跳到主要內容

簡易檢索 / 詳目顯示

研究生: 陳哲仁
Chen, Je-Ren
論文名稱: Rhythm & Motion: Animating Chinese Lion Dance with High-level Controls
節奏與運動:以高階指令控制之中國舞獅動畫
指導教授: 李蔡彥
Li, Tsai-Yen
學位類別: 碩士
Master
系所名稱: 理學院 - 資訊科學系
論文出版年: 2004
畢業學年度: 92
語文別: 英文
論文頁數: 68
中文關鍵詞: 角色動畫程序式動畫動作風格節奏與運動高階控制舞獅
外文關鍵詞: Character Animation, Procedural Animation, Motion Style, Rhythm & Motion, High-level Control, Chinese Lion Dance
相關次數: 點閱:126下載:67
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 在這個研究中,我們嘗試將節奏的要素(速度、誇張度與時間調配)參數化,以產生能控制特定風格之人物角色的動畫。角色動作風格化的生成及控制是藉由一個層級式的動畫控制系統RhyCAP (Rhythmic Character Animation Playacting system), 透過一個節奏動作控制(Rhythmic Motion Control, RMC) 的方法來實現。RMC是基於傳統動畫的原則,設計參數化的動作指令,來產生生動並具有說服力的角色動作。此外,RMC也提供了運動行為的模型來控制角色動畫的演出。藉由RhyCAP系統所提供的高階控制介面,即使是沒有經過專業傳統動畫技巧訓練的使用者,也能夠創作出戲劇性的中國舞獅動畫。


    In this research, we attempt to parameterize the rhythmic factors (tempo, exaggeration and timing) into the generation of controllable stylistic character animation. The stylized character motions are generated by a hierarchical animation control system, RhyCAP (Rhythmic Character Animation Playacting system) and realized through an RMC (Rhythmic Motion Control) scheme. The RMC scheme can generate convincible and expressive character motions from versatile action commands with the rhythmic parameters defined according to the principles of traditional animation. Besides, RMC also provide controllable behavior models to enact the characters. By using the high-level control interface of the RhyCAP system, the user is able to create a dramatic Chinese Lion Dance animation intuitively even though he may not be professionally trained with traditional animation skills.

    1 Introduction 1
    1.1 Motivation 2
    1.2 Objectives 4
    1.3 Road Map 4
    2 Related Work 6
    2.1 Simulated-based Approaches 6
    2.2 Interpolated-based Approaches 7
    2.3 Procedural Character Modeling and Animation 7
    2.4 Principles of Traditional Animation 8
    3 Rhythmic Motion Control 10
    3.1 Rhythmic Motion Styling 10
    3.1.1 Tempo, Exaggeration and Timing 11
    3.1.2 The Rhythmic Motion-style Space 12
    3.2 Autonomous Character Motion Control 13
    3.2.1 Behavior Control 14
    3.2.2 Posture Control 14
    3.3 Overview of the RhyCAP System 16
    3.3.1 The Playacting Level 16
    3.3.2 The Pose-to-pose Level 17
    4 The Dancing Lion Set 19
    4.1 The Lion Dancers 20
    4.1.1 Humanoid Kinematics of a Lion Dancer 21
    4.1.2 The Stances and Gestures of a Lion Dancer 22
    4.1.3 Lion Head and Lion Body Costume 23
    4.2 The Virtual Environment 24
    4.3 Playacting Controls and Inputs 25
    4.3.1 The Play Command 26
    4.3.2 The Rhythmic Motion Styling Interface 27
    4.3.3 The Behavior Control Interface 28
    5 Animating the Lion Dance 29
    5.1 Posture Control: Key Poses Generation 30
    5.1.1 Pose Controller: Poser 31
    5.1.2 The Action Graph 33
    5.2 Rhythmic Motion Styling: Regulating the Key Poses 36
    5.2.1 Tempo 36
    5.2.2 Exaggeration 36
    5.2.3 Timing 37
    5.3 Draw In-betweens: Interpolating Key Poses 39
    5.3.1 Interpolator 39
    5.3.2 Inverse Kinematics Solver 40
    5.4 Behavior Controls 45
    5.4.1 Path Planning 45
    5.4.2 Pursuit Behavior 46
    5.4.3 Following Behavior 47
    5.5 The Drum Beats 48
    6 Results 49
    6.1 Posture Control 50
    6.2 Rhythmic Motion Styling 53
    6.3 Behavior Control 57
    7 Conclusion 62
    7.1 Summary 62
    7.2 Comparison with Other Approaches 62
    7.3 Future Work 63
    8 REFERENCES 65

    [1] P. Blair. Cartoon Animation. Walter Foster. 1994.
    [2] B. M. Blumberg and T. A. Galyean. Multi-level direction of autonomous creatures for real-time virtual environments. Proceedings of ACM SIGGRAPH 95, pp. 47-54, 1995.
    [3] M. E. Brand and A. Hertzmann. Style Machines. Proceedings of ACM SIGGRAPH 00, pp. 183-192, July 2000.
    [4] C. Bregler, L. Loeb, E. Chuang, and H. Deshpande. Turning to the masters: Motion capturing cartoons. Proceedings of ACM SIGGRAPH 02, 21(3):399-407, July 2002.
    [5] P. Faloutsos, M. V.D. Panne, and D. Terzopoulos. The virtual stuntman: dynamic characters with a repertoire of autonomous motor skills. Computers and Graphics, 25(6):933-953, 2001.
    [6] GLUT, The OpenGL Utility Toolkit. URL: htttp://www.opengl.org/rsources/libraries/glut.html
    [7] J. K. Hodgins, W. L. Wooten, D. C. Brogan, and J. F. O'Brien. Animating Human Athletics. Proceedings of ACM SIGGRAPH 95, pp.71-78, September 1995.
    [8] D. Isla, R. Burke, M. Downie and B. Blumberg. A Layered Brain Architecture for Synthetic Creatures. Proceedings of International Joint Conference on Artificial Intelligence (IJCAI), Seattle, WA, August 2001.
    [9] T. H. Kim, S. I. Park, and S. Y. Shin. Rhythmic-motion synthesis based on motion-beat analysis. Proceedings of ACM SIGGRAPH 03, 22(3):392-401, July 2003.
    [10] Y. Koga, K. Kondo, J. Kuffner and J.C. Latombe. Planning Motions with Intentions. Proceedings of ACM SIGGRAPH 94, 395-408, July 1994.
    [11] J. Lander. Skin Them Bones: Game Programming for the Web Generation. Game Developer Magazine, pp. 11-16, May 1998.
    [12] J. Lasseter. Principles of Traditional Animation Applied to 3D Computer Animation. Proceedings of ACM SIGGRAPH 87, 21(4):35-44, August 1987.
    [13] J.C. Latombe, Robot Motion Planning, Kluwer Academic Publisher, Boston, MA, 1991.
    [14] T.Y. Li and P.F. Chen. Planning Humanoid Motions for Lower Body. Proceedings of the 2003 International Conference on Robotics and Automation (ICRA2003), September 2003
    [15] T.Y. Li and P.Z. Huang. Planning Humanoid Motions with Striding Ability in a Virtual Environment. Proceedings of the 2004 International Conference on Robotics and Automation (ICRA2004), April 2004.
    [16] C. K. Liu and Z. Popovic. Synthesis of Complex Dynamic Character Motion from Simple Animations. Proceedings of ACM SIGGRAPH 02, 21(3):408-416, July 2002.
    [17] Merriam-Webster's Collegiate Dictionary. Merriam-Webster, Eleventh Edition, pp. 1070, July 2003.
    [18] Midiio, the Cross-platform MIDI software interface for C++ programming. URL: http://midiio.sapp.org/
    [19] Open Inventor, an object-oriented toolkit for interactive 3D graphics. URL: http://oss.sgi.com/projects/inventor/
    [20] R. Parent. Computer Animation: Algorithms and Techniques. 1.2.6:10-11, Morgan Kaufmann, August 2001.
    [21] C. W. Reynolds. Flocks, Herds, and Schools: A Distributed Behavioral Model. Computer Graphics, 21(4):25-34 (SIGGRAPH '87 Conference Proceedings), 1987.
    [22] C. W. Reynolds. Steering Behaviors for Autonomous Characters. Proceedings of Game Developers Conference 1999, Miller Freeman Game Group, San Francisco, California, pp.763-782, 1999.
    [23] C. Rose, M. Cohen, and B. Bodenheimer. Verbs and Adverbs: Multidimensional Motion Interpolation. IEEE Computer Graphics and Applications, 18(5):32-40, September 1998.
    [24] C. Rose, P. Sloan, and M. Cohen. Artist-Directed Inverse Kinematics Using Radial Basis Function Interpolation. Computer Graphics Forum, 20(3), Eurographics 2001.
    [25] K. Sims. Evolving Virtual Creatures. Proceedings of SIGGRAPH 94, pp.15-22, July 1994.
    [26] SoGLUT RenderArea. URL: http://www.fit.vutbr.cz/~peciva/projects/SoSomeRenderArea/ index.php3
    [27] F. Thomas and O. Johnson. The Illusion of Life. Abbeville Press, 1981.
    [28] D. Tolani, A. Goswami, and N. I. Badler. Real-time inverse kinematics techniques for anthropomorphic limbs. Graphical Models and Image Processing, 62(5):353-388, September 2000
    [29] Virginia Tech Multimedia Music Dictionary. URL: http://www.music.vt.edu/musicdictionary/
    [30] J. Weber. Run-Time Skin Deformation. Intel Architecture Labs, 2000.
    [31] X.Y. Xiao and T.Y. Li. An Interactive Planning System for Cinematography Automation. Proceedings of 2004 Symposium on Digital Life and Internet Technologies, June 2004.
    [32] 曾慶國,舞獅技藝,臺北市,書泉,1997

    QR CODE
    :::