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研究生: 黃姿毓
Tzu-yu Huang
論文名稱: 法向量貼圖製作臉部貼圖之探討
Expressive face mapping of normal Expressive face mapping of normal mapping
指導教授: 施宣光
Shen-Guan Shih
口試委員: 楊傳凱
Chuan-Kai Yang
梁容輝
Rung-Huei Liang
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2009
畢業學年度: 97
語文別: 中文
論文頁數: 24
中文關鍵詞: 法向量貼圖切點座標
外文關鍵詞: Normal mapping, Tangent space
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法向量貼圖運算方式提供了進階的材質貼圖能力,它可以在Low-Poly的模型下,利用法向量貼圖來增加該物件的精細度。由於法向量貼圖所表現出來的效果十分逼真,加上電腦硬體的進步,繪圖處理晶片可程式化的特性,使得在即時繪圖領域上可以享受接近非即時繪圖領域的效果,也因此法向量貼圖的技術也開始運用在電影動畫的人物表現,取代了原本精細的模型。

本篇論文研究是透過文獻探討的方式了解貼圖的原理及種類,進而深入探討法向量貼圖的技術發展及實際應用。

最後透過實作,利用法向量貼圖代替大量的多邊形來表現模型的細節,將Low-Poly的模型經由法向量貼圖的技術刻畫出人臉部的凹凸立體感。


Normal mapping is a technique used for bump mapping in 3D computer graphic. It can be used to add details of a low poly without using more polygons.
By the new programmable 3D GPU technology, we can achieve the rendering quality like films. It still need some skillful algorithms if both quality and efficiency are chief considerations, the application of the normal mapping is the most important approach.

This research is used to understand the principle and type of texture mapping by literature review, and then know it how to use the technique of normal mapping.

Finally, this demonstration tries using various kinds of normal map creation tools to make people’s face mapping, and use normal mapping to depict the wrinkles and details of face by low-poly.

摘要 ………………………………………………………………………………………………Ⅰ 英文摘要…………………………………………………………………………………………Ⅱ 目錄 ……………………………………………………………………………………………III 圖目錄 ……………………………………………………………………………………………IV 表目錄 ……………………………………………………………………………………………V 第一章 緒論 ……………………………………………………………………………………01 1.1研究背景 ……………………………………………………………………………………01 1.2研究動機 ……………………………………………………………………………………01 1.3研究目的 ……………………………………………………………………………………01 1.4名詞解釋 ……………………………………………………………………………………02 第二章Normal Mapping相關技術之研究 ………………………………………………………03 2.1 Bump mapping介紹 …………………………………………………………………………03 2.1.1. Emboss bump mapping ………………………………………………………………04 2.1.2 Environment-mapped bump mapping (EMBM) ………………………………………05 2.1.3 Normal mapping ………………………………………………………………………05 2.1.4 Parallax mapping ……………………………………………………………………06 2.1.5 Relief mapping ………………………………………………………………………07 2.1.6 Displacement mapping ………………………………………………………………08 2.2貼圖種類之比較………………………………………………………………………………09 2.3 Normal Mapping研究 ………………………………………………………………………10 2.3.1發展過程 …………………………………………………………………………………10 2.3.2工作原理 …………………………………………………………………………………12 2.3.3規格制定 …………………………………………………………………………………12 2.3.4 應用範圍 ………………………………………………………………………………14 第三章 法向量貼圖製作臉部貼圖之方法……………………………………………………16 3.1法向量貼圖產生工具…………………………………………………………………………16 3.2法向量貼圖製作………………………………………………………………………………16 3.3 MAYA在法向量貼圖之應用…………………………………………………………………18 3.3.1 Transfer maps應用……………………………………………………………………18 3.3.2法向量貼圖材質結合 …………………………………………………………………20 3.3.3 法向量貼圖結果呈現 …………………………………………………………………21 第四章 結論與未來發展 ……………………………………………………………………22 第五章 參考文獻 ……………………………………………………………………………23

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[02] ATI, Inc., http://www.ati.com/.

[03]Autodesk Software,Inc. http://usa.autodesk.com/.

[04]Autodesk Softimage Software,Inc.http://www.softimage.com/

[05] James F. Blinn., ” Simulation of Wrinkled Surfaces”, ACM SIGGRAPH Computer Graphics, NY, USA. (1978)

[06]Chung-Yu, Yang., ” Model Simplification Using Relief Mapping”, Thesis for Master of Science Department of Computer Science and Engineering Tatung University, Taipei, Taiwan. 5-21 (2008)

[07]Coding for life, http://codefield.blogspot.com/.

[08] Kris, DeMartini., ”Expressive Normal Mapping”, Technical Art Report, CA, USA. 3-5 (2006)

[09]Jonathan, Kreuzer., ” Object Space Normal Mapping with Skeletal Animation Tutorial “, http://www.3dkingdoms.com . (2006)

[10]Li-Yu, Chang., “Implementation and design of a normal mapping based 3D role-playing game”, MA, Southern Taiwan University, Taiwan, 34-54 (2005)

[11]Morten, Mikkelsen. ” DOT3 Normal Mapping on the PS2”, Technical Art Report, IO interactive, DK. (2004)

[12] NVIDIA Developer Zone, http://developer.nvidia.com/page/home.html

[13]Olivier, Renouard., “Generating and using normal maps in Maya”, http://www.drone.org/ (2006)

[14]Peercy, Mark et al., “Efficient Bump Mapping Hardware,” Proceedings of the 24th annual conference on Computer graphics and interactive techniques, NY, USA. 303-306(1997)

[15] PC Stats, http://www.pcstats.com/

[16] Phoenixzz Blog, http://phoenixzz.blogbus.com/logs/1332892.html.

[17] SD-ART, http://sd-art.wikispaces.com/.

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[19] Smzy.com, http://www.smzy.com/.

[20] Wikipedia, http://en.wikipedia.org/

[21] Xyz3d, http://xyz3d.com/

[22]ZBrush Central, http://www.zbrushcentral.com/zbc/index.php?.

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