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| 題 名 | 電腦動畫的幾何塑型根基與實作=Implementations and Modeling Fundamentals with Computer Animation |
|---|---|
| 作 者 | 胡興民; | 書刊名 | 東方學報 |
| 卷 期 | 32 2011.12[民100.12] |
| 頁 次 | 頁35-46 |
| 分類號 | 312.13 |
| 關鍵詞 | 電腦動畫; 射影變換; 電腦圖學; 幾何塑型; Computer animation; Productive transformation; Computer graphics; Geometric modeling; |
| 語 文 | 中文(Chinese) |
| 中文摘要 | 本文以MATLAB程式語言配合其”patch”(片面補丁或貼皮)函式實作一剛體,再展示一維(連續)平移的電腦動畫基本概念,最後以齊次座標射影變換實作剛體的旋轉;著重在幾何物件的塑型表示與操作處理(manipulate)。藉由導入齊次座標表示點與線,再介紹射影空間的平面變換以及空間變換,使得借助幾何元件經由連續射影變換所得幾何物件,可以一次以矩陣乘法計算而得,即使平移變換加入到旋轉變換、縮放變換等亦然。 |
| 英文摘要 | The paper implements the relative motion of rigid bodies in the scene with MATLAB to model computer animation, and features two aspects: the ”manipulation” and the ”representation” of geometric modeling. First, we describe how points and lines can be represented by homogeneous coordinates. Planar and spatial transformations are introduced to construct objects from ”geometric primitives”, and to manipulate existing objects. Then we focus on productive transformations. The concatenation of transformations can be carried out with matrix multiplications alone by the means of homogenous coordinates, even when translations are involved. |
本系統中英文摘要資訊取自各篇刊載內容。