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研究生: 李允斌
YUN-PIN LEE
論文名稱: 程序化中式冷兵器建模:基於參數化L-system與遊戲數據之演化機制
A Procedural Modeling System for Chinese Cold Weapons Based on Parametric L-system and Gameplay Statistics
指導教授: 戴文凱
Wen-Kai Tai
口試委員: 范欽雄
葉奕成
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 73
中文關鍵詞: 中式冷兵器參數化 L-system程序化建模
外文關鍵詞: Chinese Cold Weapon, Parametric L-system, Procedural Modeling
相關次數: 點閱:338下載:26
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  • 現今這個數位時代,3D遊戲、動畫及電影等數位內容,已經成為了現代人生活中不可或缺的一部分。以遊戲來說,無論是人物、建築、或是物品,都是需要透過美術建模來製作出來,而這項建模工作是一件必須耗費大量時間與人力的苦差事。若能以電腦配合特定演算法,輔助人類進行建模工作,則能大大提升建模的質量與速度,甚至創造出超越人類想像力、現實世界並不存在的物品。此項概念在電腦圖學領域中,被稱為程序化建模。

    在3D遊戲當中,有一種類型的3D模型數量十分龐大、在遊戲中占據相當重要的地位,那就是——遊戲武器。本論文以16種典型的中式冷兵器「刀、槍、劍、戟、斧、鉤、叉、钂、棍、鞭、鐧、錘、撾、拐、鏟、三尖兩刃刀」做為探討對象,提出了一套中式冷兵器程序化建模系統。研究方法分為兩大部分:第一部分為,利用Parametric L-system來進行中式冷兵器的程序化建模;而第二部分則是第一部分的延伸應用,透過遊戲當中玩家的遊玩數據來實現動態建模功能。

    在中式冷兵器程序化建模的研究中,首先我們觀察不同種類武器的外觀型態,撰寫出L-system的生成規則;接著,設計一組合適的建模參數,讓生成過程能夠透過調整參數來操控。相較於現行的傳統建模方法,我們的系統由於參數化空間的連續特性,任意參數組合皆可視為不同的兵器模型,因此具有高度的多樣性,無論是現實中存在的真實兵器、或是不存在的創新奇幻兵器,此套系統皆可生成。另外,以參數化形式儲存也有檔案大小下降的效果,有利於傳輸、儲存,以及後續其他相關應用。

    有了前述的中式冷兵器程序化建模系統之後,我們更進一步思考將其應用於遊戲當中之可能性。我們提出了以玩家遊玩數據來操控建模參數之創新概念,當玩家在遊戲中做出任何決策、或者數值發生改變,經過事先設計好的Mapping Function,便可以將這些變化映射至程序化建模的參數化空間,即時地讓角色手上所持之武器產生外型上的變化。在邀請玩家實際體驗添加了動態建模功能的遊戲之後,我們以問卷形式調查玩家感受,在趣味性、專屬感、以及Discernability等等遊戲體驗上皆有所提升。


    In modern 3D games, there is a kind of 3D models that play a very important role, that is, weapon models. In this paper, we pick 16 typical Chinese cold weapons as target objects, and propose a Chinese cold weapon procedural modeling system. Our method is divided into two parts: the first part is the production rules of Parametric L-system; the second part is the extension of the first part, we design a mapping function between gameplay events and modeling parameters, to achieve dynamic modeling capabilities.

    First, through observation, we design the L-system production rules for different types of weapons. Then, we design a set of modeling parameters to make sure the generation process is controllable. Compared with the current modeling methods, our system has a higher degree of diversity, whether it is a real weapon in reality or innovative fantasy weapons. In addition, saving the models in parametric form also has the effect of file size reduction, which is good for transmission, storage, and other applications.

    Furthermore, we think about the possibility of applying it to real application. We propose an innovative concept of manipulating modeling parameters with gameplay statistics. Whenever the player makes any decision in the game or any game state varies, a Mapping Function will map those changes into the modification of modeling parameters, result in the deformation of the weapon model. We test this concept through a User Study in the form of questionnaires. The result is positive in three dimensions of game experience: Interest, Uniqueness, and Discernability.

    論文摘要 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii 誌謝 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii 目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv 圖目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii 表目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x 演算法目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi 1 緒論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 研究背景與動機 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 研究目的 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.3 方法概述 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.4 研究貢獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.5 本論文之章節結構 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 相關研究 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2.1 程序化建模 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2.2 Volcano:程序化兵器生成工具 . . . . . . . . . . . . . . . . . . . . . . 8 2.3 L-system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3 研究方法 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.1 從植物到兵器 ── 如何透過 L-system 產生兵器模型 . . . . . . . . . . 12 3.2 系統整體架構 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.3 各種中式冷兵器之 Production Rules 以及建模參數 . . . . . . . . . . . 16 3.3.1 建模參數 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 3.3.2 Production Rules . . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.3.2.1 圓柱 . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 3.3.2.2 八稜體 . . . . . . . . . . . . . . . . . . . . . . . . . . 28 3.3.2.3 多瓣體 . . . . . . . . . . . . . . . . . . . . . . . . . . 29 3.3.2.4 五邊形截面 . . . . . . . . . . . . . . . . . . . . . . . 30 3.3.2.5 菱形截面 . . . . . . . . . . . . . . . . . . . . . . . . 35 3.3.2.6 中段彎曲 . . . . . . . . . . . . . . . . . . . . . . . . 39 3.3.2.7 斧形刃 . . . . . . . . . . . . . . . . . . . . . . . . . . 41 3.3.2.8 月牙 . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 3.3.2.9 菱形刺 . . . . . . . . . . . . . . . . . . . . . . . . . . 44 3.4 基於遊戲數據之兵器動態建模 . . . . . . . . . . . . . . . . . . . . . . 46 4 實驗結果與分析 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 4.1 中式冷兵器程序化建模成果 . . . . . . . . . . . . . . . . . . . . . . . 48 4.1.1 典型中式傳統兵器 . . . . . . . . . . . . . . . . . . . . . . . . 48 4.1.1.1 刀 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 4.1.1.2 槍 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 4.1.1.3 劍 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 4.1.1.4 戟 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 4.1.1.5 斧 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 4.1.1.6 鉤 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 4.1.1.7 叉 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 4.1.1.8 钂 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 4.1.1.9 棍 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 4.1.1.10 鞭 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 4.1.1.11 鐧 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.1.1.12 錘 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.1.1.13 撾 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 4.1.1.14 拐 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 4.1.1.15 鏟 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 4.1.1.16 三尖兩刃刀 . . . . . . . . . . . . . . . . . . . . . . . 58 4.1.2 奇幻兵器創作 . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 4.1.3 以參數形式儲存對於檔案大小的影響 . . . . . . . . . . . . . . 59 4.2 基於遊戲數據之兵器動態建模 . . . . . . . . . . . . . . . . . . . . . . 61 4.2.1 玩家實際遊玩造成角色武器發生不同變化 . . . . . . . . . . . 61 4.2.2 User Study:驗證動態建模對遊戲體驗的提升 . . . . . . . . . 62 5 結論與後續工作 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 5.1 貢獻與結論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 5.2 限制與未來研究方向 . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 參考文獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 附錄一:「十八般兵器」之歷史淵源 . . . . . . . . . . . . . . . . . . . . . . . . 72 附錄二:中式冷兵器專有名詞中英對照表 . . . . . . . . . . . . . . . . . . . . 73

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