博碩士論文 93522068 詳細資訊




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姓名 高全成(Chuan-Cheng Kao)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 虛擬環境中的視覺特效與碰撞偵測
(Visual Effects and Collision Detection for A Virtual Environment)
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摘要(中) 在虛擬環境中,我們可以模擬真實或構想的環境;其中我們可以透過3D MAX、MAYA...等等的模塑軟體來構建3D模型,再以數學、物理、資料結構等技術來呈現虛擬環境中,逼真的運動行為及視覺效果。本論文的研究目的是在虛擬環境的導覽過程中,發展有效的碰撞偵測,並針對不同物體的屬性,模擬各種特有的碰撞反應。這些反應包括:火、煙、爆炸等視覺效果。從碰撞物體的屬性推論出碰撞後的視覺效果是很難的題目,且資料不充分,所以在本論文中,我們謹以煙的視覺效果為範圍去達此一雛型的建構方式。
摘要(英) The 3D visualization is a key component of a virtual-reality application system. There are many techniques influencing the performance and reality of the 3D visualization, such as, collision detection, visual effects, physical modeling, etc.
In this study, we develop techniques of collision detection and visual effects for applications in a virtual environment. The collision detection emphasizes simulating the walking behaviors of human in a virtual environment, such as, walking, going up/down hill, going up/down stairs, etc. The visual effects are emphasized resulting from the attributes of collided objects, not just from the behavior of a collision of two objects. In the practices of visual effects, we first design data structures of attributes to describe properties of objects. Second, we use constrained physical formulas to deduce the parameters for a specific visual effect from the attributes of collided objects. At last, we implement a particle system to manage all visual effects in a virtual environment. In the second and third stages, we construct a “FXEditor” system to edit the visual effects and to render the simulating effects for helping the generation of visual effects.
關鍵字(中) ★ 碰撞偵測
★ 視覺效果
關鍵字(英) ★ collision detection
★ visual effects
論文目次 目錄
摘要 II
誌謝 III
目錄 IV
第一章 緒論 一
第二章 相關研究 二
第三章 碰撞偵測 三
第四章 模擬人類碰撞行為 四
第五章 模擬視覺效果 五
第六章 特效編輯系統 六
第七章 實驗 七
第八章 結論 八
附錄 英文版論文 九
Contents
Abstract ii
Contents iii
List of Figures v
List of Tables vii
Chapter 1 Introduction 1
1.1 Motivation 1
1.2 System overview 2
1.2.1 The behavior of human beings 2
1.2.2 The FXEditor system 2
1.3 Thesis organization 3
Chapter 2 Related Works 4
2.1 Collision detection 4
2.1.1 Bounding volumes 4
2.1.2 Hierarchical manners 5
2.2 Visual effects 6
2.2.1 Billboard 6
2.2.2 Particle system 7
2.3 The detail of particle system 7
2.3.1 The detail analysis of the particle system 7
2.3.2 The data structure of the particle 9
Chapter 3 Collision Detection 16
3.1 Background 16
3.2 Bounding volume representations for models 17
3.3 The proposed algorithm 18
3.3.1 Building an AABB-tree 19
3.3.2 Broad phase 22
3.3.3 Narrow phase 22
Chapter 4 Human Collision Behaviors 25
4.1 Basic idea and goal 25
4.2 Background 25
4.3 The proposed algorithm 27
4.3.1 Designing the group of probes 28
4.3.2 Simulating human behavior 30
Chapter 5 Simulating Visual Effects 32
5.1 Basic idea 32
5.2 Our particle system 33
5.3 The three components of our particle system 34
5.3.1 Particle system 34
5.3.2 Particle container 34
5.3.3 Particle behavior 35
5.4 The prototype of the attributes 40
5.4.1 Background 40
5.4.2 The overview of attributes’ data structure 46
5.4.3 The detail of attributes 48
5.5 Simulating the visual effect of explosion 49
Chapter 6 The FXEditor System 50
6.1 The overview of FXEditor 50
6.2 The function of simulation 51
Chapter 7 Experiments 53
7.1 Experimental platform 53
7.2 The 3-D environment 53
7.3 The performance of collision detection 55
7.4 The behaviors of human 55
7.5 Simulating the visual effect of explosion 59
Chapter 8 Conclusions and Future works 64
References 65
參考文獻 [1] Bourg, D. M., Physics for Game Developers, Cambridge, MA, O’Reilly Media, 2002.
[2] Dalmau, D. S. C., Core Techniques and Algorithm in Game Programming, Pearson Education, 2003.
[3] Duda, R. O. and P. E. Hart, Pattern Classification and Scene Analysis, John Wiley and Sons, 1973.
[4] Gino van den Bergen, "Efficient collision detection of complex deformable models using AABB trees," Journal of Graphics Tools, vol.2 Issue 4, pp.1-13, 1998.
[5] Gottschalk, S., M.C. Lin, and D. Manocha, 'OBBTree: A hierarchical structure for rapid interference detection,' in Proc. SIGGRAPH '96, Oct.25, 1996, pp.171-180.
[6] Kitamura, Y., H. Takemura, N. Ahuja, and F. Kishino, "Efficient collision detection among objects in arbitrary motion using multiple shape representations," in Proc. 12th IAPR Int. Conf. on Pattern Recognition, Oct.9-13, 1994, vol.1, pp.390-396.
[7] Klosowski, J., M. Held, J. Mitchell, H. Sowizral, and K. Zikan, " Efficient collision detection using bounding volume hierarchies of k-DOPs," IEEE Transactions on Visualization and Computer graphics, vol.2, Issue 1, pp.21-36, 1998.
[8] Moore, M. and J. Wilhelms, "Collision detection and Response for computer animation," in Proc. SIGGRAPH '98, New York, June, 1988, vol.22, pp.289-298.
[9] Naylor, B., J. Amanatides, and W. Thibault, "Merging bsp trees yield polyhedral set operations," in Proc. SIGGRAPH '90, Dallas, TX, Sep. 1990, vol.24, pp.115-124.
[10] Noborio, H., S. Fukuda, and S. Arimoto, "Fast interference check method using octree representation," Advance Robotics, vol.3, no.3, pp.193-212, 1989.
[11] Reeves, W. T., "Particle systems—a technique for modeling a class of fuzzy objects," in Proc. SIGGRAPH '83, Detroit, Michigan, July 1983, vol.17, pp.359-375.
[12] Sanna, A. and M. Milani, 'CDFast: An algorithm combining different bounding volume strategies for real time collision detection,' in Proc. Conf. Systemics, Cybernetics and Informatics (SCI), 2004, vol.2, pp.144-149.
指導教授 曾定章(Ding-Chang Tseng) 審核日期 2006-7-19
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