基于OpenGL的三维角色动画编辑器的设计与实现
详细信息    本馆镜像全文|  推荐本文 |  |   获取CNKI官网全文
摘要
角色动画是近十年来计算机科学中最活跃的领域之一,这个领域涉及到交互式图形学、真实感图像、运动和动力学、解剖学等众多的学科,它可以应用到教学、仿真、数字娱乐中。本文的目的是设计和实现一个角色动画编辑器。本文首先介绍了角色动画编辑器中的模型表示和交互式操作机制,设计了支持多边形网格模型的类框架结构和以操控和命令为核心的人机交互系统;并介绍了多个OpenGL视图在操作系统下的优化应用。在此基础上,详细分析了交互系统中定位和拾取技术,提出一种新的三维定位算法,研究了可见面选择技术。接着论文介绍了骨骼动画系统中的树型模型和动画原理,并介绍了改进基本骨骼动画系统的视觉效果的顶点混合和骨混合两种技术。最后,完成整个系统的设计实现,通过验证和测试证明了以上设计完全可行,交互系统和动画系统均达到实时性指标。
Research on character animation is one of the most active fields of computer science in the last decade, which involved in many subjects such as interactive graphics, realistic image, kinematics & dynamic and anatomy, and can be applied on teaching, emulation, and digital entertainment and so on. It is the target of this paper to design and realize an editor of character animation. Firstly, this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men-machine interactive system with manipulations and commands at the core; and introduces application and optimization of OpenGL poly-view in OS environment. Based on these discussions, the locating and pickup techniques are analyzed detailedly, a new 3D locating arithmetic is presented, and the pickup technique of visible-surface is discussed. Then the paper introduced dendriform model and the principles of animation in skeletal animation, and introduced two improved skeletal ani
    mation techniques: vertex blending and bone blending. At last, implement of the whole system is finished. Validation and test proved that the designs presented above are validate, and the interactive system and animation system are up to the standard of real-time.
引文
[1] Richard S.Wright等.“OpenGL超级宝典”.人民邮电出版社.2001.6.p3-p626。
    [2] James D.Foley等.“Computer Graphics:Principles and Practice Second Edition in C”.机械工业出版社.2002.6.p3-p1113。
    [3] 孙家广等.“计算机图形学”.清华大学出版社.1998.9.p77—p595。
    [4] Erich Gamma等.“设计模式:可复用面向对象软件的基础”.机械工业出版社.2000.9.p22-p145。
    [5] Francisco J. Seron, Rafael Rodriguez, Eva Cerezo等. "Adding Support for High-Level Skeletal Animation". IEEE Transactions On Visualization and Computer Graphics. 2002, 10-12, vol.8, no.4. p360-p372
    [6] Damian Merrick. " Skeletal Animation for The Exploration of Graphs". Graduation Thesis of The University of Sydney. 2002
    [7] Xiaohuan Corina Wang, Cary Phillips. " Multi-Weight Enveloping: Least-Squares Approximation Techniques for Skin Animation". ACM SIGGRAPH Symposium on Computer Animation. 2002, 7. p129-p138
    [8] Ladislav Kavan, Jiri Zara. "Real Time Skin Deformation with Bones Blending". WSCG SHORT PAPERS proceedings. 2003, 2. p3-p7
    [9] J. P. Lewis, Matt Cordner, Nickson Fong. "Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation " ACM SIGGRAPH Computer Graphics Proceedings. 2000. p165-p172
    [10] Charles Rose, Michael E Cohen, Bobby Bodenheimer. "Verbs and Adverbs: Multidimensional Motion Interpolation ". IEEE Computer Graphics and Applications. 1998, 9-10. p32-p40
    [11] Nadia Magnenat Thalmann, Daniel Thalmann. "Computer Animation". ACM Computing Surveys. 1996, vol.28, p161-p163
    [12] Jane Wilhelms. "Animals with Anatomy". IEEE Computer Graphics and Applications. 1997, 5-6. p22-p30
    [13] N. Burtnyk, M. Wein. "Interactive Skeleton Techniques for Enhancing Motion Dynamics in Key Frame Animation". Communications of the ACM. 1976, 10, vol.19, num.10, p564-p569
    [14] Ni Gagvani, D. Kenchammaa-Hosekote, D. Silver. "Volume Animation using
    
    the Skeleton Tree". IEEE Symposium on Volume Visualization. 1998. p47-p53
    [15] Prem Kalra, Nadia Magnenat-Thalmann, Laurent Moccozet等. "Real-Time Animation of Realistic Virtual Humans ". IEEE Computer Graphics and Applications. 1998, 9-10. p42-56
    [16] Human Animation Working Group, Specification for a Standard VRML Humanoid Version 1.1. http://h-anim.org. 1998
    [17] R. Boulic, T. Capin, Z. Huang等. "The Humanoid Environment for Interactive Animation of Multiple Deformable Human Character ". Proc. Eurographics'95, Computer GraphicsForum. 1995, vol. 14, no. 3. p337-p348
    [18] MPEG-4 Body Model proposal. MPEG-4 SNCH (Synthetic/Natural Hybrid Coding). http://ligww.epfl.ch/mpeg4/. 1999
    [19] G. Stern. " Bbop- A System for 3D Keyframe Figure Animation". Introduction to Computer Animation, Course Notes 7 for SIGGRAPH 83. 1983, 7. p240-p243
    [20] T. Woo. "A Combinatorial Analysis of Boundary Data Structure Schemata". IEEE Computer Graphics and Applications. 1998, 3. p19-p27
    [21] W. T. Reevs, R. Blau. "Approximate and Probabilistic Algorithms for Shading and Rendering Particle System". ACM SIGGRAPH Computer Graphics Proceedings. 1985. p313-p322
    [22] A. Borning. " Thinglab- A Constraint-Oriented Simulation Laboratory". Technical Report SSI-79-3, Xerox Palo Alto Research Center. 1979,7
    [23] C. M. Ginsberg, D. Maxwell. "Graphical Mariontte". Proceedings of the SIGGRAPH/SIGART Interdisciplinary Workshop on Motion: Representation and Perception. 1983,4,4-6. p172-p179
    [24] J. Wilhelms. "Using Dynamic Analysis for Realistic Animation of Articulated Bodies". IEEE Computer Graphics and Applications. 1998, 6. p12-p27
    [25] A. Barr, R. Barzel. "A Modeling System Based on Dynamic Constrains". ACM SIGGRAPH Computer Graphics Proceedings. 1988. p179-p188
    [26] H. Glodstein. "Classical Mechanics". Addison-Wesley, Reading. 1980
    [27] 白云等.基于OpenGL的交互式三维图形软件开发工具.计算机工程.2000,11.p158-p160
    [28] 林锐等.基于OpenGL的可复用软构件库与三维交互设计.计算机研究与发展.2000,11.p1360-p1366

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700