) A shape-sensitive two-dimensional cartoon character skeleton deformation method is proposed. Different from the traditional skeleton deformation method, this method propagates the skeleton motion to the whole character shape by deformation optimization, and avoids the cumbersome vertex binding and weight setting. At the same time, by considering the internal geometric structure of the character shape in the deformation optimization, this method can effectively eliminate the deformation distortion near the skeleton joint. For each deformation, the method needs to solve a nonlinear optimization problem, so a sub-spatial optimization technique is adopted to accelerate the solution, which ensures that the user can operate the role in real-time through the skeleton. (2) an automatic subspace contour generation method based on hybrid simplification is proposed. A hybrid polygon simplification algorithm is proposed to solve the problem that the number of polygon vertices in the original contour of a character is so large that it is difficult to generate a sparse triangular mesh within it. In order to satisfy the two properties that polygon needs to satisfy as a subspace contour, the algorithm combines vertex deletion and edge contraction to reduce the number of polygon vertices in the original contour step by step. The experimental results show that this method can effectively reduce the vertices of polygons, and the simplified polygons can not only approximate the shape of the original polygons as much as possible, but also completely enclose the original polygons. Finally, the automatic generation of the character transformation subspace is guaranteed.
【學(xué)位授予單位】:浙江工商大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類號(hào)】:TP391.41

【參考文獻(xiàn)】

相關(guān)博士學(xué)位論文 前1條

1 楊文武;計(jì)算機(jī)輔助卡通角色動(dòng)作姿勢(shì)編輯與插值[D];浙江大學(xué);2009年

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本文編號(hào):2469232

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