形状敏感的二维卡通角色骨架变形技术
发布时间:2019-05-03 20:03
【摘要】:计算机动画是计算机图形学和艺术相结合发展起来的高新技术,它主要利用数学、艺术、计算机科学和其它相关知识,在计算机上产生自然连续虚拟真实画面,使个人想象力和艺术才能得以充分展示。计算机动画不仅广泛应用于商业广告、电视片头、动画片等,还可应用于计算机辅助教育、军事,甚至于法院的审理。 基于骨架的二维卡通角色变形是一项重要的二维计算机动画技术。它允许用户通过操纵一根骨架来编辑二维卡通角色的动作姿势,生成连贯的卡通角色动画。但是,传统二维形状骨架变形技术存在骨架绑定和权值设置繁琐以及骨架关节处变形易扭曲的缺点。 因此,基于传统的骨架变形方法,并结合基于微分域的曲面变形技术,本文提出了一种形状敏感的二维卡通角色骨架变形技术。主要内容包括: (1)提出了一种形状敏感的二维卡通角色骨架变形方法。不同于传统的骨架变形方法,该方法通过变形优化把骨架的运动传播到整个角色形状上,避免了繁琐的顶点绑定和权值设置。同时,通过在变形优化中考虑角色形状的内部几何结构,该方法有效消除了骨架关节附近易发生的变形失真现象。每次变形时,该方法需要求解一个非线性优化问题,因而采用了一种子空间优化技术加速求解,保证了用户能够通过骨架实时操作角色。 (2)提出了一种基于混合简化的子空间轮廓自动生成方法。针对角色形状原始轮廓中多边形顶点数目较多而难以在其内部生成稀疏三角形网格的问题,提出一种混合的多边形简化算法。为了满足多边形作为子空间轮廓需满足的两个性质,该算法结合基于顶点删除和基于边收缩的简化技术,逐步缩减原始轮廓中的多边形顶点数目。实验结果表明,该方法可以有效缩减多边形的顶点,简化后的多边形不仅可以尽可能地逼近原始多边形的形状,并且能够完全包住原始多边形,最终保证了角色变形子空间的自动生成。
[Abstract]:Computer animation is a high-tech developed by the combination of computer graphics and art. It mainly uses mathematics, art, computer science and other related knowledge to produce a natural continuous virtual real picture on the computer. To give full play to personal imagination and artistic talent. Computer animation is not only widely used in commercial advertisements, TV titles, cartoons, etc., but also can be used in computer-aided education, military affairs and even court trials. Two-dimensional cartoon character deformation based on skeleton is an important two-dimensional computer animation technology. It allows users to edit the motion posture of two-dimensional cartoon characters by manipulating a skeleton to generate coherent cartoon character animation. However, the traditional two-dimensional shape skeleton deformation technology has some disadvantages, such as skeleton binding and weight setting are cumbersome, and the deformation of skeleton joints is easy to distort. Therefore, based on the traditional skeleton deformation method and the surface deformation technology based on differential domain, a shape-sensitive two-dimensional cartoon character skeleton deformation technique is proposed in this paper. The main contents are as follows: (1) A shape-sensitive two-dimensional cartoon character skeleton deformation method is proposed. Different from the traditional skeleton deformation method, this method propagates the skeleton motion to the whole character shape by deformation optimization, and avoids the cumbersome vertex binding and weight setting. At the same time, by considering the internal geometric structure of the character shape in the deformation optimization, this method can effectively eliminate the deformation distortion near the skeleton joint. For each deformation, the method needs to solve a nonlinear optimization problem, so a sub-spatial optimization technique is adopted to accelerate the solution, which ensures that the user can operate the role in real-time through the skeleton. (2) an automatic subspace contour generation method based on hybrid simplification is proposed. A hybrid polygon simplification algorithm is proposed to solve the problem that the number of polygon vertices in the original contour of a character is so large that it is difficult to generate a sparse triangular mesh within it. In order to satisfy the two properties that polygon needs to satisfy as a subspace contour, the algorithm combines vertex deletion and edge contraction to reduce the number of polygon vertices in the original contour step by step. The experimental results show that this method can effectively reduce the vertices of polygons, and the simplified polygons can not only approximate the shape of the original polygons as much as possible, but also completely enclose the original polygons. Finally, the automatic generation of the character transformation subspace is guaranteed.
【学位授予单位】:浙江工商大学
【学位级别】:硕士
【学位授予年份】:2013
【分类号】:TP391.41
本文编号:2469232
[Abstract]:Computer animation is a high-tech developed by the combination of computer graphics and art. It mainly uses mathematics, art, computer science and other related knowledge to produce a natural continuous virtual real picture on the computer. To give full play to personal imagination and artistic talent. Computer animation is not only widely used in commercial advertisements, TV titles, cartoons, etc., but also can be used in computer-aided education, military affairs and even court trials. Two-dimensional cartoon character deformation based on skeleton is an important two-dimensional computer animation technology. It allows users to edit the motion posture of two-dimensional cartoon characters by manipulating a skeleton to generate coherent cartoon character animation. However, the traditional two-dimensional shape skeleton deformation technology has some disadvantages, such as skeleton binding and weight setting are cumbersome, and the deformation of skeleton joints is easy to distort. Therefore, based on the traditional skeleton deformation method and the surface deformation technology based on differential domain, a shape-sensitive two-dimensional cartoon character skeleton deformation technique is proposed in this paper. The main contents are as follows: (1) A shape-sensitive two-dimensional cartoon character skeleton deformation method is proposed. Different from the traditional skeleton deformation method, this method propagates the skeleton motion to the whole character shape by deformation optimization, and avoids the cumbersome vertex binding and weight setting. At the same time, by considering the internal geometric structure of the character shape in the deformation optimization, this method can effectively eliminate the deformation distortion near the skeleton joint. For each deformation, the method needs to solve a nonlinear optimization problem, so a sub-spatial optimization technique is adopted to accelerate the solution, which ensures that the user can operate the role in real-time through the skeleton. (2) an automatic subspace contour generation method based on hybrid simplification is proposed. A hybrid polygon simplification algorithm is proposed to solve the problem that the number of polygon vertices in the original contour of a character is so large that it is difficult to generate a sparse triangular mesh within it. In order to satisfy the two properties that polygon needs to satisfy as a subspace contour, the algorithm combines vertex deletion and edge contraction to reduce the number of polygon vertices in the original contour step by step. The experimental results show that this method can effectively reduce the vertices of polygons, and the simplified polygons can not only approximate the shape of the original polygons as much as possible, but also completely enclose the original polygons. Finally, the automatic generation of the character transformation subspace is guaranteed.
【学位授予单位】:浙江工商大学
【学位级别】:硕士
【学位授予年份】:2013
【分类号】:TP391.41
【参考文献】
相关博士学位论文 前1条
1 杨文武;计算机辅助卡通角色动作姿势编辑与插值[D];浙江大学;2009年
,本文编号:2469232
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