研究生: |
林承達 CHENG-DA LIN |
---|---|
論文名稱: |
岩石風格模型生成之研究 A Study on 3D Rock-style Model Generation |
指導教授: |
戴文凱
Wen-Kai Tai |
口試委員: |
賴祐吉
Yu-Chi Lai 林士勛 Shih-Syun Lin |
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: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 208 |
中文關鍵詞: | 程序化內容生成 、岩石堆砌 、裂痕 、Lowpoly風格 、鑽石切割 、斷裂 |
外文關鍵詞: | Procedural Content Generation, Rock tiling, CracK, Low-poly style, Diamond cutting, Fracture |
相關次數: | 點閱:215 下載:13 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
在遊戲、動畫及電影的領域中,岩石風格的場景設計相當常見! 而且此類型題材的角色、玩家的背景故事和互動也與岩石風格的場景十分密切。因此,建構岩石風格的各式模型所使用的方法就顯得相當重要。若以現有建模軟體或相關探討研究與工具製作,通常會在單體岩石生成或岩石堆砌上擇一實作,鮮少能兩者兼顧,且在單體岩石、岩石堆砌的生成也因為模型生成方法的相關限制導致無法生成理想的岩石模型。我們的目標是提出一套生成Lowpoly風格岩石、Lowpoly風格岩石堆砌、鑽石切割藝術模型之方法,透過程序化內容生成的技術來生成模型,讓專業與非專業的使用者也能快速地製作岩石風格場景中的各式模型。我們研發了一套生成Lowpoly風格岩石、Lowpoly風格岩石堆砌、鑽石切割藝術模型之方法,以類似拼裝樂高積木的概念,使用者可以使用我們提供的基本形元在3D 空間中自由擺放,堆疊出粗略的岩石外形,並在形元上產生取樣點計算3D Convex Hull 生成Lowpoly風格岩石;使用者甚至可以輸入現成模型,以Voronoi Diagram 或Binary Space Partition 的樣式,產生切割平面切割模型,最後計算3D Convex Hull 生成Lowpoly風格岩石堆砌、鑽石切割藝術的風格。在生成Lowpoly風格岩石堆砌模型後能再進一步編輯,使用者可以選擇各個單體
Lowpoly風格岩石進行Subdivision 平滑表面,或是再切割模型,於切縫處套用Browniam Motion 生成裂痕。透過我們的方法能大大地減少製作岩石模型所消耗的時間與人力。我們的方法以程序化進行岩石風格模型的生成與編輯,使用者不需要熟悉岩石的排列結構、裂痕樣式以及建模技巧就能夠快速的建構出各種岩石風格模型。並且我們已經能夠製作在真實世界、遊戲世界甚至繪圖中的各式岩石風格物件。在實驗結果中,我們將參照現實、遊戲、繪圖中的岩石與藝術品進行模型生成,
來展示我們的研究成果。
In the fields of games, animation, and movies, rock scene is quite common, and the characters, player’s background stories and interactions are also very close to rock scenes.
Therefore, the methods used to construct various models of rock are very important. In existing modeling software or related research and tools, which usually choose between single rock generation or rock tiling. It can’t have both fish and bear paws. Because of the related limitations of the model generation method, an ideal rock model can’t be generated opportunely. Our goal is to propose a set of methods for generating low-poly style rocks, tiled low-poly
style rocks, and diamond cutting art models. The models are generated through the technology of procedural content generation, so that professional and nonprofessional users can quickly create diverse models for rock scenes.
For the rock model generation, we have developed a set of methods to generate low-poly style rocks, tiled low-poly style rocks, and diamond cut art models, similar to the concept of assembling Lego bricks. Users can tile rough shapes of ideal rock through the basic primitives provided by us, and use the primitives to generate low-poly style rocks, and even import readymade models, which can be directly converted into low-poly style rock and tiled low-poly style and diamond cutting art styles through our methods, which greatly reduces the time and manpower spent in making models. As experimental results show, Our method uses procedural methods to generate and edit rock models. Users do not need to be familiar with the arrangement of rocks, crack patterns, and modeling skills to quickly construct various rock models. Finally, we have been able to make many kinds of rock style objects in the real world, game world and even drawing to show the effectiveness and efficiency.
[1] J. Olsen, “Realtime procedural terrain generation,” 2004.
[2] J. K. Helsing and A. C. Elster, “Realtime
editing of procedural terrains,”
[3] G. Cordonnier, J. Braun, M.P.
Cani, B. Benes, E. Galin, A. Peytavie, and E. Guérin,
“Large scale terrain generation from tectonic uplift and fluvial erosion,” in Computer
Graphics Forum, vol. 35, pp. 165–175, Wiley Online Library, 2016.
[4] G. Cordonnier, E. Galin, J. Gain, B. Benes, E. Guérin, A. Peytavie, and M.P.
Cani,
“Authoring landscapes by combining ecosystem and terrain erosion simulation,”
ACM Transactions on Graphics (TOG), vol. 36, no. 4, pp. 1–12, 2017.
[5] J.D.
Génevaux, E. Galin, A. Peytavie, E. Guérin, C. Briquet, F. Grosbellet, and
B. Benes, “Terrain modelling from feature primitives,” in Computer Graphics Forum,
vol. 34, pp. 198–210, Wiley Online Library, 2015.
[6] O. Argudo, C. Andujar, A. Chica, E. Guérin, J. Digne, A. Peytavie, and E. Galin,
“Coherent multilayer
landscape synthesis,” The Visual Computer, vol. 33, no. 68,
pp. 1005–1015, 2017.
[7] Wikipedia, “古墓奇兵系列.” https://zh.wikipedia.org/wiki/%E5%8F%A4%
E5%A2%93%E4%B8%BD%E5%BD%B1%E7%B3%BB%E5%88%97. [Online; accessed 7Dec2020].
[8] Wikipedia, “汪達與巨像.” https://zh.wikipedia.org/wiki/%E6%B1%AA%E9%
81%94%E8%88%87%E5%B7%A8%E5%83%8F. [Online; accessed 7Apr2020].
[9] Wikipedia, “英雄聯盟.” https://zh.wikipedia.org/wiki/%E8%8B%B1%E9%
9B%84%E8%81%94%E7%9B%9F. [Online; accessed 24Dec2020].
[10] Wikipedia, “Convex hull.” https://en.wikipedia.org/wiki/Convex_hull.
[Online; accessed 18Dec2020].
[11] Wikipedia, “Voronoi diagram.” https://en.wikipedia.org/wiki/Voronoi_
diagram. [Online; accessed 23Dec2020].
[12] Wikipedia, “Binary space partitioning.” https://en.wikipedia.org/wiki/
Binary_space_partitioning. [Online; accessed 22Dec2020].
[13] Wikipedia, “Houdini.” https://zh.wikipedia.org/zh-tw/Houdini. [Online;
accessed 8Dec2020].
[14] Wikipedia, “Zbrush.” https://zh.wikipedia.org/wiki/ZBrush. [Online; accessed
15Sep2020].
[15] K. Sakurai and K. Miyata, “Procedural modeling of multiple rocks piled on flat
ground,” in ACM SIGGRAPH ASIA 2010 Posters, pp. 1–2, 2010.
[16] A. Peytavie, E. Galin, J. Grosjean, and S. Mérillou, “Procedural generation of rock
piles using aperiodic tiling,” in Computer Graphics Forum, vol. 28, pp. 1801–1809,
Wiley Online Library, 2009.
[17] M. Beardall, M. Farley, D. Ouderkirk, J. Smith, M. Jones, and P. K. Egbert, “Goblins
by spheroidalweathering.,” in NPH, pp. 7–14, 2007.
[18] I. M. Dart, G. De Rossi, and J. Togelius, “Speedrock: procedural rocks through grammars
and evolution,” in Proceedings of the 2nd International Workshop on Procedural
Content Generation in Games, p. 8, ACM, 2011.
[19] G. Ochoa, “On genetic algorithms and lindenmayer systems,” in International Conference
on Parallel Problem Solving from Nature, pp. 335–344, Springer, 1998.
[20] A. Alnahlawi, “Houdini rock generator.” https://www.sidefx.com/gallery/
houdini-rock-generator/. [Online; accessed 3Feb2019].
[21] M. Scherer, ZBrush 4 Sculpting for Games: Beginner’s Guide: Sculpt Machines, Environments,
and Creatures for Your Game Development Projects. Packt Publishing
Ltd, 2011.
[22] M. Takato and Y. Nishidate, “Generating crack patterns on planar geometry by lsystem,”
in Proceedings of the 3rd International Conference on Applications in Information
Technology, pp. 58–62, 2018.
[23] C. B. Barber, D. P. Dobkin, and H. Huhdanpaa, “The quickhull algorithm for convex
hulls,” ACM Transactions on Mathematical Software (TOMS), vol. 22, no. 4,
pp. 469–483, 1996.
[24] S. Fortune, “A sweepline algorithm for voronoi diagrams,” Algorithmica, vol. 2,
no. 14,
p. 153, 1987.
[25] E. Catmull and J. Clark, “Recursively generated bspline
surfaces on arbitrary topological
meshes,” Computeraided
design, vol. 10, no. 6, pp. 350–355, 1978.
[26] A. CuberoFernandez,
F. J. RodriguezLozano,
R. Villatoro, J. Olivares, and J. M.
Palomares, “Efficient pavement crack detection and classification,” EURASIP Journal
on Image and Video Processing, vol. 2017, no. 1, pp. 1–11, 2017.
[27] M. Kac, “Random walk and the theory of brownian motion,” The American Mathematical
Monthly, vol. 54, no. 7P1, pp. 369–391, 1947.
[28] D. W. Scott, “Box–muller transformation,” Wiley Interdisciplinary Reviews: Computational
Statistics, vol. 3, no. 2, pp. 177–179, 2011.