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| 題 名 | 整合式電腦群體動畫運動行為控制研究=Behavior Control of Crowd Simulation with Combined Approaches |
|---|---|
| 作 者 | 王盛祿; 鐘世凱; | 書刊名 | 明志學報 |
| 卷 期 | 38:2 2007.01[民96.01] |
| 頁 次 | 頁25-37 |
| 分類號 | 312.13 |
| 關鍵詞 | 群體動畫; 尋路演算法; 虛擬力; Crowd simulation; Path-finding algorithms; Virtual force; |
| 語 文 | 中文(Chinese) |
| 中文摘要 | 由於電腦科技的進步,在現今的電影或電視影集中,開始嘗試以電腦動畫的群體運動來模擬真人或卡通角色所組成的群體場面。然而由於群體的角色數量眾多,衍生出動作控制以及電腦硬體負荷的問題。此時若仍以傳統設定關鍵格的方法,將會耗費大量的人力,因此必需藉由電腦的特長,將角色行為準則數理化,以程式的語法來模擬群體運動的路徑來大幅節省動畫師所費的勞力。本研究以虛擬力的個體為基礎,並以一個十字路口為例,討論如何避免撞上障礙物,以及如何對交通號誌的事件做出反應,並加入尋路演算、設定關鍵格的個體,來進行分析與探討,並將求出的路徑與 3D 動畫軟體中的高解析度模型做結合。經由這樣的分析,對具有自主性的群體動畫模擬提供一可行的做法。 |
| 英文摘要 | As a result of Computer Graphics and technology progress, the movies and television programs start to use computer animation to simulate the crowd scene which composed by real person or cartoon characters. Because the numerous characters in a scene, it creates the problems of animation control as well as the loading of computer hardware. Traditional control methods, such as setting keyframes, can consume much animators' time and efforts. Motion path of the crowd can be computed by stylizing the behavior rules of the characters, and a lot of labor force can be saved. Our research applies the virtual force agent as a foundation, and takes a crossing as the example. It studies how the crowd avoids hitting the obstacles, as well as how it responds to the traffic-light event. Path-finding, and keyframed agent were integrated in proceeding the analysis and discussion. Finally, the computed motion path and high resolution in 3D software are joined together to create crowd simulation. As a result, our work proposes a feasible framework in simulating the independent agents of crowd simulation. |
本系統中英文摘要資訊取自各篇刊載內容。