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題名:動態擷取糸統應用於動畫教學之研究--以光纖式動態擷取系統為例
書刊名:藝術學報
作者:孫弘 引用關係
作者(外文):Sun, Hung
出版日期:2014
卷期:3
頁次:頁81-94
主題關鍵詞:光纖式動態擷取糸統角色動畫Fiber motion captureCharacter animation
原始連結:連回原系統網址new window
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  • 共同引用共同引用:1
  • 點閱點閱:12
角色動畫是3D軟體學習過程的一個技術門檻,製作角色動畫,需要熟練的3D技術,對“時間與空間"關係感受敏銳的天賦,因此只有少數的學生可以調出台宜的角色動作,呈現鮮活的表演。動態擷取系統在影視動畫產業的運用早已司空見慣,電影工業甚至整合了演員動作、臉部表情與攝影機鏡位同步擷取資料,近年來大型製作的高階遊戲,其遊戲內的角色動作也多使用動態擷取資料,可見動態擷取對於提升製作速度與品質之幫助。由於多數的動態擷取系統系統設置費用高昂,需相當的使用技術與經驗,考量設備折損率,學校中多半是老師和研究生才能夠操作運用,對於多數學生來說動態擷取系統屬於遙不可及的高階設備。開設的“數位動作捕捉實務"課程,解說動態擷取系統的發展、分類與應用方式,課程上則讓每個學生都實際操作與應用光纖式動態擷取系統,了解動態擷取系統在角色動畫製作的過程中,所能提供的協助與不足之處,輔以影像辨識式的動態擷取系統作為對照,最後讓學生將動態擷取資料應用於動畫製作中,確實提升角色動畫的製作速度與品質。
Character animation represents as the entry skill requirement when learning 3D animation. In order to well adjust motional performances of characters, it is essential to have good 3D techniques, experienced on 2D animation and be sensory acuity on time-speed relationship. Most students are still in the stage of modeling practicing, texturing, and lighting. Only a few students are able to create characters with proper motions which would present emotion of characters. It is common to apply motion capture system in film, television and animation industries. Recently, AAA rating games also use motion capture system while producing motions of characters. Hence, motion capture system improves the speed and quality when producing. Due to the high installation cost, and requirement of sufficient skills and experiences, under the consideration of equipment of attrition rate, only lectures and graduate school students are allowed to operate this system. Therefore, for many students, motion capture system is still a high-end facility. Therefore, program of digital motion capture practice is held to illustrate the development, category and applications of motion capture system. In the class, students understand support they can get from the system and the insufficient part of the system through practical operation of fiber motion capture system. However, the correctness of motion capture data is not considered during the class, combined with image-base motion capture system as a control, Finally, let students use MOCAP data in animation production, it is indeed enhance production speed and quality of character animation.
期刊論文
1.彭慶東、石乃云(20120600)。中國水墨風格結合體感技術之遊戲開發。嶺東學報,31,257-276。new window  延伸查詢new window
2.宋詩超、禹素萍、許武軍(2012)。基於Kinect的三圍人體掃描、重建與測量技術的研究。天津工業大學學報。  延伸查詢new window
3.殷俊、張凱、崔普、鄭潔(200609)。遊戲動畫中的動作捕捉。江蘇大學學報。  延伸查詢new window
4.許允聖、鐘世凱(20100600)。民俗英雄角色結合電腦動畫創作研究--以八家將造型為例。人文暨社會科學期刊,6(1),31-47。new window  延伸查詢new window
5.Arnold, Edith M.、Delp, Scott L.(20110418)。Fibre operating lengths of human lower limb muscles during walking。Phil. Trans. R. Soc. B,366(1570)。  new window
6.Moeslund, Thomas B.、Granum, Erik(2001)。A Survey of Computer Vision-Based Human Motion Capture。Computer Vision and Image Understanding,81。  new window
會議論文
1.Cheung, K. M. G.、Baker, S.、Kanade, T.(2003)。Shape-from-silhouette of articulated objects and its use for human body kinematics estimation and motion capture。2003 IEEE Computer Society Conference on Computer Vision and Pattern Recognition。  new window
圖書
1.Kitagawa, Midori(20080324)。MoCap for Artists: Workflow and Techniques for Motion Capture。Focal Press。  new window
其他
1.Heresy(2012)。Kinect for Windows,http://viml.nchc.org.tw/blog/paper_info.php?CLASS_ID=1&SUB_ID=6&PAPER_ID=418。  new window
2.Numaguchi, Naoki,Nakazawa, Atsushi(2011)。A Puppet Interface for Retrieval of Motion Capture Data,http://graphics.cs.cmu.edu/projects/puppet。  new window
3.Eadweard Muybridge (1830-1904),http://en.wikipedia.org/wiki/Eadweard_Muybridge。  new window
4.Etienne-Jules Marey (1830-1904),http://en.wikipedia.org/wiki/%C3%89tienne-Jules_Marey。  new window
5.Max Fleischer (1883-1972),http://en.wikipedia.org/wiki/Max_Fleischer。  new window
6.Rotoscoping,http://en.wikipedia.org/wiki/Rotoseoping。  new window
7.(2010)。隆重介紹Kinect for Xbox 360,http://www.xbox.com/zh-tw/Kinect/ $d20101023, 2010/10/23。  new window
 
 
 
 
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