2004-08-012024-05-18https://scholars.lib.ntu.edu.tw/handle/123456789/713345摘要:三維幾何模型資料在現今生活各層面中扮演著重要的角色,也是所有工程摸擬工具與商業動畫及網路遊戲的基礎。一般產業界應用在電影或遊戲上的三維幾何模型都是屬於動態模型(animatable model),也就是需要有模型內部的骨幹(skeleton)資訊,以利於編輯三維幾何模型的動作。產生動態模型或編輯模型的動作在整個生產鏈上均是相當耗費時間的,因此我們期望可以提出一套方法讓使用者可以快速產生三維幾何模型之骨幹並能移轉其動作和網格權重(binding weight),而這也是目前許多研究單位的研究主題之一。<br> Abstract: 3D geometric models nowadays become an important part of our daily life, and are the fundamental building blocks of engineering simulation tools, commercial animations, and networking computer games. Those models which are used in movies or games generally belong to animatable models, which usually have skeletons in order to let artists to edit the models’ motion easily. Actually, generating animatable models and editing the motions cost a lot of time comparing with the whole production pipeline. Therefore we want to propose a new and good algorithm to generate 3D geometric model’s skeleton quickly and retarget the motion, skeleton, or binding weight to another similar 3D model. Many research groups also pay much attention to this topic.三維模型骨幹動態模型動作移轉skeletonanimatable modelmotion retargeting三維動態模型之骨幹擷取與動作移轉之研究