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題名 以運動擷取資料改善程序式動畫品質
Enhancing procedural animation with motion capture data
作者 梁長宏
Liang, Chang-Hung
貢獻者 李蔡彥
Li, Tsai-Yen
梁長宏
Liang, Chang-Hung
關鍵詞 角色動畫
程序式動畫
最佳化演算法
模擬退火法
Character Animation
Procedural Animation
Optimization Algorithm
Simulated Annealing
日期 2008
上傳時間 19-Sep-2009 12:11:17 (UTC+8)
摘要 程序式動畫是一種根據使用者所提供的高階運動參數,自動產生動畫的方法。藉著高階的運動參數,程序式動畫比運動擷取資料有著更高的彈性。使用者可透過調整參數,輕易地讓動畫滿足情境上所需的限制。但如何調整適當的運動參數以產生擬真的動畫仍屬不易,因此程序式動畫常有在視覺上觀感不自然的問題。本研究的目標是,將運動擷取資料擬真的要素,帶到程序式動畫之中,以改進程序式動畫的品質。我們將問題定義成一個最佳化問題:給定一段運動擷取資料,系統該如何調整程序式動畫之參數,使得程序式動畫與運動擷取資料的差距盡可能地縮小?我們的系統可以參考一段運動擷取資料,以最佳化演算法,自動調整程序式動畫的參數,搜尋能產生出與運動擷取資料最為相似的運動參數。為了進一步讓產生之動畫符合環境的限制需求,多組最佳化過後的運動參數可以再透過內插,重新產生出一組符合限制需求的運動參數。實驗結果顯示,我們的方法不但使程序式動畫得以保留原來彈性的優點,也改善了程序式動畫常有的視覺觀感不自然的缺點。
Procedural animation provides a way for a user to generate animation according to the high-level motion parameters that the user supplies. With the high-level motion parameters, procedural animation has the flexibility of generating animation accommodating the requested constraints in a scenario. However, tuning parameters to generate realistic animations usually is a difficult task. Therefore, animations produced with this approach often have the drawback of unrealistic-looking. Our goal is to improve the quality of procedural animation by bringing the naturalness of motion capture data into procedural animation. We model our problem as an optimization problem: given a motion captured clip, how does the system tune the motion parameters in an animation procedure to minimize the difference between animations produced by a procedure and captured in a motion clip? Our proposed system takes a motion captured clip as a reference and tunes the motion parameters of the animation procedure with an optimization algorithm. In order to generate animation satisfying environmental constraints, multiple optimized motion parameters can be interpolated to create a new set of motion parameters which can also satisfy the constraints. Our experimental results show that our method not only retains the flexibility of procedural animation, but also enhances the quality of procedural animation.
參考文獻 [1] R. Boulic, N. Magnenat-Thalmann, and D. Thalmann, “A Global Human Walking Model with Real-Time Kinematic Personification,” in Visual Computer, Vol.6, Issue.6, p.344-358, 1990.
[2] A. Bruderlin and T. Calvert, “Goal-Directed, Dynamic Animation of Human Walk-ing,” in Proceedings of the 16th Annual Conference on Computer Graphics and Inter-active Techniques, p.233-242, 1989.
[3] A. Bruderlin and T. Calvert, “Knowledge-Driven, Interactive Animation of Human Running,” in Proceedings of the Conference on Graphics Interface ’96, p.213-221, 1996.
[4] A. Bruderlin and L. Williams, “Motion Signal Processing,” in Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques, p.97-104, 1995.
[5] P.F. Chen and T.Y. Li, “Generating Humanoid Lower-Body Motions with Real-Time Planning,” in Proceedings of Computer Graphics Workshop 2002, 2002.
[6] D. Chetverikov and Z. Szabo, “A Simple and Efficient Algorithm for Detection of High Curvature Points in Planar Curves,” in Proceedings of 23rd Workshop of the Austrian Pattern Recognition Group, p.175-184, 1999.
[7] S. Coros, P. Beaudoin, K.K. Yin, and M. van de Pann, “Synthesis of Constrained Walking Skills,” in ACM Transactions on Graphics, Vol.27, Issue.5, 2008.
[8] P. Faloutsos, M. van de Panne, and D. Terzopoulos, “Composable Controllers for Physics-Based Character Animation,” in Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, p.251-260, 2001.
[9] P. Glardon, R. Boulic, and D. Thalmann, “PCA-Based Walking Engine Using Motion Capture Data,” in Proceedings of the Computer Graphics International, p.292-298, 2004.
[10] M. Gleicher, “Retargetting Motion to New Characters,” in Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, p.33-42, 1998.
[11] C. Hecker, B. Raabe, R.W. Enslow, J. Deweese, J. Maynard, and K. van Prooijen, “Real-Time Motion Retargeting to Highly Varied User-Created Morphologies,” in ACM Transactions on Graphics, Vol.27, Issue.3, 2008.
[12] J.K. Hodgins, W.L. Wooten, D.C. Brogan, and J.F. O’Brien, “Animating Human Ath-letics,” in Proceedings of the 22nd Annual Conference on Computer Graphics and In-teractive Techniques, p.71-78, 1995.
[13] S. Kirkpatrick, C.D. Gelatt, and M.P. Vecchi, “Optimization by Simulated Annealing,” in Science, Vol.220, p.671-680, 1983.
[14] L. Kovar, M. Gleicher, and F. Pighin, “Motion Graphs,” in ACM Transactions on Graphics, Vol.21, Issue.3, p.473-482, 2002.
[15] T. Kwon and S.Y. Shin, “Motion Modeling for On-Line Locomotion Synthesis,” in Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, p. 29-38, 2005.
[16] C.H. Liang and T.Y. Li, “Simulating Human Low-Posture Motions with Procedural Animation,” in Proceedings of Computer Graphics Workshop 2007, 2007.
[17] C.H. Liang, P.C. Tao, and T.Y. Li, “IMHAP – An Experimental Platform for Human-oid Procedural Animation,” in Proceedings of the 3rd International Conference on In-ternational Information Hiding and Multimedia Signal Processing, Vol.1, p.345-348, 2007.
[18] F. Multon, L. France, L., M-P. Cani, and G. Debunne, “Computer Animation of Human Walking: a Survey,” in Journal of Visualization and Computer Animation, Vol.10, p39-54, 1999.
[19] K. Perlin, “An Image Synthesizer,” in ACM SIGGRAPH Computer Graphics, Vol.19, Issue.3, p287-296, 1985.
[20] K. Perlin, “Real Time Responsive Animation with Personality,” in IEEE Transactions on Visualization and Computer Graphics, Vol.1, Issue.1, p.5-15, 1995.
[21] K. Perlin, “Building Virtual Actors Who Can Really Act,” in Proceedings of the 2nd International Conference on Virtual Storytelling, p.127-134, 2003.
[22] C. Rose, B. Guenter, B. Bodenheimer, and M.F. Cohen, “Efficient Generation of Mo-tion Transitions Using Spacetime Constraints,” in Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, p.147-154, 1996.
[23] S.J. Russell and P. Norvig, “Simulated Annealing Search,” in Artificial Intelligence: A Modern Approach (2nd Edition), Prentice Hall, p.115-116, 2002.
[24] A. Safonova and J.K. Hodgins, “Construction and Optimal Search of Interpolated Mo-tion Graphs,” in ACM Transactions on Graphics, Vol.26, Issue.3, 2007
[25] A. Shapiro, Y. Cao, and P. Faloutsos, “Style Components,” in Proceedings of Graphics Interface 2006, p. 33-39, 2006.
[26] K. Sims, “Evolving Virtual Creatures,” in Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, p.15-22, 1994.
[27] K.W. Sok, M. Kim, and J. Lee, “Simulating Biped Behaviors from Human Motion Data,” in ACM Transactions on Graphics, Vol.26, Issue.3, 2007.
[28] H.C. Sun and D.N. Metaxas, “Automating Gait Generation,” in Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, p.261-270, 2001.
[29] M. Thorne, D. Burke, M. van de Panne, “Motion Doodles: An Interface for Sketching Character Motion,” in ACM Transactions on Graphics, Vol.23, Issue.3, p.424-431, 2004.
[30] D. Tolani, A. Goswami, N.I. Badler, “Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs,” in Graphical Models and Image Processing, Vol.62, Is-sue.5, p.353-388, 2000.
[31] M. van de Panne, “From Footprints to Animation,” in Computer Graphics Forum, Vol.16, No.4, p.211-223, 1997.
[32] R. Williams, The Animator`s Survival Kit. Faber & Faber, 2002.
[33] A. Witkin and M. Kass, “Spacetime Constraints,” in Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, p.159-168, 1988.
[34] A. Witkin and Z. Popovic, “Motion Warping,” in Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques, p.105-108, 1995.
[35] D. Zeltzer, “Motion Control Techniques for Figure Animation,” in IEEE Computer Graphics and Applications, Vol.2, Issue.9, p.53-59, 1982.
[36] CMU Motion Capture Database: http://mocap.cs.cmu.edu
[37] Humanoid Animation Working Group (H-Anim): http://www.h-anim.org
[38] jMonkey Engine: http://www.jmonkeyengine.com
[39] Model-View-Controller, http://en.wikipedia.org/wiki/Model-view-controller
[40] Motion Capture Systems from Vicon: http://www.vicon.com
[41] Setting Up an Inverse Foot: http://www.kurgan.dk/mayafaq/faq2.html
[42] Voronoi/Delaunay Applet: http://www.cs.cornell.edu/home/chew/Delaunay.html
描述 碩士
國立政治大學
資訊科學學系
96753006
97
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0096753006
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.advisor Li, Tsai-Yenen_US
dc.contributor.author (Authors) 梁長宏zh_TW
dc.contributor.author (Authors) Liang, Chang-Hungen_US
dc.creator (作者) 梁長宏zh_TW
dc.creator (作者) Liang, Chang-Hungen_US
dc.date (日期) 2008en_US
dc.date.accessioned 19-Sep-2009 12:11:17 (UTC+8)-
dc.date.available 19-Sep-2009 12:11:17 (UTC+8)-
dc.date.issued (上傳時間) 19-Sep-2009 12:11:17 (UTC+8)-
dc.identifier (Other Identifiers) G0096753006en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/37116-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 96753006zh_TW
dc.description (描述) 97zh_TW
dc.description.abstract (摘要) 程序式動畫是一種根據使用者所提供的高階運動參數,自動產生動畫的方法。藉著高階的運動參數,程序式動畫比運動擷取資料有著更高的彈性。使用者可透過調整參數,輕易地讓動畫滿足情境上所需的限制。但如何調整適當的運動參數以產生擬真的動畫仍屬不易,因此程序式動畫常有在視覺上觀感不自然的問題。本研究的目標是,將運動擷取資料擬真的要素,帶到程序式動畫之中,以改進程序式動畫的品質。我們將問題定義成一個最佳化問題:給定一段運動擷取資料,系統該如何調整程序式動畫之參數,使得程序式動畫與運動擷取資料的差距盡可能地縮小?我們的系統可以參考一段運動擷取資料,以最佳化演算法,自動調整程序式動畫的參數,搜尋能產生出與運動擷取資料最為相似的運動參數。為了進一步讓產生之動畫符合環境的限制需求,多組最佳化過後的運動參數可以再透過內插,重新產生出一組符合限制需求的運動參數。實驗結果顯示,我們的方法不但使程序式動畫得以保留原來彈性的優點,也改善了程序式動畫常有的視覺觀感不自然的缺點。zh_TW
dc.description.abstract (摘要) Procedural animation provides a way for a user to generate animation according to the high-level motion parameters that the user supplies. With the high-level motion parameters, procedural animation has the flexibility of generating animation accommodating the requested constraints in a scenario. However, tuning parameters to generate realistic animations usually is a difficult task. Therefore, animations produced with this approach often have the drawback of unrealistic-looking. Our goal is to improve the quality of procedural animation by bringing the naturalness of motion capture data into procedural animation. We model our problem as an optimization problem: given a motion captured clip, how does the system tune the motion parameters in an animation procedure to minimize the difference between animations produced by a procedure and captured in a motion clip? Our proposed system takes a motion captured clip as a reference and tunes the motion parameters of the animation procedure with an optimization algorithm. In order to generate animation satisfying environmental constraints, multiple optimized motion parameters can be interpolated to create a new set of motion parameters which can also satisfy the constraints. Our experimental results show that our method not only retains the flexibility of procedural animation, but also enhances the quality of procedural animation.en_US
dc.description.tableofcontents 第一章 導論.....................................1
1.1 研究動機與目的..............................1
1.2 問題描述....................................2
1.3 論文貢獻....................................4
1.4 論文章節架構................................5
第二章 相關研究.................................6
2.1 程序式動畫..................................6
2.2 動力學方法..................................8
2.3 運動擷取方法...............................12
2.4 不同方法之比較.............................15
第三章 程序式動畫之設計........................18
3.1 動畫實驗平台IMHAP..........................18
3.2 人形角色控制系統...........................20
3.3 走路動畫之設計.............................23
3.3.1 走路之運動參數...........................24
3.3.2 關鍵格定義...............................26
3.3.3 內插定義.................................28
第四章 程序式動畫之最佳化......................31
4.1 運動擷取資料的前處理.......................31
4.2 最佳化方法.................................33
4.2.1 關鍵格對齊...............................34
4.2.2 目標函數.................................34
4.2.3 模擬退火法...............................36
4.3 模擬退火法的參數設定.......................39
第五章 運動參數之內插..........................46
5.1 運動參數內插平面之建立.....................46
5.2 運動參數的內插方法.........................49
5.3 風格平面...................................50
第六章 實驗結果與討論..........................52
6.1 實作與實驗環境.............................52
6.2 新舊走路程序之比較.........................52
6.3 目標函數之比較.............................54
6.4 效率測試...................................57
6.4.1 走路程序的效率...........................57
6.4.2 最佳化的效率.............................58
6.5 綜合應用...................................60
第七章 結論與未來發展..........................66
7.1 結論.......................................66
7.2 未來發展...................................66
參考文獻.......................................69
zh_TW
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dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0096753006en_US
dc.subject (關鍵詞) 角色動畫zh_TW
dc.subject (關鍵詞) 程序式動畫zh_TW
dc.subject (關鍵詞) 最佳化演算法zh_TW
dc.subject (關鍵詞) 模擬退火法zh_TW
dc.subject (關鍵詞) Character Animationen_US
dc.subject (關鍵詞) Procedural Animationen_US
dc.subject (關鍵詞) Optimization Algorithmen_US
dc.subject (關鍵詞) Simulated Annealingen_US
dc.title (題名) 以運動擷取資料改善程序式動畫品質zh_TW
dc.title (題名) Enhancing procedural animation with motion capture dataen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] R. Boulic, N. Magnenat-Thalmann, and D. Thalmann, “A Global Human Walking Model with Real-Time Kinematic Personification,” in Visual Computer, Vol.6, Issue.6, p.344-358, 1990.zh_TW
dc.relation.reference (參考文獻) [2] A. Bruderlin and T. Calvert, “Goal-Directed, Dynamic Animation of Human Walk-ing,” in Proceedings of the 16th Annual Conference on Computer Graphics and Inter-active Techniques, p.233-242, 1989.zh_TW
dc.relation.reference (參考文獻) [3] A. Bruderlin and T. Calvert, “Knowledge-Driven, Interactive Animation of Human Running,” in Proceedings of the Conference on Graphics Interface ’96, p.213-221, 1996.zh_TW
dc.relation.reference (參考文獻) [4] A. Bruderlin and L. Williams, “Motion Signal Processing,” in Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques, p.97-104, 1995.zh_TW
dc.relation.reference (參考文獻) [5] P.F. Chen and T.Y. Li, “Generating Humanoid Lower-Body Motions with Real-Time Planning,” in Proceedings of Computer Graphics Workshop 2002, 2002.zh_TW
dc.relation.reference (參考文獻) [6] D. Chetverikov and Z. Szabo, “A Simple and Efficient Algorithm for Detection of High Curvature Points in Planar Curves,” in Proceedings of 23rd Workshop of the Austrian Pattern Recognition Group, p.175-184, 1999.zh_TW
dc.relation.reference (參考文獻) [7] S. Coros, P. Beaudoin, K.K. Yin, and M. van de Pann, “Synthesis of Constrained Walking Skills,” in ACM Transactions on Graphics, Vol.27, Issue.5, 2008.zh_TW
dc.relation.reference (參考文獻) [8] P. Faloutsos, M. van de Panne, and D. Terzopoulos, “Composable Controllers for Physics-Based Character Animation,” in Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, p.251-260, 2001.zh_TW
dc.relation.reference (參考文獻) [9] P. Glardon, R. Boulic, and D. Thalmann, “PCA-Based Walking Engine Using Motion Capture Data,” in Proceedings of the Computer Graphics International, p.292-298, 2004.zh_TW
dc.relation.reference (參考文獻) [10] M. Gleicher, “Retargetting Motion to New Characters,” in Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, p.33-42, 1998.zh_TW
dc.relation.reference (參考文獻) [11] C. Hecker, B. Raabe, R.W. Enslow, J. Deweese, J. Maynard, and K. van Prooijen, “Real-Time Motion Retargeting to Highly Varied User-Created Morphologies,” in ACM Transactions on Graphics, Vol.27, Issue.3, 2008.zh_TW
dc.relation.reference (參考文獻) [12] J.K. Hodgins, W.L. Wooten, D.C. Brogan, and J.F. O’Brien, “Animating Human Ath-letics,” in Proceedings of the 22nd Annual Conference on Computer Graphics and In-teractive Techniques, p.71-78, 1995.zh_TW
dc.relation.reference (參考文獻) [13] S. Kirkpatrick, C.D. Gelatt, and M.P. Vecchi, “Optimization by Simulated Annealing,” in Science, Vol.220, p.671-680, 1983.zh_TW
dc.relation.reference (參考文獻) [14] L. Kovar, M. Gleicher, and F. Pighin, “Motion Graphs,” in ACM Transactions on Graphics, Vol.21, Issue.3, p.473-482, 2002.zh_TW
dc.relation.reference (參考文獻) [15] T. Kwon and S.Y. Shin, “Motion Modeling for On-Line Locomotion Synthesis,” in Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, p. 29-38, 2005.zh_TW
dc.relation.reference (參考文獻) [16] C.H. Liang and T.Y. Li, “Simulating Human Low-Posture Motions with Procedural Animation,” in Proceedings of Computer Graphics Workshop 2007, 2007.zh_TW
dc.relation.reference (參考文獻) [17] C.H. Liang, P.C. Tao, and T.Y. Li, “IMHAP – An Experimental Platform for Human-oid Procedural Animation,” in Proceedings of the 3rd International Conference on In-ternational Information Hiding and Multimedia Signal Processing, Vol.1, p.345-348, 2007.zh_TW
dc.relation.reference (參考文獻) [18] F. Multon, L. France, L., M-P. Cani, and G. Debunne, “Computer Animation of Human Walking: a Survey,” in Journal of Visualization and Computer Animation, Vol.10, p39-54, 1999.zh_TW
dc.relation.reference (參考文獻) [19] K. Perlin, “An Image Synthesizer,” in ACM SIGGRAPH Computer Graphics, Vol.19, Issue.3, p287-296, 1985.zh_TW
dc.relation.reference (參考文獻) [20] K. Perlin, “Real Time Responsive Animation with Personality,” in IEEE Transactions on Visualization and Computer Graphics, Vol.1, Issue.1, p.5-15, 1995.zh_TW
dc.relation.reference (參考文獻) [21] K. Perlin, “Building Virtual Actors Who Can Really Act,” in Proceedings of the 2nd International Conference on Virtual Storytelling, p.127-134, 2003.zh_TW
dc.relation.reference (參考文獻) [22] C. Rose, B. Guenter, B. Bodenheimer, and M.F. Cohen, “Efficient Generation of Mo-tion Transitions Using Spacetime Constraints,” in Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, p.147-154, 1996.zh_TW
dc.relation.reference (參考文獻) [23] S.J. Russell and P. Norvig, “Simulated Annealing Search,” in Artificial Intelligence: A Modern Approach (2nd Edition), Prentice Hall, p.115-116, 2002.zh_TW
dc.relation.reference (參考文獻) [24] A. Safonova and J.K. Hodgins, “Construction and Optimal Search of Interpolated Mo-tion Graphs,” in ACM Transactions on Graphics, Vol.26, Issue.3, 2007zh_TW
dc.relation.reference (參考文獻) [25] A. Shapiro, Y. Cao, and P. Faloutsos, “Style Components,” in Proceedings of Graphics Interface 2006, p. 33-39, 2006.zh_TW
dc.relation.reference (參考文獻) [26] K. Sims, “Evolving Virtual Creatures,” in Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, p.15-22, 1994.zh_TW
dc.relation.reference (參考文獻) [27] K.W. Sok, M. Kim, and J. Lee, “Simulating Biped Behaviors from Human Motion Data,” in ACM Transactions on Graphics, Vol.26, Issue.3, 2007.zh_TW
dc.relation.reference (參考文獻) [28] H.C. Sun and D.N. Metaxas, “Automating Gait Generation,” in Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, p.261-270, 2001.zh_TW
dc.relation.reference (參考文獻) [29] M. Thorne, D. Burke, M. van de Panne, “Motion Doodles: An Interface for Sketching Character Motion,” in ACM Transactions on Graphics, Vol.23, Issue.3, p.424-431, 2004.zh_TW
dc.relation.reference (參考文獻) [30] D. Tolani, A. Goswami, N.I. Badler, “Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs,” in Graphical Models and Image Processing, Vol.62, Is-sue.5, p.353-388, 2000.zh_TW
dc.relation.reference (參考文獻) [31] M. van de Panne, “From Footprints to Animation,” in Computer Graphics Forum, Vol.16, No.4, p.211-223, 1997.zh_TW
dc.relation.reference (參考文獻) [32] R. Williams, The Animator`s Survival Kit. Faber & Faber, 2002.zh_TW
dc.relation.reference (參考文獻) [33] A. Witkin and M. Kass, “Spacetime Constraints,” in Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, p.159-168, 1988.zh_TW
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