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Free Form Deformation And Retargeting For Motion Capture Data

Posted on:2006-08-31Degree:MasterType:Thesis
Country:ChinaCandidate:D H YeFull Text:PDF
GTID:2168360152970044Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
Computer aided animation has always been a hot research area of computer graphics. With the popularity of Motion Capture Systems since 1990s, Computer Animation has made great progress, and has been widely used in film, game, education and military, now computer animation has been an industry with tens of billions of dollars' production value. With the wide application of high-precision 3D scanner, the demand of realistic skin deformation in animation keeps increasing.This thesis researches on the motion captured data based computer animation, presents two free form deformation algorithms with high reality, and applies the algorithm to human character, so as to generate highly realistic 3D animation. Besides that, we provide a deep discussion about the technologies of motion editing and motion retargeting.Firstly, we introduce the background, motivation and the state of arts of the animation research, and make a comprehensive survey on human skeleton model, general motion presentation, character skin model. Then we present a introduction of the workflow of the motion capture, and provide a deep discussion about the motion editing and retargeting.After discussing about the defects of Skeleton Subspace Deformation, we present a new layered algorithm of SSD with displacement map. After a preliminary conventional SSD, a displacement map is constructed based on the pose of the skeleton and the original surface. And then synthesize the flawed deformed surface with the displacement map and thus solve the problem called "collapse" during conventional SSD.However, the defects of collapse and pinch are inherent with SSD, we try to avoid the defects in a new way. We present a new algorithm, named Free Form Deformation (Skinning) Based on Bone Vertices String, which restructures the model, combines the skeleton with the skin vertices, and substantiates the virtual skeleton as strings of bone vertices. Particularly, we firstly compute the new coordinates of the bone vertices and then compute those of the skin vertices.Lastly, we conclude the thesis, and discuss the future application of our research.
Keywords/Search Tags:Computer Graphics, Computer Animation, Motion Capture, Character animation, Skeleton Sub-space Deformation, Displacement Map, High Realism, Bone Vertices String
PDF Full Text Request
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