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研究生: 張百群
Pai-chun Chang
論文名稱: 基於資料驅動的中國山水河流動畫
Data-Driven Water Flow Animation In Oriental Paintings
指導教授: 賴祐吉
Yu-Chi Lai
姚智原
Chih-Yuan Yao
口試委員: 紀明德
Ming-Te Chi
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 69
中文關鍵詞: 數據驅動物理模擬非真實感渲染
外文關鍵詞: Data-Driven, Physical Simulation, NPR
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  • 本論文提出一個系統藉由輸入既有的中國山水畫,分析其流水筆觸的結構、配置密度以及濃淡來萃取畫作中的流動樣式,並且使用這些萃取資訊去產生一個速度場,並且將原圖畫中所萃取的筆觸組合適當放置在在場景中,產生山水流水動畫。也就是透過真實畫作直接產生中國流水動畫。本篇論文的主要貢獻在於透過數據驅動(Data-Driven) 的觀念,由現有的山水畫作中分析其畫作的資訊,並且利用該資訊萃取出流動樣式以及筆觸資訊產生流水筆觸資料庫,再使用流動樣式透過那維斯托克方程式(Navier-Stoke equation) 的物理模型來模擬大自然的流體流動,使虛擬流場能夠符合人們所認知國畫中的流動模式,並且透過波動方程(Wave Equation) 來模擬動態物體如船對於水面所造成的擾動,最後透過模擬出來的速度場由既有的流水筆觸庫中選取適當的筆觸來產生一部依據原畫產生符合流動模式的水墨流水動畫。


    This work designs a data-driven system which takes an oriental painting as its input to analyze the structure, placement density, and ink density of strokes, generate a smooth flow field based on the extracted flow pattern, and places and animates strokes by choosing proper strokes from the extracted strokes according to the flow field in virtual world scene. The main contributions lie in the integration of a datadriven method which extracts the flow pattern and stroke style from an oriental painting and physical simulation for the creation of an oriental painting flow animation.
    The physical simulation using the Naiver-Stokes equation to create static flow field and wave equations to simulate the disturbance among dynamic object and the steady water flow. The strokes is constructed and animated using the strokes extracted from the painting according to the flow filed.

    論文口試委員審定書. . . . . . . . . . . . . . . . . . . . . i 中文摘要. . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract. . . . . . . . . . . . . . . . . . . . . . . . iii 目錄. . . . . . . . . . . . . . . . . . . . . . . . . . iv 表目錄. . . . . . . . . . . . . . . . . . . . . . . . . vii 圖目錄. . . . . . . . . . . . . . . . . . . . . . . . . viii 1 緒論. . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 研究緣起. . . . . . . . . . . . . . . . . . . . . . . 1 1.2 研究內容觀察與問題分析. . . . . . . . . . . . . . . . . 2 1.3 主要貢獻. . . . . . . . . . . . . . . . . . . . . . . 4 1.4 論文架構. . . . . . . . . . . . . . . . . . . . . . . 4 2 文獻回顧. . . . . . . . . . . . . . . . . . . . . . . . 6 2.1 水墨畫筆觸相關研究. . . . . . . . . . . . . . . . . . . 6 2.2 水墨畫場景物體的相關研究. . . . . . . . . . . . . . . . 7 2.3 非真實感渲染與數據驅動相關的研究. . . . . . . . . . . . . 12 2.4 流水動畫的相關研究. . . . . . . . . . . . . . . . . . . 16 2.5 結合物理模擬的風格畫渲染流體動畫. . . . . . . . . . . . . 17 3 系統概觀. . . . . . . . . . . . . . . . . . . . . . . . 21 4 流動樣式的萃取與物理模擬. . . . . . . . . . . . . . . . . 23 4.1 速度場的定義. . . . . . . . . . . . . . . . . . . . . 23 4.2 流動樣式的萃取. . . . . . . . . . . . . . . . . . . . 24 4.3 靜態速度場計算. . . . . . . . . . . . . . . . . . . . 32 4.4 動態物件對流體的擾動. . . . . . . . . . . . . . . . . . 37 5 筆觸的萃取、生成與更新. . . . . . . . . . . . . . . . . . 41 5.1 筆觸的萃取. . . . . . . . . . . . . . . . . . . . . . 42 5.2 流線的生成. . . . . . . . . . . . . . . . . . . . . . 45 5.3 流線的更新與筆觸的渲染. . . . . . . . . . . . . . . . . 47 6 結果. . . . . . . . . . . . . . . . . . . . . . . . . 49 7 結論與未來展望. . . . . . . . . . . . . . . . . . . . . 51 參考文獻. . . . . . . . . . . . . . . . . . . . . . . . . 53

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