dc.contributor.advisor | 李蔡彥 | zh_TW |
dc.contributor.advisor | Li, Tsai-Yen | en_US |
dc.contributor.author (Authors) | 王智賢 | zh_TW |
dc.contributor.author (Authors) | Wang, Chih-Chien | en_US |
dc.creator (作者) | 王智賢 | zh_TW |
dc.creator (作者) | Wang, Chih-Chien | en_US |
dc.date (日期) | 2005 | en_US |
dc.date.accessioned | 17-Sep-2009 14:05:57 (UTC+8) | - |
dc.date.available | 17-Sep-2009 14:05:57 (UTC+8) | - |
dc.date.issued (上傳時間) | 17-Sep-2009 14:05:57 (UTC+8) | - |
dc.identifier (Other Identifiers) | G0907530222 | en_US |
dc.identifier.uri (URI) | https://nccur.lib.nccu.edu.tw/handle/140.119/32705 | - |
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) | 90750322 | zh_TW |
dc.description (描述) | 94 | zh_TW |
dc.description.abstract (摘要) | 近年來,在電腦動畫的應用中,虛擬人群模擬的需求越來越多;但人群運動的模擬對於動畫設計師而言,仍是一件十分繁瑣耗時的工作。過去有許多研究曾以虛擬力場模擬簡單的生物群聚行為,但所模擬出的動畫品質與虛擬力場的參數及虛擬環境息息相關,因此經常需要以人工的方式耗時地調整出適當的虛擬力場參數。因此,我們提議以此問題定義成一個基因演算法的問題,針對不同的移動行為,定義適切的適應函數,再由系統根據不同環境自動演化出適當的虛擬力權重組合,以供產生不同人群移動行為之動畫時參考。在本篇論文中,我們已完成基因演算法的設計及人群動畫模擬系統,並設計了不同的典型環境進行電腦模擬實驗,以驗證此方法的可行性。 | zh_TW |
dc.description.abstract (摘要) | The demands for virtual crowd simulation have been increasing in recent years but creating realistic crowd motions remains a complex and time-consuming task for a computer animator. In the literature、much work has been proposed to use virtual forces to simulate the motion of a group of virtual creatures such as birds and fishes. However、the quality of the simulations largely depends on the weights of the component virtual forces as well as the scene where the agents are situated. Usually it requires the animator to tune these parameters for a specific scene in order to obtain the desired result. In this thesis、we propose to use genetic algorithm to generate an optimal set of weighting parameters for composing virtual forces according to the given environment and desired movement behavior. We have implemented the proposed genetic algorithm as well as the crowd simulation system. Extensive experiments have also been conducted to study the effects of typical scenes and behaviors on the parameter sets and verify the feasibility of the approach. | en_US |
dc.description.tableofcontents | 第一章 導論 11.1研究動機 11.2 研究目標 31.3系統架構與流程說明 41.3.1人群的定義 41.3.2系統模組說明 51.4本論文的貢獻 91.5本研究的限制 91.6論文章節架構 10第二章 相關研究 112.1分子系統 112.2行為系統 142.3機器人運動計畫演算法 16第三章 虛擬人個體運動模型 193.1群眾的個體設計架構 193.2虛擬力的設計 213.3碰撞機制設計 293.3.1調準力策略 303.3.2四方向策略 313.3.3群體軌道參考策略 323.3.4七方向策略 33第四章 人群移動行為的演化機制 344.1基因演算法 354.1.1演算法流程說明 364.1.2編碼方式 374.1.3適應函數 374.1.4族群初始化 374.1.5基因演算法的基本運算元說明 384.2人群移動的演化機制 394.3人群移動的適應函數定義 404.3.1群眾之間所保持的相對距離 424.3.2群眾與目標物的相對距離 434.3.3模擬過程中人群移動所發生的碰撞次數 444.3.4人群面向角度在時間上的一致性 454.3.5人群相對距離的恆常性 46第五章 實驗設計 485.1情境環境的說明 485.2實驗設計與實驗結果 515.2.1群聚移動行為 535.2.2鬆散移動行為 585.2.3追隨移動行為 615.2.4包圍移動行為 645.2.5移動一致性行為 67第六章 結論與未來研究方向 766.1結論 766.2未來研究方向 76參考文獻 78 | zh_TW |
dc.format.extent | 47207 bytes | - |
dc.format.extent | 72996 bytes | - |
dc.format.extent | 59058 bytes | - |
dc.format.extent | 75859 bytes | - |
dc.format.extent | 169300 bytes | - |
dc.format.extent | 259609 bytes | - |
dc.format.extent | 212214 bytes | - |
dc.format.extent | 244756 bytes | - |
dc.format.extent | 551775 bytes | - |
dc.format.extent | 73816 bytes | - |
dc.format.extent | 44553 bytes | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | application/pdf | - |
dc.language.iso | en_US | - |
dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0907530222 | en_US |
dc.subject (關鍵詞) | 電腦動畫 | zh_TW |
dc.subject (關鍵詞) | 人群運動模擬 | zh_TW |
dc.subject (關鍵詞) | 基因演算法 | zh_TW |
dc.subject (關鍵詞) | 多代理人系統 | zh_TW |
dc.subject (關鍵詞) | 運動隊伍組態 | zh_TW |
dc.subject (關鍵詞) | computer animation | en_US |
dc.subject (關鍵詞) | crowd motion simulation | en_US |
dc.subject (關鍵詞) | genetic algorithm | en_US |
dc.subject (關鍵詞) | Multiple Agent System | en_US |
dc.subject (關鍵詞) | Motion Formation | en_US |
dc.title (題名) | 以演化方式模擬人群運動行為 | zh_TW |
dc.title (題名) | Simulating Crowd Motion with Evolutionary Computation | en_US |
dc.type (資料類型) | thesis | en |
dc.relation.reference (參考文獻) | [1] AntZ.、http://www.antz.com | zh_TW |
dc.relation.reference (參考文獻) | [2] ActiveWorld、http://www.activeworlds.com/ | zh_TW |
dc.relation.reference (參考文獻) | [3] R. Aylett and M. Cavazza、「Intelligent Virtual Environment a State of the Art Report,」 Proceedings of Eurographics 2001-STARs、2001. | zh_TW |
dc.relation.reference (參考文獻) | [4] M. Anderson、E. McDaniel、and S. Chenney、「Constrained Animation of Flocks,」 Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2003、pp. 286–297、2003. | zh_TW |
dc.relation.reference (參考文獻) | [5] Bugs Life.、http://bugslife.com | zh_TW |
dc.relation.reference (參考文獻) | [6] O. B. Bayazit、J.-M. Lien、and N. M. Amato,「Better Flocking Behaviors in Complex Environments Using Global Roadmaps,」 Proceedings of the 1995 IEEE/RSJ International Conference on Intelligent Robots and Systems、pp. 528-534、1995. | zh_TW |
dc.relation.reference (參考文獻) | [7] E. Bouvier、E. Cohen、and L. Najman.、「From Crowd Simulation to Airbag Deployment: Particle Systems、a New Paradigm of Simulation,」 Journal of Electronic Imaging、Vol. 6、No.1、pp. 94-107、1997. | zh_TW |
dc.relation.reference (參考文獻) | [8] D. Brogan and J. Hodgins、「Group Behaviors for Systems with Significant Dynamics,」 Autonomous Robots、4、pp. 137-153、1997. | zh_TW |
dc.relation.reference (參考文獻) | [9] D.C. Brogan、R.A. Metoyer、and J.K. Hodgins、「Dynamically Simulated Characters in Virtual Environments,」 IEEE Computer Graphics and Applications、Vol. 18、No5、pp. 58-69、1998. | zh_TW |
dc.relation.reference (參考文獻) | [10] A. Braun、S. R. Musse、L. P. L. de Oliveira、and B. E. J. Bodmann、「Modeling Individual Behaviors in Crowd Simulation,」 Proceedings of CASA: Computer Animation & Social Agents、pp. 143-148、2003. | zh_TW |
dc.relation.reference (參考文獻) | [11] J. J. Fruin、Pedestrian Planning and Design. Metropolitan Association of Urban Designers and Environmental Planners、1971. | zh_TW |
dc.relation.reference (參考文獻) | [12] J. Funge、X. Tu、and D. Terzopoulos、「Cognitive Model: Knowledge、Reasoning、and Planning for Intelligent Characters,」 Proceedings of ACM SIGGRAPH、pp. 29-38、1999. | zh_TW |
dc.relation.reference (參考文獻) | [13] N. Farenc、R. Boulic、and D. Thalman、「An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context,」 Proceedings of EUROGRAPHICS、pp. 309-318、1999. | zh_TW |
dc.relation.reference (參考文獻) | [14] N.Farenc、S. Musse、and E. Schweiss、「A Paradigm for Controlling Virtual Humans in Urban Environment Simulations,」 Applied Artificial Intelligence、Vol. 14、pp. 69-91、2000. | zh_TW |
dc.relation.reference (參考文獻) | [15] J. Grefenstette、「Optimization of Control Parameters for Genetic Algorithms」、IEEE Transactions on Systems、Man and Cybernetics、Vol.16 、pp. 122-128、1986. | zh_TW |
dc.relation.reference (參考文獻) | [16] J.H. Holland、Adaptation in Natural and Artificial Systems. The University of Michigan Press、Ann Arbor、MI、1975. | zh_TW |
dc.relation.reference (參考文獻) | [17] D. Helbing and P. Molnar、「Social Force Model for Pedestrian Dynamics,」 Physical Review、pp. 4282-4286、1995. | zh_TW |
dc.relation.reference (參考文獻) | [18] D. Helbing、I. Farkas、and T. Vicsek、「Simulating Dynamical Features of Escape Panic,」 Nature、407(28):487–490、2000. | zh_TW |
dc.relation.reference (參考文獻) | [19] J.C. Latombe、Robot Motion Planning、Kluwer、Boston、MA、1991. | zh_TW |
dc.relation.reference (參考文獻) | [20] T.Y. Li、Y.J Jeng、and S.I Chang、「Simulating Virtual Human Crowds with a Leader-Follower Model,」 Proceedings of the Computer Animation Conference、pp. 93-102、2001. | zh_TW |
dc.relation.reference (參考文獻) | [21] J.R. Koza、Genetic Programming: On the Programming of Computers by Means of Natural Selection、Cambridge、MA、MIT Press、1992. | zh_TW |
dc.relation.reference (參考文獻) | [22] M. Kallmann、A. Aubel、T. Abaci、and D. Thalmann、「Planning Collision-Free Reaching Motions for Interactive Object Manipulation and Grasping,」 Computer 86 Graphic Forum、Vol. 22、pp. 313-322、2003. | zh_TW |
dc.relation.reference (參考文獻) | [23] A. Kamphuis and M. H. Overmars、「Finding Path for Coherent Groups using Clearance,」 ACM SIGGRAPH/Eurographics Symposium on Computer Animation、pp.193-202、2004. | zh_TW |
dc.relation.reference (參考文獻) | [24] M. Mitchell、An Introduction to Genetic Algorithms、Cambridge、MA 、MIT Press、1998. | zh_TW |
dc.relation.reference (參考文獻) | [25] G. A. Miller、「The Magical Number Seven、Plus or Minus Two: Some :Limits on Our Capacity for Processing Information」 Psychological Review、Vol. 63、pp. 81–97、1956. | zh_TW |
dc.relation.reference (參考文獻) | [26] Massive、http://www.massivesoftware.com | zh_TW |
dc.relation.reference (參考文獻) | [27] S.R. Musse and D. Thalmann、「Hierarchical Model for Real Time Simulation of Virtual Human Crowds,」 IEEE Transactions on Visualization and Computer Graphics、7(2)、pp. 152–164、2001. | zh_TW |
dc.relation.reference (參考文獻) | [28] G. Mitsuo and C. Runwei、Gentic Algorithms & Engineering Design、John Wily & Sons. Inc、1997. | zh_TW |
dc.relation.reference (參考文獻) | [29] T.Osaragi、「Modeling of Pedestrian Behavior and Its Application to Spatial Evaluation,」 Proceedings of Autonomous Agents and Multiagent Systems、Vol. 2、pp. 836–843、2004. | zh_TW |
dc.relation.reference (參考文獻) | [30] C.W. Reynolds、「Flocks、Herds、and Schools: A Distributed Behavioral Model,」 Computer Graphics、pp. 25-34、1987. | zh_TW |
dc.relation.reference (參考文獻) | [31] C.W. Reynolds、「Steering Behaviors for Autonomous Characters,」 Proceedings of Game Developers Conference、pp. 763-782、1999. | zh_TW |
dc.relation.reference (參考文獻) | [32] S. J. Rymill and N. A. Dodgson、「Psychologically-Based Vision and Attention for the Simulation of Human Behaviour,」 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia、pp. 229-236、2005. | zh_TW |
dc.relation.reference (參考文獻) | [33] M. Sung、M. Gleicher、and S. Chenney.、「Scalable Behaviors for Crowd Simulation,」 Computer Graphics Forum、23(3):519–528、2004. | zh_TW |
dc.relation.reference (參考文獻) | [34] G. K. Still、Crowd Dynamics、PhD thesis、University of Warwick、UK、2000. | zh_TW |
dc.relation.reference (參考文獻) | [35] N. Saiwaki、T. Komatsu、T. Yoshida、and S. Nishida、「Automatic Generation of Moving Crowd Using Chaos Model,」 Proceedings of IEEE Conference on System、Man and Cybernetics、pp. 3715-3721、1997. | zh_TW |
dc.relation.reference (參考文獻) | [36] F. Tecchia、C. Loscos、Y. Chrysanthou、「Visualizing Crowds in Real-Time,」 Computer Graphics Forum、Vol. 21、2002. | zh_TW |
dc.relation.reference (參考文獻) | [37] Takeshi Sakuma、Tomohiko Mukai、and Shigeru Kuriyama、「Psychological Model for Animating Crowded Pedestrians,」 Proceedings of CASA: Computer Animation & Social Agents、pp. 343-351、2005. | zh_TW |
dc.relation.reference (參考文獻) | [38] J.B. Victor and J.L. Adler、「Emergent Fundamental Pedestrian Flows from Cellular Automata Microsimulation,」 Transportation Research Record 1644、pp. 29-36、1998. | zh_TW |
dc.relation.reference (參考文獻) | [39] J.B. Victor and J.L. Adler、「Cellular Automata Microsimulation for Modeling Bi-directional Pedestrian Walkways,」 Transportation Research Part B、35、pp. 293-312、2001. | zh_TW |