簡易檢索 / 詳目顯示

研究生: 全明遠
Ming-yuan Chuan
論文名稱: 3D模型重新布線工具之開發與設計
Developing Re-Topologize Tools for ZBrush-Like Sculpting Tools Generated 3D Models
指導教授: 孫春望
Chun-wang Sun
口試委員: 陳玲鈴
Lin-Lin Chen
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: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 75
中文關鍵詞: 建模重新布線
外文關鍵詞: ZBrush, Re-Topology, Subdivision
相關次數: 點閱:381下載:20
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

筆刷雕刻建模法使用上直覺、可建造超高精緻度的模型,才剛問世不久即被廣為採用。不過此建模法所使用的模型之點線面的數量及密度都極為高,使得產生出來的3D 模型無法實用於動畫流程中,必須經過簡化及重新布線。
目前現有的模型簡化及重新布線的工具仍有許多問題及可改進之處,自動重布線工具不夠精準,而手動重心布線工具則缺乏效率。
於本研究中,我們提出一個結合自動與手動的方法完成模型重新布線的新工具及介面。以影片模擬的方式呈現新工具的使用方法、原理及規則。結果顯示,本研究所提出之新工具,理論上在功能方面較現有工具所提供之編輯、修改功能更為完整,處理需要經常不斷反覆嘗試與修正的步驟也更有優勢及效率。


ZBrush-Like digital sculpting tools are natural and easy to use and are able to produce very high detail models, thus they have been widely used soon after published. But because the density of the models generated with this kind of medeling tool is oftentoo extreme for current computer animation workflow, thus the models have to be simplified and re-topologized in order to be practically used in current animationworkflow.
Unfortunately, current simplification and re-topologize tools still have much to improve. Auto re-topologize tools are lack of accuracy, and manual re-topologize tools are lack of efficiency.
In this paper, we propose a new tool and user interface for model re-topologization that combines auto and manual re-topologize tools. We simulated the tools in action with videos. The result shows that in theory, our tools provide a more complete functions in topology editing than current tools, and have more advantage and efficiency in handling functions that need a lot of trial and error than current tools.

中文摘要..............................................................................................................................I 英文摘要............................................................................................................................ II 謝 誌............................................................................................................................... III 目 錄...............................................................................................................................IV 1. 緒論................................................................................................................... 1 1.1 研究背景與動機............................................................................................... 1 1.2 研究目的........................................................................................................... 2 1.3 研究範圍與限制............................................................................................... 3 1.4 研究架構與流程............................................................................................... 4 2. 文獻探討........................................................................................................... 5 2.1 Subdivision 模型............................................................................................... 5 2.2 Subdivision 模型布線的特性與原則............................................................... 6 2.3 筆刷雕刻建模法與重新布線......................................................................... 10 2.4 現有重新布線的工具與原理......................................................................... 14 2.5 小結................................................................................................................. 17 3. 研究方法......................................................................................................... 20 3.1 擬定設計新工具的方向................................................................................. 20 3.2 提出新工具的概念及使用方法..................................................................... 21 3.3 發展出實際的介面、工具、操作規則及步驟............................................. 32 4. 結果與討論..................................................................................................... 50 4.1 工具模擬(一) .................................................................................................. 50 4.2 工具模擬(二) .................................................................................................. 55 4.3 結果比較......................................................................................................... 59 4.4 後續發展......................................................................................................... 59 參考文獻............................................................................................................................. 60

1. Steven Stahlberg (2005). Human Modeling: The Face . d'artiste Digital Artists Master Class:Character
Modeling. 80 - 89.
2. Reinhard Claus (2006). http://www.claus-figuren.de/
3. Nansel-Moravetz Athey (2006). Edge Loops for Faces.
http://www.3dtotal.com/team/Tutorials/edge_loops/edge_loops_01.asp
4. W. J. Schroeder, J. A. Zarge, and W. E. Lorensen (1992). Decimation of triangle meshes. Computer
Graphics (SIGGRAPH 92 Proc.), 26(2): 65–70
5. H. Hoppe (1996). Progressive meshes. In Proceedings of SIGGRAPH 96, 99–108.
6. M. Garland and P. S. Heckbert (1997). Surface simplification using quadric error metrics. In Proceedings
of SIGGRAPH 97, 209–216.
7. G. Taubin (2000). Geometric signal processing on polygonal meshes. In State of the Art Report, 81–96.
8. E. Praun, A. Finkelstein, and H. Hoppe (2000). Lapped textures. Proc. SIGGRAPH 2000, 465–470
9. P. Alliez, M. Meyer, and M. Desbrun (2002). Interactive geometry remeshing. ACM Transactions on
Graphics, 21(3): 347–354
10. Nevercenter Ltd.(2007). http://nevercenter.com/videos/?vidclip=silo_for_high_poly.mov
11. The Blender Foundation (2008). http://video.google.com/videoplay?docid=-297613529041280875
12. S. Dong, S. Kircher, and M. Garland. Harmonic functions for quadrilateral remeshing of arbitrary
manifolds. Computer Aided Geometry Design, Special Issue on Geometry Processing, 22(5):392–423, 2005.
13. Jefferson Y. Han (2006). Multi-Touch Interaction Research. http://cs.nyu.edu/~jhan/ftirtouch/index.html

QR CODE