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dc.contributor.authorΜουταφίδου, Αναστασίαel
dc.date.accessioned2017-10-31T12:40:53Z-
dc.date.available2017-10-31T12:40:53Z-
dc.identifier.urihttps://olympias.lib.uoi.gr/jspui/handle/123456789/28427-
dc.identifier.urihttp://dx.doi.org/10.26268/heal.uoi.2343-
dc.rightsDefault License-
dc.subjectΜεταφορά κίνησηςel
dc.subjectΑρθρωτοί χαρακτήρεςel
dc.subjectΑυτόματη μεταφοράel
dc.subjectAnimationen
dc.subjectTransferen
dc.titleΜεταφορά κίνησης σε αρθρωτούς χαρακτήρεςel
heal.typemasterThesis-
heal.type.enMaster thesisen
heal.type.elΜεταπτυχιακή εργασίαel
heal.classificationComputer animationen
heal.dateAvailable2017-10-31T12:41:53Z-
heal.languageel-
heal.accessfree-
heal.recordProviderΠανεπιστήμιο Ιωαννίνων. Πολυτεχνική Σχολή. Τμήμα Μηχανικών Ηλεκτρονικών Υπολογιστών και Πληροφορικήςel
heal.publicationDate2017-
heal.bibliographicCitationΒιβλιογραφία : σ. 79-80el
heal.abstractΗ παρούσα μεταπτυχιακή εργασία επικεντρώνεται στη μεταφορά κίνησης μεταξύ χαρακτήρων (animation transfer). Σκοπός είναι η κίνηση που έχουμε (σκελετός, δέρμα ή εξωτερικό περίβλημα και βάρη) για τον αρχικό μας χαρακτήρα-πηγή (source) να μεταφερθεί σε έναν χαρακτήρα-στόχο (target) για τον οποίον έχουμε μόνο το εξωτερικό περίβλημα (δέρμα). Στόχος μας είναι ο νέος χαρακτήρας-στόχος (i) να προσομοιάζει στον αρχικό χαρακτήρα-στόχο και (ii) να κινείται κατά τον ίδιο τρόπο με τoν χαρακτήρα-πηγή. Παρουσιάζουμε την βήμα προς βήμα υλοποίηση, την ποιο- τική και ποσοτική αξιολόγηση της ποιότητας και αποδοτικότητας και την βελτίωση ενός αλγορίθμου μεταφοράς όλων αυτών το συντελεστών που ορίζουν μία κίνηση. Ο αλγόριθμος λειτουργεί σε τρία βήματα: την γεωμετρική αντιστοίχιση, τη μεταφορά σκελετού και τέλος τη μεταφορά του δέρματος. Ιδιαίτερη σημασία δίνεται στην αυτοματοποίηση του μεγαλύτερου μέρους της διαδικασίας και η απλοποίηση της αλληλεπίδρασης με τον χρήστη ώστε να μπορεί να χρησιμοποιηθεί και από χρήστες που δεν έχουν ειδικές γνώσεις γραφικών ή προγραμματισμού.el
heal.abstractThe present thesis, focus on transfer animation. The step-by-step design of an animation and the process of rendering it on a character consist of three basic steps that any user should follow. As a first step we design a skeleton on an existing body or else mesh, which should simulate the structure and the characteristics of the body that we work on. The second step will be the creation of skin in the form of “weight” on each vertice which will be affected by one or more bones. Thus, on each bone there will be a number of weights according to the vertices that will be affected, and will be deformed in the process of animation. So we want each and every character to have and move in the same way. The third and final step is to create the desired animation for our character. Well it is obvious that this is a process that takes both time and money to do that. It would be desirable therefore that when we want to design a multi-character move,whichwe would like to move in the same way, with an automatic (or semiautomatic) routine, to be able to move the animation directly without having to design it from the beginning. Substantially we would first like our initial character source and the one or many other target characters to share a common skeleton and a common “skin” first, as well as a common geometry. We want therefore to design an algorithm of transfer of all these three factors that define the basics of an animation of a character and thus, implementing the algorithm and our new character can move in the same way as our source. Also an important part will be the ability of our approach to be effective, for characters with different geometry and characteristics, for example from a tall person to a short one and so on. Therefore it will be, an algorithm the realization of which will render the process of character animation a simple routine accessible to every user. Therefore the way of realization of this algorithm was separated into three subsections. As a first step we have the geometric correspondance, then the skeleton transfer and finally the skin transfer. With their completion we have a new character, which behaves, or else moves in the same way with our initial source. More specifically through the process of geometric correspondance we try to create a new geometry for our source which will absolutely suit with our aim. The way of approachof this efford was carried out through the concretisation of the perfect alignment, but also by trying to move or else to convert the source in such a way that it can be perfectly aligned with our aim. We use known transformations, that is to say, rotation translation but also scale as to translate ,rotate or scale the source character , so that can be placed at the same place with our target. Having two characters aligned now, we will apply techniques of optimisation and in linear time we will simplify the geometry of our characters aiming at their conjunction into a final character. This simplification leads to two characters with simple geometry without detail, which we can work with now and create a new final source character, which it will also be our desirable result with a geometry similar to that of our target. With the aid of our new characters we can finally move on to our last process that of the skeleton transfer. Tthis section consists of two steps. First we will mention the transfer of the skeleton according to our new source, and then the redefinition of the rotation and orientation of each bone separately so that they can behave in the same way when they are under some transformations. With the completion of this process, we have created a skeleton for our target which henceforth suits its new geometry, as it has resulted from the step mention. In the final stage therefore, we have the transfer of the skin. Here simply,having our source which is the same as our target, we determine the new weights according to the new geometry as well as the new skeleton taken from the two preceding stages. Thus we will create new “skin” for our character, which will satisfy our new requirements, namely, the new characteristics of our target. Therefore the completion of our algorithm, after our last step we have our desirable result. In other words we have the creation of a new character, from start with the same characteristics and behavior as our source.en
heal.advisorNameΦούντος, Ιωάννηςel
heal.committeeMemberNameΦούντος, Ιωάννηςel
heal.committeeMemberNameΠαρσόπουλος, Κωνσταντίνοςel
heal.committeeMemberNameΔημακόπουλος, Βασίλειοςel
heal.academicPublisherΠανεπιστήμιο Ιωαννίνων. Πολυτεχνική Σχολή. Τμήμα Μηχανικών Ηλεκτρονικών Υπολογιστών και Πληροφορικήςel
heal.academicPublisherIDuoi-
heal.numberOfPages81 σ.-
heal.fullTextAvailabilitytrue-
Appears in Collections:Διατριβές Μεταπτυχιακής Έρευνας (Masters) - ΜΥ

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