連豊力臺灣大學:電機工程學研究所曾志豪Tseng, Chih-HaoChih-HaoTseng2007-11-262018-07-062007-11-262018-07-062005http://ntur.lib.ntu.edu.tw//handle/246246/53240近幾年來,線上電玩遊戲越來越受到歡迎。動畫的真實度以及計算效率為影響線上電玩效能的兩個重要尺度。此篇論文提出一個控制架構去驗證線上三維電玩的即時效能。此外,當有很多玩家同時在一個連線系統的時候,一個能夠維持資料傳輸量的想法也將被提出。精細度層級(LOD)調整的觀念將被用來處理線上互動遊戲效能的問題。精細度層級(LOD)的觀念被使用在處理動畫的觀感用來減少計算量並且維持動畫的真實度。再者,利用精細度層級(LOD)觀念的差值方法也被用來減少在線上互動電玩系統資料量的傳遞。最後,幾個實驗的場景將會在本篇論文中列出。In recent years, on-line video games are more and more popular. The reality and the computational efficiency of the animation are two main criteria affecting the performance of such an on-line video game system. This thesis presents an architecture and a control algorithm for guaranteeing the real-time performance of simulating 3D animation in an on-line interactive multiplayer environment. Furthermore, an idea of maintaining the data transmission over the Internet is also proposed when there are numerous users connecting to the interactive game system. The concept of level of detail (LOD) is the key factor in the proposed on-line interactive game environment. The LOD concept is used for controlling the visualization of the animation and then reducing the computational cost and maintaining the reality of the environment. Moreover, the LOD concept is also applied at the interpolation stage of the environment for reducing the amount of data needed for the transmission in an on-line interactive game system. Finally, several scenarios of illustrative animations are presented in this thesis.摘要 i ABSTRACT ii List of Figures vi List of Tables ix Chapter 1 1 Introduction 1 1.1 Motivation 1 1.2 Contribution of the thesis 3 1.3 Thesis organization 4 Chapter 2 5 Generating Computer Animation 5 2.1 Computer graphics 6 2.2 Computer animation 7 2.2.1 Types of generating animation 7 2.2.2 The process of generating physical animation 8 2.3 Computer animation for film 8 2.4 Computer animation for personal animation 9 2.5 On-line game 10 2.5.1 Interactive on-line game 11 Chapter 3 13 Modeling of Large Number Objects in 3D Video Games 13 3.1 Grass modeling 14 3.1.1 Physically based grass modeling 15 3.1.1.1 Mass-spring model 15 3.1.1.2 Mass spring damped model 17 3.1.1.3 Spring-hinge model 18 3.1.1.4 Cantilever beam model 20 3.1.2 Non-physically based grass modeling 24 3.1.2.1 Texture animation technique 24 3.1.2.2 2.5D texture animation technique 25 3.1.2.3 2D texture 25 3.1.3 Comparison of physically-based grass and non-physically based grass 26 3.2 Grassland modeling 26 3.2.1 Grassland with reality and efficiency using LOD (levels of detail) technique 27 3.2.2 Robot leg with reality and efficiency using LOD technique 29 3.2.3 Hair with reality and efficiency using LOD technique 29 3.3 Comparison 30 3.4 Numerical method and visualization 31 Chapter 4 33 Real-time Control for Guaranteeing the Reality and Efficiency 33 4.1 Problem formulation 34 4.2 Single grass modeling and visualization 35 4.3 Grassland in peer-to-peer on-line system 39 4.3.1 Droop grasses 39 4.3.2 Grassland using LOD concept 42 4.3.3 LOD experiment 44 4.3.4 Experimental result 47 4.3.5 Experiment performance analysis 51 4.3.6 LOD transition system 54 4.3.6.1 Transition system architecture 57 4.3.7 Interpolation of the grassland 58 4.3.8 Network transferring analysis 60 4.4 Grassland in client-server on-line system 60 4.4.1 Grassland using LOD concept 61 4.4.2 LOD transition system 63 4.4.2.1 Transition system architecture 63 4.4.2.2 Network LOD 65 4.5 Comparison of the peer-to-peer and client-server system 65 4.5.1 Comparison of hardware equipments for two on-line systems 65 4.5.2 Comparison of data transferring for two on-line systems 66 4.5.3 Discussion 67 Chapter 5 69 Conclusion and Future Work 69 5.1 Conclusions 69 5.2 Future work 70 References 712116083 bytesapplication/pdfen-US即時控制真實度效能線上互動遊戲Real-time controlrealityefficiencyon-line interactive video game對於線上互動式三維電玩環境之真實度與效率維持之即時控制Real-time Control for Guaranteeing the Reality and Efficiency in an On-line Interactive 3D Video Game Environmentthesishttp://ntur.lib.ntu.edu.tw/bitstream/246246/53240/1/ntu-94-R92921056-1.pdf