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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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 |
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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.
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Tainchi Lu |
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Tainchi Lu Daosheng Mu 穆道聖 |
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Daosheng Mu 穆道聖 |
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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 |
work_keys_str_mv |
AT daoshengmu animationofavirtualskeletonbasedcreatureviamotionretargetting AT mùdàoshèng animationofavirtualskeletonbasedcreatureviamotionretargetting AT daoshengmu shǐyòngsānwéigǔjiàdòngzuòzhòngzhìjìshùchǎnshēngxūnǐshēngwùzhīyánjiū AT mùdàoshèng shǐyòngsānwéigǔjiàdòngzuòzhòngzhìjìshùchǎnshēngxūnǐshēngwùzhīyánjiū |
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