簡易檢索 / 詳目顯示

研究生: 張文健
Wen-chien Chang
論文名稱: 3D電腦動畫群體運動之分析研究
Analysis of Crowd Simulation in 3D Computer Animation
指導教授: 孫春望
Chun-Wang Sun
口試委員: 施宣光
Shen-Guan Shih
梁容輝
Rung-Huei Liang
學位類別: 碩士
Master
系所名稱: 設計學院 - 建築系
Department of Architecture
論文出版年: 2009
畢業學年度: 97
語文別: 中文
論文頁數: 62
中文關鍵詞: 虛擬力分子系統群體運動電腦動畫
外文關鍵詞: Virtual Force, Particle System, Crowd Simulation, Computer Animation
相關次數: 點閱:256下載:0
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
  • 近年來,在電腦動畫、電玩、電視影集、或是電影中,聲勢浩大的群眾場面越來越常見。傳統使用關鍵格調整角色動作的方式過程繁雜沒有效率,藉由電腦動畫軟體中分子系統的模擬,可以有效的解決這些問題。
    本研究以五種虛擬力為基礎,配合電腦動畫軟體中環境力場的設定,使用程式語言對群體中個體做進一步的操控。並進行虛擬力對個體影響的實驗,完成簡單的群體運動動畫,以驗證此構想的可行性。


    It is getting more and more to see throng of people acting in one scene rencently in animation, video games, TV shows or movies. It is complicated and inefficient to use keyframe to adjust characters' movements. It could solve the problem with simulation of particle system in computer animation software.
    This research is based on five virtual forces to control the specific individual in the crowd with programmed language and the setup of enviroment field in the animation software. I was experimenting with virtual force to influence the individual and completed a simple crowd simulation animation to identify my hypothesis.

    摘 要...................................................................... I Abstract.................................................................... II 謝 誌......................................................................III 目 錄...................................................................... IV 圖目錄...................................................................... VI 第一章 緒論 第一節 前言................................................................. 1 第二節 群體運動的定義....................................................... 4 第三節 研究目的............................................................. 5 第二章 文獻探討 第一節 群體運動的類型....................................................... 7 第二節 虛擬力的分析......................................................... 12 第三節 分子群聚最佳化演算法................................................. 16 第四節 現有的解決方案...................................................... 19 第五節 小結................................................................ 22 第三章 Sprite群體運動的方法與實作 第一節 個體位置不移動的群體運動............................................ 23 第二節 個體位置移動的群體運動.............................................. 28 第四章 群聚系統的方法探討與實作 第一節 虛擬力的模擬........................................................ 33 第二節 群體運動動畫實作.................................................... 44 第五章 結論及未來研究方向 第一節 結論................................................................ 47 第二節 未來研究方向........................................................ 47 參考文獻................................................................... 49

    [1] Bouvier, E.; Cohen E.; and Najman. L., "From crowd simulation to airbag deployment: particle systems, a new paradigm of simulation," Journal of Electronic Imaging 6(1), pp. 94-107 (1997)
    [2] Brogan, D. and Hodgins, J.,“Group Behaviors for Systems with Significant Dynamics,” Autonomous Robots, 4, pp. 137-153 (1997)
    [3] Brogan, D.C., Metoyer, R.A. and Hodgins, J.K.,“Dynamically simulated characters in virtual environments, ” IEEE Computer Graphics and Applications, Vol.18, No5, pp. 58-69 (1998)
    [4] Funge, J., Tu, X., and Terzopoulos, D.,“Cognitive Model: Knowledge, Reasoning, and Planning for Intelligent Characters,”Proceedings of ACM SIGGRAPH, pp. 29-38 (1999)
    [5] J. Kennedy and R. Eberhart,“Particle Swarm Optimization”, Proceedings of IEEE International Conference on Neural Networks, Vol. IV, pp. 1942-1948 (1995)
    [6] Li, T. Y., Jeng, Y. J., and Chang, S. I.,“Simulating virtual human crowds with a leader-follower model,”Proceedings of 2001 Computer Animation Conference (2001).
    [7] Musse S. R. and Thalmann. D.,“Hierarchical model for real time simulation of virtual humancrowds,”IEEE Transactions on Visualization and Computer Graphics, 7(2), pp. 152–164 (2001)
    [8] Reeves, W., T.,"Particle Systems--A Technique for Modeling a Class of Fuzzy Objects," acm Transactions on Graphics, V2 #2, and reprinted in Computer Graphics, V17 #3, (acm SIGGRAPH '83 Proceedings), pp. 359-376 (1983)
    [9] Reynolds, C. W.,“Flocks, herds, and schools: A distributed behavioral model,” Computer Graphics, pp. 25-34 (1987)
    [10] Reynolds, C. W.,“Steering behaviors for autonomous characters,”Game Developers Conference (1999).
    [11] A Bug's Life, http://www.pixar.com/featurefilms/abl/
    [12] Antz, http://www.antz.com/
    [13] Autodesk 3ds max, http://usa.autodesk.com/
    [14] Crowd Maker / Pedestrian, http://web.tiscali.it/maya_tutorial/
    [15] Massive Software, http://www.massivesoftware.com/
    [16] The Lion King, http://disney.go.com/theatre/thelionking/
    [17] The Lord of the Rings, http://www.lordoftherings.net/
    [18] WarCraft III, http://www.blizzard.com/us/war3/

    無法下載圖示 全文公開日期 2012/07/03 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE