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基于OpenGL的三维角色动画编辑器的设计与实现

Design and Implementation of 3D Character Animation Editor Based on OpenGL

【作者】 杨亮亮

【导师】 周利华;

【作者基本信息】 西安电子科技大学 , 计算机系统结构, 2004, 硕士

【摘要】 角色动画是近十年来计算机科学中最活跃的领域之一,这个领域涉及到交互式图形学、真实感图像、运动和动力学、解剖学等众多的学科,它可以应用到教学、仿真、数字娱乐中。本文的目的是设计和实现一个角色动画编辑器。本文首先介绍了角色动画编辑器中的模型表示和交互式操作机制,设计了支持多边形网格模型的类框架结构和以操控和命令为核心的人机交互系统;并介绍了多个OpenGL视图在操作系统下的优化应用。在此基础上,详细分析了交互系统中定位和拾取技术,提出一种新的三维定位算法,研究了可见面选择技术。接着论文介绍了骨骼动画系统中的树型模型和动画原理,并介绍了改进基本骨骼动画系统的视觉效果的顶点混合和骨混合两种技术。最后,完成整个系统的设计实现,通过验证和测试证明了以上设计完全可行,交互系统和动画系统均达到实时性指标。

【Abstract】 Research on character animation is one of the most active fields of computer science in the last decade, which involved in many subjects such as interactive graphics, realistic image, kinematics & dynamic and anatomy, and can be applied on teaching, emulation, and digital entertainment and so on. It is the target of this paper to design and realize an editor of character animation. Firstly, this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men-machine interactive system with manipulations and commands at the core; and introduces application and optimization of OpenGL poly-view in OS environment. Based on these discussions, the locating and pickup techniques are analyzed detailedly, a new 3D locating arithmetic is presented, and the pickup technique of visible-surface is discussed. Then the paper introduced dendriform model and the principles of animation in skeletal animation, and introduced two improved skeletal animation techniques: vertex blending and bone blending. At last, implement of the whole system is finished. Validation and test proved that the designs presented above are validate, and the interactive system and animation system are up to the standard of real-time.

  • 【分类号】TP311.1
  • 【下载频次】521
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