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Research And Application Of Region Filling And Real-Time Animation Generation

Posted on:2009-07-17Degree:MasterType:Thesis
Country:ChinaCandidate:Z B LiaoFull Text:PDF
GTID:2178360272970305Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
The project, named Development Platform for Interactive Game Engines, which is supported by the science and technology plan and research fund of Dalian city, is the research background of this paper. When completing this project, region filling and Real-time animation rendering are the two problems.Region filling is an important algorithm applied in many fields, such as computer graphics, image processing and image analysis. The present algorithms base on chain codes have better performance than the traditional region filling algorithms, but it only can fill regions from one direction and will fill holes repeatedly when filling the regions with holes.This paper improved the present algorithm based on chain codes. According to the theory that when going along the contour of simple regions anticlockwise or clockwise, the pixels in the region is on the left or right of the passerby, the paper presents a method to judge whether a pixel is a seed with the relationship between the pixel and the passerby, which is judged by the position of the previous edge of this pixel's nearest edge and the position of the next edge of this pixel's nearest edge, and then obtains a region filling algorithm using parity check which judge whether a pixel line segment belongs to a region according to its nearest edge. It can fill regions with one contour and having holes. Compared with the current filling methods based on chain codes, this filling algorithm shows its advantage in the filling speed. The nearest edge for finding seeds can be extended to four directions, and this algorithm can fill areas from four directions correspondingly.Computer animation is an active research field in computer graphics. The present animation technology based on motion capture can generate the 3D character animation with the human motion. It converts all the frames of human motion to animation with the 3D animation software or self-made software. Hence, it can't generate animation immediately with every frame of human motion.The main steps of driving the animation with human motion data in this paper are as following. First, we make the same gesture for human and the model. Second, when getting a frame of human motion, we replace the local transform of the model's bones with the local transform of the corresponding human' bones. Finally, we keep the model's gesture as same as human's gesture according to the drive of local transform of the model's bones. Experiments proved the efficiency of this animation generation method. It can project every frame of human motion to the gesture of the model in the animation. Consequently it can meet the requirement of the Real-time human-computer interaction in the interactive games.
Keywords/Search Tags:Region Filling, Chain Codes, Motion Capture, Animation Generation
PDF Full Text Request
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