Animation of a Virtual Skeleton-based Creature via Motion Retargetting

碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 96 === In this thesis, we present an efficient approach to performing motion retargetting on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta skeleton is created by means of crossing over two source skeletons. We use mutation to rep...

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Bibliographic Details
Main Authors: Daosheng Mu, 穆道聖
Other Authors: Tainchi Lu
Format: Others
Language:zh-TW
Online Access:http://ndltd.ncl.edu.tw/handle/07127535213844772911
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spelling ndltd-TW-096NCYU53920012016-05-18T04:13:13Z http://ndltd.ncl.edu.tw/handle/07127535213844772911 Animation of a Virtual Skeleton-based Creature via Motion Retargetting 使用三維骨架動作重置技術產生虛擬生物之研究 Daosheng Mu 穆道聖 碩士 國立嘉義大學 資訊工程學系研究所 96 In this thesis, we present an efficient approach to performing motion retargetting on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta skeleton is created by means of crossing over two source skeletons. We use mutation to reproduce the next-generation skeleton, in order to perform motion transition in a seamless and smooth manner we operate survivor step to analysis motion data. In addition to the skeleton construction of a new creature by using hierarchical evolution, motion analysis is a required process to preserve the original motion attributes of source objects. Spacetime constraints is taken into account in the proposed system in order to prevent from unexpected artifacts. The proposed technique can effectively produce a new virtual creature’s skeleton with plausible motion data, and are applicable to work for 3D computer games and animations. Tainchi Lu 盧天麒 學位論文 ; thesis 80 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 96 === In this thesis, we present an efficient approach to performing motion retargetting on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta skeleton is created by means of crossing over two source skeletons. We use mutation to reproduce the next-generation skeleton, in order to perform motion transition in a seamless and smooth manner we operate survivor step to analysis motion data. In addition to the skeleton construction of a new creature by using hierarchical evolution, motion analysis is a required process to preserve the original motion attributes of source objects. Spacetime constraints is taken into account in the proposed system in order to prevent from unexpected artifacts. The proposed technique can effectively produce a new virtual creature’s skeleton with plausible motion data, and are applicable to work for 3D computer games and animations.
author2 Tainchi Lu
author_facet Tainchi Lu
Daosheng Mu
穆道聖
author Daosheng Mu
穆道聖
spellingShingle Daosheng Mu
穆道聖
Animation of a Virtual Skeleton-based Creature via Motion Retargetting
author_sort Daosheng Mu
title Animation of a Virtual Skeleton-based Creature via Motion Retargetting
title_short Animation of a Virtual Skeleton-based Creature via Motion Retargetting
title_full Animation of a Virtual Skeleton-based Creature via Motion Retargetting
title_fullStr Animation of a Virtual Skeleton-based Creature via Motion Retargetting
title_full_unstemmed Animation of a Virtual Skeleton-based Creature via Motion Retargetting
title_sort animation of a virtual skeleton-based creature via motion retargetting
url http://ndltd.ncl.edu.tw/handle/07127535213844772911
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