Дисертації з теми "Skeletal animation"
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Torabi, Peyman. "Skeletal Animation Optimization Using Mesh Shaders." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18248.
Повний текст джерелаBakgrund. I denna avhandling presenteras en ny metod för att deformera en modell med hjälp av den nya Mesh Shader funktionaliteten som är tillgänglig i Nvidias nya Turing arkitektur. Deformering av modeller utförs just nu oftast med så kallade Vertex eller Compute Shaders. Genom att nyttja styrkan hos den nya arkitekturen så kan det vara möjligt att ytterligare optimera deformeringsprocessen och på så sätt öka prestandan. Speciellt i samband där mer komplexa modeller används. Syfte. Syftet är att avgöra om den nya metoden är en lämplig ersättning av de nuvarande implementationerna. De viktigaste aspekterna som studeras är den totala GPU-exekveringstiden per bild som renderas av den nya metoden i förhållande till resterande, samt dess totala minnesanvändning. Metod. Utöver de befintliga implementeringarna, såsom Vertex Shader deformering och Compute Shader deformering, implementeras två nya metoder som använder Mesh Shaders. Den första implementeringen är en naiv metod som helt enkelt delar modellen i mindre delar, så kallade meshlets och deformerar varje meshlet i isolering. Den föreslagna nya common influences metoden tar i stället hänsyn till deformeringsdatan som tillhör modellen, såsom de gemensamma inverkningarna av varje vertex, vid generering av meshlets. Avsikten är att producera meshlets där alla vertriser påverkas av samma leder i modellens skelett, vilket gör det möjligt att flytta informationen från en per vertris basis till en per meshlet basis. Detta tillåter att färre hämtningar sker på grafikkortet vid körning och vilket kan potentiellt ge bättre prestanda. Resultat. Resultaten indikerar att utnyttjandet av Mesh Shaders resulterar i ungefär samma prestanda jämfört med Vertex Shader deformering, (som observerades vara den snabbaste av de existerande implementationerna) samt att den orginella implementationen är marginellt långsammare på grund av ett högre antal meshlets genereras. Mesh Shading har potential till att bli snabbare om optimeringar somär unika till den nya arkitekturen används. Trots att man producerar fler meshlets,är den nya metoden inte markant långsammare och är snabbare med att bearbeta meshlets individuellt jämfört med den naiva implementationen. Den orginella implementationen spenderar mellan 15-22% mindre tid per meshlet vid körtid jämfört med den naiva lösningen. Slutsatser. I slutändan så erbjuder Mesh Shaders unika nya möjligheter till optimeringar som kan leda till potentiellt bättre prestanda. Den föreslagna nya Common Influences-metoden är lovande på grund av att den är snabbare per meshlet, men mer arbete måste utföras för att minska antalet genererade meshlets. Mash Shaders och Turing arkitekturen är vid skrivande stund fortfarande väldigt nya och det finns mycket potential för framtida arbeten att yterrligare förbättra och optimera det arbete som presenteras i denna avhandling. Mer arbete måste utföras för att göra meshletgenereringen effektivare så att arbetet som måste utföras under körtid minskas så mycket som möjligt.
Balzaris, Tomas. "Kadrinės ir skeletinės animacijos metodų palyginimas ir jų taikymas praktikoje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060606_232857-71695.
Повний текст джерелаSmith, Jason Alan. "Naturalistic skeletal gesture movement and rendered gesture decoding." Diss., Online access via UMI:, 2006.
Знайти повний текст джерелаTelford, William Lawrence Jr. "Rigging skeletal perissodactyl and artiodactyl ungulate limbs using analytic inverse kinematic-based solutions for a feature film production environment." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4943.
Повний текст джерелаHjelm, John. "Facial Rigging and Animation in 3D : From a videogame perspective." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-679.
Повний текст джерелаHaley, Brent Kreh. "A Pipeline for the Creation, Compression, and Display of Streamable 3D Motion Capture Based Skeletal Animation Data." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1300989069.
Повний текст джерелаOlexa, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399181.
Повний текст джерелаMohelník, Petr. "Procedurální animace lidské chůze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255439.
Повний текст джерелаMinařík, Antonín. "Kosterní animace pro GPUengine." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403812.
Повний текст джерелаAndblom, Robin, and Carl Sjöberg. "A Comparison of Parallel Design Patterns for Game Development." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20691.
Повний текст джерелаAs processor performance capabilities can only be increased through the useof a multicore architecture, software needs to be developed to utilize the parallelismoffered by the additional cores. Especially game developers need toseize this opportunity to save cycles and decrease the general rendering time.One of the existing advances towards this potential has been the creation ofmultithreaded game engines that take advantage of the additional processingunits. In such engines, different branches of the game loop are parallelized.However, the specifics of the parallel design patterns used are not outlined.Neither are any ideas of how to combine these patterns proposed. Thesemissing factors are addressed in this article, to provide a guideline for whento use which one of two parallel design patterns; fork-join and pipeline parallelism.Through a collection of data and a comparison using the metricsspeedup and efficiency, conclusions were derived that shed light on the waysin which a typical part of a game loop most efficiently can be organized forparallel execution through the use of different parallel design patterns. Thepipeline and fork-join patterns were applied respectively in a variety of testcases for two branches of a game loop: a BOIDS system and an animationsystem.
Dokoupil, Petr. "Animační knihovna se zaměřením na skeletální animace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236629.
Повний текст джерелаKlement, Martin. "Fúze procedurální a keyframe animace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235456.
Повний текст джерелаČapek, Radovan. "Manipulace s objekty pomocí p5 glove." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236995.
Повний текст джерелаTallevi-Diotallevi, Matteo. "Progettazione e sviluppo di un videogame PVP con personalizzazione dei giocatori." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.
Знайти повний текст джерелаMarlow, Gregory. "Week 13, Video 02: Creating Skeleton." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/83.
Повний текст джерелаTurchet, Fabio. "Physics-based modelling, simulation, placement and learning for musculo-skeletal animations." Thesis, Bournemouth University, 2018. http://eprints.bournemouth.ac.uk/31092/.
Повний текст джерелаPan, Junjun. "Sketch-based skeleton-driven 2D animation and motion capture." Thesis, Bournemouth University, 2009. http://eprints.bournemouth.ac.uk/13990/.
Повний текст джерелаWills, Eric David. "Gait animation and analysis for biomechanically-articulated skeletons /." Connect to title online (Scholars' Bank) Connect to title online (ProQuest), 2008. http://hdl.handle.net/1794/7508.
Повний текст джерелаTypescript. Includes vita and abstract. Includes bibliographical references (leaves 281-287). Also available online in Scholars' Bank; and in ProQuest, free to University of Oregon users.
Kárníková, Pavlína. "Grafické demo s inverzní kinematikou." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237219.
Повний текст джерелаPfudl, Václav. "Zobrazování scény s velkým počtem chodců v reálném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-264968.
Повний текст джерелаTamulionis, Andrius. "Procedūrinė humanoidų animacija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20140701_184100-90931.
Повний текст джерелаDance and aerobics are examples of movement programs – they consist of reusable components laid out in particular order. Efficient modeling of such programs requires the usage of some formal movement notation. With the help of existing tools and standards (3D modeling packages, OGRE graphics engine, H-Anim), as well as utilizing the ones we designed ourselves, we have implemented procedural humanoid animation schema. It allows for creating human movement programs and is easy to grasp even for those with no experience in animation or 3D modeling. Procedural animations are written in XML and visualized by our viewer software. Using our format, one can abstract movements into "procedures", combine them into sequences and store them in movement libraries. With all the individual movements at hand, creating, extending and modifying a procedural animation is much more simple and flexible. Moreover, this kind of animation is independent of model's geometry.
Pascucci, Fiammetta. "A Positon Based Approach to Ragdoll Simulation." Thesis, Linköping University, Department of Electrical Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9396.
Повний текст джерелаCreate the realistic motion of a character is a very complicated work.
This thesis aims to create interactive animation for characters in three dimensions using position based approach. Our character is pictured from ragdoll, which is a structure of system particles where all particles are linked by equidistance constraints.
The goal of this thesis is observed the fall in the space of our ragdoll after creating all constraints, as structure, contact and environment constraints.
The structure constraint represents all joint constraints which have one, two or three Degree of Freedom (DOF).
The contact constraints are represented by collisions between our ragdoll and other objects in the space.
Finally, the environment constraints are represented by means of the wall constraint.
The achieved results allow to have a realist fall of our ragdoll in the space.
Crenn, Arthur. "Reconnaissance d’expressions corporelles dans des mouvements de personnes en vue de la synthèse de style." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSE1341.
Повний текст джерелаThe theme of my thesis concerns the recognition and synthesis of facial and body expressions. Our problem is to study, understand and extract the elements that translate a person's emotional state from the expressions of his face and body, in order to recognize and also to synthesize the emotion or style in a gesture. This dual objective of recognition and synthesis will make it possible to generalize new modes of interaction in applications such as video games, human-machine interaction, etc. Indeed, these applications can be enriched with scenarios that could be adapted to the emotional state of the user. To answer this problem, the crucial point is to understand "where" the expression information is located in an action. Indeed, in a few seconds, a human knows how to characterize an expression he sees while recognition algorithms are still far from it, especially for body expressions where, to our knowledge, little work has been done compared to the recognition of facial expressions. Concerning the recognition of expressions, our objective is, first of all, to propose features capable of recognizing the expression carried by a movement. To do this, the main problem is to separate the movement achieved from the perceived expression. Concerning the recognition of facial expressions, we are interested in the societal problem of parental protection. To do this, it is necessary to understand and know how to recognize facial expressions of children. To solve this problem, we have built and proposed a new database to help the computer vision community understand the specificities of facial expressions of children's faces. Secondly, we also hope that the various descriptors proposed in recognition of body expressions can be used in the field of animation synthesis. Indeed, in the field of animation, the creation of an action that conveys an emotion or a style requires a lot of work, know-how and time for an animator to propose stylized animations. For example, in a video game, to create such animations, it is often necessary to have a huge database of movements including each style for each virtual character. To have such a database, one of the following two methods is often used. The first consists in capturing all the movements made by different actors playing different styles. In the second, it is the graphic designer who must create the various animations by hand using animation software. Our objective in this context is to use the descriptors quantifying the expression detected in recognition of facial and body expressions in order to develop tools capable of changing / editing the style or expression of an animation. These tools will assist and facilitate the work of graphic designers by allowing them to quickly synthesize a stylized "primal animation". These stylized animations can be refined in post-processing by adding an artistic touch to the generated animation
Björn, Overå. "Skinning på GPUn : Med dubbel kvaternioner." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21364.
Повний текст джерелаWANG, JHONG-PING, and 王忠平. "Skeletal Animation of Animation Technology:Take “Griffin” As Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2brh75.
Повний текст джерела南臺科技大學
多媒體與電腦娛樂科學系
105
Games and movies nowadays include many imaginative creatures and animals as well as fictional characters. To integrate such characters into games and movies, 3D animation of characters has been a common technique. Since each character has individual appearance and personality, how to present the features of each character has been a vital issue. This study analyzed the elements of presenting imaginative creatures based on the books of imaginative creature design, the image, history, and symbol of the griffin, and related literature on animals. The analytical results were combined with related knowledge and skills of 3D animation software to create characters. The study used 3D animation software as the main creation tool. The process included the construction of high polygon models, topology, the construction of bone structure, and the stages from weight bounding to weight adjustment. An overview of the configuration actions of character animation in the early stage and the key points of their implementaion was offered, in which the creation methods that facilitated users’ future operation and the implementation that reduces workloads were provided. This study served as a reference to readers and relevant industries.
Özer, Mustafa Cihan. "Matrix-based Parameterizations of Skeletal Animated Appearance." Thèse, 2017. http://hdl.handle.net/1866/19372.
Повний текст джерелаWhile realistic rendering gains more popularity in industry, photorealistic and physically- based techniques often necessitate offline processing due to their computational complexity. Real-time applications, such as video games and virtual reality, rely mostly on approximation and precomputation techniques to achieve realistic results. The objective of this thesis is to investigate different animated parameterizations in order to devise a technique that can approximate realistic rendering results in real time. Our investigation focuses on rendering visual effects applied to skinned skeletonbased characters. Combined parameterizations of motion and appearance data are used to extract parameters that can be used in a real-time approximation. Trying to establish a linear dependency between motion and appearance is the basis of our method. We focus on ambient occlusion, a simulation of shadowing caused by objects that block ambient light. Ambient occlusion is a view-independent technique important for realism. We consider different parameterization techniques that treat the mesh space depending on skeletal animation information and/or mesh geometry. We are able to approximate ground-truth ambient occlusion with low error. Our technique can also be extended to different visual effects, such as rendering human skin (subsurface scattering), changes in color due to the view orientation, deformation of muscles, fur, or clothes
Wan-Chi, Luo. "Skeleton-driven Animation Transfer." 2004. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-1006200416394400.
Повний текст джерелаLuo, Wan-Chi, and 羅婉琪. "Skeleton-driven Animation Transfer." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/97686430335188454965.
Повний текст джерела國立臺灣大學
資訊工程學研究所
92
As the fundamental building blocks of movies, networking computer games, and simulation systems, 3D models have become an important part of our daily life recently. The common solution for driving a 3D model move is building a skeleton and setting the binding weight for it by artist, and then key-pose editing is necessary. Even when we want to create the same motion sequence for different 3D models, we still have to repeat the process. So it is very lengthy and time consuming to create an imposing scene such as full of soldiers or dancers. Hence we propose an efficient system to clone a skeleton-driven model to another new character in this paper. To clone the motion of a source model, which motion is driven by its skeleton, to another one, the basic idea is that we have to construct the same skeleton structure for the target model. Since the motion data is always saved as the attributes of the vertices, in order to transfer the skeleton and all of the motion data to the target model, we utilize surface parameterization to find the correspondence of all vertices between source and target models. Using this correspondence, we also can transfer the information including color, texture, skeleton and binding weight from the source model to the target one. The whole process was abstracted as follows. First, the user needs to dissect both of the two models into homologous patches and manually mark some common features of them. Since the patches dissected from the two models are disk-like, they can be mapped to a plane using discrete conformal mapping. In order to compute better correspondences between a pair of homologous patches, we use a foldover-free warping scheme to align those features. Then the correspondence of all vertices can be obtained by overlaying the two aligned embeddings. To transfer a skeleton, we select two vertices as the markers for each joint of the skeleton and remember their numerical relation to the joint. Because of the consistent correspondence, we can reconstruct the skeleton of the same structure for target model. Once the motion data is transferred, our system can clone the motion from the source model to the target one. Our system aimed at speeding up and facilitating the process of cloning animation to different 3D models. We can efficiently transfer skeleton and binding weight by only mark few vertices manually. Our system can convert transferred motion data to the Maya file format, so that the artists can refine the cloned key poses in Maya.
GAO, YU-SIAN, and 高譽顯. "The analysis of 3D animation skeleton tool - In game and movie character animation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/b4qcdd.
Повний текст джерела南臺科技大學
多媒體與電腦娛樂科學系
104
In now of production industry, there are many software tools of animation, and there are many differences and similar with the nature of three-dimensional drawing tools, I had deal with the different types of projects in development process, which will be applied by different types of skeleton animation tools, and discussed with skeletal animation tools and features. In process among we use animation tools, this research will beginning of the skeleton product, and then to the binding, then enter the weight adjustment, and finally to setup the reverse phase power, after above of this series of steps will be entered to adjust the animation stage. There will be many features for making games or movies animation of characters, it will use by the tool functions include special tools and methods, both of its will affect the quality of the animation process, and times effects. The purpose of this research is to study and find out the relevant application of animation tools, after I finishing study the origin function and associated documentation, it will be associated with the project we get to use animation tools, and we can get conclusions after analyzing the results of the recommendations, I hope readers will have the following knowledge related help in animation tools.
Shih, Liang-Yu. "Capturing Skeleton-based Animation Data from a Video." 2008. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-0708200819234800.
Повний текст джерелаShih, Liang-Yu, and 施亮宇. "Capturing Skeleton-based Animation Data from a Video." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/25431507875690068796.
Повний текст джерелаLiu, Pin-Chou, and 劉秉周. "Automatic Animation Skeleton Construction Using Repulsive Force Field." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/46918089072047897016.
Повний текст джерела國立臺灣大學
資訊工程學研究所
91
A method is proposed in this paper to automatically generate the animation skeleton of a model such that the model can be manipulated according to the animation skeleton. With our method, users can construct the skeleton in a short time and make a static model both dynamic and alive. The primary steps of our method are finding skeleton joints, connecting the joints to form the animation skeleton, and binding skin vertices to the joints. Initially, a repulsive electro-static force field is constructed inside a given model, and a set of points with local minimal force is found based on the force field. Then, a modified thinning algorithm for volume data is applied, so that the thinning process will stop at those local minimal points which are already found. Referring to the topological information, we define the skeleton joints and connect them to form the skeleton. After constructing the skeleton, we anchor skin vertices to the skeleton joints according to the distances between vertices and joints. In order to compute the sum of repulsive forces, hundreds of rays are sampled from a point inside the model, and the computation of the intersection points takes most of the time. Therefore, an octree structure is used to accelerate the repulsive force field construction. Currently, the skeleton generated from a typical 3D model with 1000 to 10000 polygons takes less than 2 minutes on a Pentium IV 2.4 GHz PC.
Yen-Tuo, Chang. "Skeleton-driven Animation Transfer based on Consistent Volume Parameterization." 2006. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2407200621501200.
Повний текст джерелаChang, Yen-Tuo, and 張硯拓. "Skeleton-driven Animation Transfer based on Consistent Volume Parameterization." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/40149050223699730997.
Повний текст джерела國立臺灣大學
資訊管理學研究所
94
To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character''s skeleton, paint its binding weights, and adjust its key-poses. Therefore, systems and algorithms have been proposed to improve the animating pipeline in both efficiency and quality concern. Hence, we propose an animation transfer system in this thesis to take a well-edited character animation as the input. Then, the system can transfer the skeleton, binding weights, and other attributes of the given character model to another static model with only few corresponding feature points specified. The transferring process is based on a mapping between the space around two character meshes. In this thesis, the mapping is called consistent volume parameterization, which inherits consistent surface parameterization. With this method, the skeleton, binding weights, and other attributes transferred by our system are nicely generated and ready to be edited. Hence, the animator can start to create a skeleton-driven animation for the new character model without any prior setting. Moreover, our system is also capable of cloning a skeleton-driven animation to several other character models which can be used in a crowd animation.
Chi-Jr, Yu, and ä½å²æº. "An Animation Synthesis System based on 2D Skeleton Structures of Images." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/40483566302778473089.
Повний текст джерела國立暨南國際大學
資訊工程學系
90
Together with the miniaturization of digital image capture devices and the integration of digit camera into cellular phones, there are enormous photograph images around us. The research purpose of this paper is developing an animation synthesis system to further utilize the above-mentioned image materials effectively, and produce interesting and vivid animation effects in a natural and simple way. However, reconstructing the 3D models by using only 2D images is still a very difficult task. Also, building the virtual reality world by the traditional computer graphics methods is a highly time-consuming task. For the above problems, the image-based rendering technology provides an elegant approximate solution. Basically, the required image of arbitrary viewing position and direction is synthesized by morphing two or multiple pre-captured images at some determined camera positions. Applying the image morphing technology does not only reduce the expensive cost of world construction, but also overcome the discontinuity drawback of the pre-captured image sequence. However, if the morphing results fail to preserve the original shape of objects, it will cause a fake construction, especially when the target object is artifact. In this research, we propose a simple shape-preserving image morphing method to produce frames of animation of images. First, the skeleton structures of the pre-captured images are extracted. The skeletonization is a process for reducing foreground regions in a digital image to a skeletal remnant that largely preserves the properties of the original region while discarding most of the original foreground pixels. We use the Discrete Voronoi Skeletons [1] proposed by Robert L. Ogniewigz to build object’s skeleton. After the pre-captured images are analyzed, the skeletons data structure of the required image are applied some forward kinematics motion patterns like walking or running. Finally, the reasonable result images are synthesized by feature-based image morphing technique.
Fu-Che, Wu. "DOMAIN CONNECTED GRAPH: THE ESSENTIAL SKELETON OF A 3D SHAPE FOR ANIMATION." 2005. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2207200511402000.
Повний текст джерелаXiang, Cheng-kai, and 項成凱. "Using Multiple Inertial Sensors for the Construction of Real-time Human Skeleton Animation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03848891484144731584.
Повний текст джерела國立中央大學
資訊工程學系
102
Research in Human-Computer Interaction (HCI) has gained interest in recent years and has fostered new ideas and expectations. As the development of computer science, HCI has got into a new era. There are many kinds of human motion capture methods nowadays. Image based motion tracking system like Microsoft Kinect, it's good for use and easy for coding, but it still has disadvantages. This kind of method camera and human have to be line of sight (LOS), and it will be easily disturb by the object in the environment. In this progress, we have compared 2 kinds of methods which are the most popular methods in HCI – Microsoft Kinect Sensor and Inertial Sensors. This progress presents a wearable real-time human motion capture system using inertial sensors, and result of our method has been compared with Microsoft Kinect Sensor. Some research have been done, in this progress several technology we want to achieve as following: 1. An efficient accurate motion tracking system; 2. We can use this system into daily life, like smart TV etc. Several experiments have been performed to validate the effectiveness of our method. Our system using multiple sensors build a body sensor network system, and this system can also be used in Rehabilitation domain;
Liu, Mei-Lin, and 劉美麟. "Animating Characters in Chinese Painting Using Two-Dimensional Skeleton-Based Deformation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/3k8wx9.
Повний текст джерела國立中正大學
資訊工程研究所
104
Nowadays many Chinese-antique museums make famous Chinese paintings into animations to allow visitors to have feelings of actually being immersed in paintings. However, creating animations is not an easy work. First, it is laborious and time-consuming to construct each motion of animated characters. Second, Chinese paintings are drawn with ink on “Xuan” paper, which cause irregular dispersions, and these dispersions would lead to ragged borders of character, and strokes of Chinese painting character would be torn which lose the stroke line connectivity while implementing deformation. Therefore, we present an animating system to overcome these problems. In this thesis, we focus on two technical issues: sample point processing and animation generation. In sample point processing section, we put emphasis on sample point distribution and allocation which are the preprocessing of object deformation. We propose a point distribution method to preserve connectivity of stroke line of object and implement a weight scheme to decide control bone of individual sample points. Then our animation generation method includes two parts. First, we use skeleton-based deformation which is designed according to characteristics of Chinese paintings, to generate key frames through user-provided skeleton. Second, we use interpolation method to create smooth animations. Our system could apply to multiple-character and multiple-skeleton animations.
Siao, Chong-You, and 蕭崇佑. "Applying Design and Development of Puppet Stop-motion-animation into Project Oriented Teaching-An Example of Metal Balljoint Skeleton." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/wa3d2f.
Повний текст джерела國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
103
Puppet stop-motion-animated filming is an emergingcultural industry in Taiwanin recent years. However, manufacturing puppets requires metal ball shape joints and bones in puppet stop-motion-animated filming.Compared withwestern countries, the costs of making puppets in Taiwan are often prohibitive, and there are no specialized producersin the country. Furthermore, related research is very limitedin this field. Therefore, this research aims to explorethemanufacturing and designingofpuppets forvocational high school students when the students carry out stop-motion-animated filming projects in schools.As such, the research objectives of this study are three-fold: first, to conduct literature review onmetal bones producersworldwide. Second, based on stop-motion-animated movie-Sleepy Bear,to sort and classify puppet parts needed in the list and applythem to final product design in students’ projects. Third, to help student develop their independent designcapabilitiesand execution abilities by using their final productsin teaching. Our results show that major difficulties in producing puppet stop-motion-animated films lie in thedesign of joints and bones of puppets, in particular,parts like hip joints, hand joints, knee joints, neck facet joints and waist joints. When further combining exact sizing, static posing, moving and design concept, we can develop a part list to complete filming and to use it in students’ projects. Moreover, we also found that using puppet part list would help improvestudents’ abilities in independent designing capability and successfully completing the productsas well as help reduce costs. Overall, with this research, we hope to help expand Taiwan’s market in puppet stop-motion-animated filmingand to provide references for future studies.