000 | 00000nam c2200205 c 4500 | |
001 | 000045881645 | |
005 | 20160926170527 | |
007 | ta | |
008 | 160701s2016 ulkad bmAC 000c eng | |
040 | ▼a 211009 ▼c 211009 ▼d 211009 | |
085 | 0 | ▼a 0510 ▼2 KDCP |
090 | ▼a 0510 ▼b 6YD36 ▼c 309 | |
100 | 1 | ▼a 김영범 ▼g 金英範 |
245 | 1 0 | ▼a Bulging free dual quaternion skinning and torque-integrated skinning / ▼d Youngbeom Kim |
260 | ▼a Seoul : ▼b Graduate School, Korea University, ▼c 2016 | |
300 | ▼a vi, 70장 : ▼b 삽화, 도표 ; ▼c 26 cm | |
500 | ▼a 지도교수: 韓政鉉 | |
500 | ▼a 부록수록 | |
502 | 1 | ▼a 학위논문(박사)-- ▼b 고려대학교 대학원: ▼c 컴퓨터·전파통신공학과, ▼d 2016. 8 |
530 | ▼a PDF 파일로도 이용가능; ▼c Requires PDF file reader(application/pdf) | |
653 | ▼a Character Animation ▼a Skinning ▼a Realtime Animation | |
776 | 0 | ▼t Bulging Free Dual Quaternion Skinning and Torque-integrated Skinning ▼w (DCOLL211009)000000068625 |
900 | 1 0 | ▼a Kim, Young-beom, ▼e 저 |
900 | 1 0 | ▼a 한정현 ▼g 韓政鉉, ▼e 지도교수 |
945 | ▼a KLPA |
전자정보
소장정보
No. | 소장처 | 청구기호 | 등록번호 | 도서상태 | 반납예정일 | 예약 | 서비스 |
---|---|---|---|---|---|---|---|
No. 1 | 소장처 과학도서관/학위논문서고/ | 청구기호 0510 6YD36 309 | 등록번호 123054357 | 도서상태 대출가능 | 반납예정일 | 예약 | 서비스 |
컨텐츠정보
초록
The contribution of this thesis is threefold. First of all, this thesis proposes a bulging free dual quaternion skinning (BFDQS) method. It post-processes the DQS algorithm to remove the artifacts, which are known as bulging joints and distorted normal. Position correction and normal correction are applied to resolve these artifacts. The experimental results show that the skinning animation quality is improved significantly. Secondly, this thesis proposes an example-based skinning system that incorporates the torques applied to the skeletal joints. For this purpose, deformation gradient predictors are trained using a set of examples with the minimum torque and another set with the maximum torque. The run-time algorithm takes an animated skeleton and joint torques as input. It computes the deformation gradients from the predictors. They are then combined with torque-based blending functions. The functions are trained at the preprocessing stage using a set of skeleton-mesh-torque examples with the aid of statistical analysis. The experimental results show that the proposed system runs at real-time and produces quite realistic skinned meshes based on the input torques. Finally, this thesis proposes a shoulder inverse kinematics (IK) technique. The proposed technique generates shoulder motions about the orientation of the upper arm by interpolating the measurement data. The shoulder IK method allows novice animators to generate natural shoulder motions easily.
목차
1 Introduction 1 2 Related Work 7 2.1 Geometric Skinning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2.2 Example-based Skinning . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.3 Inverse Kinematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 2.4 Shoulder Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3 Bulging Free Dual Quaternion Skinning 13 3.1 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.1.1 Linear Blend Skinning . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.1.2 Dual Quaternion Skinning . . . . . . . . . . . . . . . . . . . . . . . 15 3.2 Position Correction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.1 Basic Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.2 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 3.2.3 Extension of Position Correction . . . . . . . . . . . . . . . . . . . 22 3.3 Normal Correction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.4 Performance Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 4 Torque-integrated Example-based Skinning 30 4.1 System Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.2 Training Blending Functions . . . . . . . . . . . . . . . . . . . . . . . . . . 31 4.3 Run-time Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 4.4 Experiments and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . 35 4.4.1 GPU Implementation . . . . . . . . . . . . . . . . . . . . . . . . . 35 4.4.2 Experimental Results . . . . . . . . . . . . . . . . . . . . . . . . . 36 4.4.3 Blending Function Evaluation . . . . . . . . . . . . . . . . . . . . . 38 5 Shoulder IK 41 5.1 Shoulder Complex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 5.2 Shoulder IK Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 5.2.1 Shoulder Motion Database . . . . . . . . . . . . . . . . . . . . . . 47 5.2.2 Spherical Interpolation . . . . . . . . . . . . . . . . . . . . . . . . . 49 5.2.3 IK Based on Spherical Interpolation . . . . . . . . . . . . . . . . . 51 5.3 Result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 6 Conclusion and Future Work 58 Bibliography 62