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Aesthetic exploration and refinement: A computational framework for expressive character animation.

机译:审美探索和完善:表达角色动画的计算框架。

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摘要

Character animation remains a very challenging task despite many years of research on improved tools and algorithms. Production-quality animation is extremely slow to produce and only a small number of skilled animators are capable of creating it. This thesis explores methods to ease the creation of character animation, with a particular focus on expressive aspects of movement that convey personality and mood. The goal of the work is to identify which aspects of movement can be productively given computational representation and how this can best be done; its intent is not to develop a particular user interface. To reduce the scope of the problem, a restricted set of standing movements---including gestures, posture changes and weight shifts---is used as a test bed. An extensive review of the performing arts literature was conducted to understand which aspects of movement are most salient to expression. This study produced a list of key expressive aspects of movement. Computational representations for many of these movement properties have been developed, giving them a precise semantics. In addition, a software framework has been built that allows the various movement properties to be combined in a consistent and predictable manner by first mapping them to a low-level motion specification that is then simulated either kinematically or dynamically. A key feature of the system is a range of input modalities, including: character sketches that allow global changes to a motion sequence, high-level properties that adjust many aspects of a particular action, and low-level properties that precisely control particular attributes. These modalities support both rapid exploration of the aesthetic space and detailed refinement. Directly representing these resources in an easy to understand manner allows them to be customized and extended to meet the needs of a particular animator or a particular character. An implementation and various animations have been generated to illustrate the effectiveness of the approach. This work represents a step towards creating a general language for movement that can act as a bridge across artistic and technical communities to resolve ambiguities in the discussion of motion.
机译:尽管对改进的工具和算法进行了多年的研究,角色动画仍然是一项非常具有挑战性的任务。高质量的动画制作速度极慢,只有少数熟练的动画师能够制作。本文探讨了简化角色动画创建的方法,特别着重于传达个性和情绪的动作的表达方面。这项工作的目的是确定在计算上可以有效地运动的哪些方面,以及如何最好地做到这一点。它的目的不是开发特定的用户界面。为了减小问题的范围,将一组受限的站立运动(包括手势,姿势变化和体重转移)用作测试床。对表演艺术文献进行了广泛的回顾,以了解运动的哪些方面最易于表达。这项研究列出了运动的关键表达方面。已经开发出许多运动特性的计算表示形式,使它们具有精确的语义。此外,已经建立了一个软件框架,该软件框架允许通过首先将各种运动属性映射到低级运动规范,然后以运动学或动态方式对其进行模拟,从而以一致且可预测的方式组合各种运动属性。该系统的关键功能是一系列输入模式,包括:允许对运动序列进行全局更改的字符草图,调整特定动作许多方面的高级属性以及精确控制特定属性的低级属性。这些方式既支持对美学空间的快速探索,又支持详细的改进。以一种易于理解的方式直接表示这些资源,可以对其进行自定义和扩展,以满足特定动画师或特定角色的需求。生成了一个实现和各种动画来说明该方法的有效性。这项工作是朝着创造一种通用的运动语言迈出的一步,该语言可以充当跨艺术和技术界的桥梁,以解决运动讨论中的歧义。

著录项

  • 作者

    Neff, Michael Paul.;

  • 作者单位

    University of Toronto (Canada).;

  • 授予单位 University of Toronto (Canada).;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 292 p.
  • 总页数 292
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

  • 入库时间 2022-08-17 11:41:32

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