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dc.contributor.author김수정-
dc.creator김수정-
dc.date.accessioned2016-08-25T11:08:11Z-
dc.date.available2016-08-25T11:08:11Z-
dc.date.issued2007-
dc.identifier.otherOAK-000000028059-
dc.identifier.urihttps://dspace.ewha.ac.kr/handle/2015.oak/187575-
dc.identifier.urihttp://dcollection.ewha.ac.kr/jsp/common/DcLoOrgPer.jsp?sItemId=000000028059-
dc.description.abstract최근 관절체 시뮬레이션은 가상환경상의 캐릭터를 효율적으로 모델링하는 방법으로 많이 이용되고 있다. 그 중에서도 물리 기반의 관절체 시뮬레이션은 캐릭터의 움직임과 가상환경 내에서 일어나는 상호작용을 물리 법칙에 기반해 사실적이고 자연스럽게 보여준다. 물리기반 관절체 시뮬레이션과 관련된 연구 주제 중, 많은 수의 캐릭터를 빠르게 시뮬레이션하는 것과 쉽고 효과적으로 캐릭터를 컨트롤할 수 있는 인터페이스의 디자인은 중요한 문제로 인식되어 왔다. 본 논문에서는 이 문제에 대한 새로운 접근 방법으로 다음과 같은 세가지 기법을 제안한다. 첫째로, 관찰자의 시각적 지각 정도에 따라 시뮬레이션의 복잡도를 자동적으로 조정하는 시점 기반 관절체 시뮬레이션을 제안한다. 이 방법은 시각적 기준을 바탕으로 한 유사 예측 알고리즘을 통하여 효율적인 시뮬레이션을 제공한다. 둘째로 적응적 시뮬레이션에서의 연속적 충돌검사 알고리즘을 소개한다. 이 알고리즘은 관절체의 움직임을 나타내는 새로운 자료구조를 바탕으로, 시점기반 동역학 시뮬레이션상에서 충돌이 일어난 시점을 효율적으로 구한다. 마지막으로 높은 자유도의 캐릭터를 조작하여 복잡한 움직임을 생성할 수 있는 새로운 사용자 인터페이스로 줄인형 조작법과 햅틱 인터페이스를 결합하였다. 이 방법은 쉽고 직관적인 조작법을 제공하며, 포스 피드백을 통해 가상 환경상의 관절체를 인터랙티브하게 조작할 수 있도록 한다. 제안된 알고리즘을 바탕으로 다양한 벤치마킹을 구현하고 평가하였다. 그 결과를 통해 본 논문에서 제안된 기법들이 많은 수의 관절체의 물리 기반 시뮬레이션, 그리고 인터랙티브한 컨트롤에 대한 빠르고 효율적인 해결책을 제공한다는 것을 확인할 수 있다.;Recently, articulated-body simulation has been widely used in computer graphics as an efficient way of modelling and animating virtual characters. In particular, physically-based articulated-body simulation is able to realistically and naturally model the motion of articulated bodies as well as the interactions between different bodies, or between a body and the surrounding, virtual environment. Some of the major challenges in articulated-body simulation include offering a fast simulation with a large number of characters and designing an effective and easy-to-use interface which allows users to interactively control the characters. This dissertation makes three contributions to address these challenges. First of all, we propose a view-dependent dynamics simulation, generating an approximated simulation by simplifying the articulated-body dynamics based on visual criteria. This method enables an automatic trade-off between visual precision and computational efficiency. We also examine general problems related to the subject, and propose a semi-predictive simplification method based on motion with visibility estimations. Secondly, we introduce a continuous collision detection (CCD) algorithm for adaptive articulatedbody dynamics. We define a new hierarchical set of transforms that represent the kinematics of an articulated body and it is used in our algorithm to efficiently detect the first time of contact between moving bodies, whose motions are governed by the view-dependent dynamics. Finally, we introduce a new user interface combining a traditional marionette control method with haptic interfaces to be able to generate a complex motion of an articulated body. It offers easy and intuitive manipulation with force feedback to interactively control articulated bodies in virtual environment. We implement and evaluate each of these techniques with various benchmarking settings. The experimental results shows that these techniques provide fast and effective solutions for physicallybased simulation of a large number of articulated-body and its interactive control.-
dc.description.tableofcontentsChapter Ⅰ Introduction = 1 1.1 Dissertation Goals = 3 1.2 Main Contributions = 4 1.2.1 View-Dependent Dynamics = 4 1.2.2 Continuous Collision Detection of Articulated Bodies = 5 1.2.3 Interactive Character Control = 5 1.3 Organization = 6 Chapter Ⅱ RelatedWork = 8 2.1 Physically-Based Character Simulation = 8 2.1.1 Physically-Based Animation = 8 2.1.2 Articulated-Body Dynamics = 9 2.1.3 Continuous Collision Detection = 9 2.2 Simplification of a Dynamics Simulation = 10 2.2.1 Simulation Levels of Detail = 10 2.2.2 View-Dependent Simplification = 10 2.2.3 Perceptually-Based Simplification = 11 2.3 Interactive Character Control = 11 2.3.1 Interfaces for Controlling Animation = 11 2.3.2 Haptic Interfaces = 12 2.4 Featherstone’s Divide and Conquer Algorithm = 12 Chapter Ⅲ View-Dependent Dynamics of Articulated Bodies = 14 3.1 View-Dependent Simulation = 14 3.1.1 Defining an Error Measure = 15 3.1.2 Simplifying the Dynamics = 16 3.2 Adaptive Articulated-Body Dynamics = 18 3.2.1 Hybrid Bodies = 18 3.2.2 Active Region Determination = 19 3.3 View-Dependent Metrics = 20 3.3.1 Simplifying the Simplification Problem = 20 3.3.2 Semi-Predictive Metrics = 21 3.3.3 Calculation of NM using Bounding-Volume Hierarchies = 21 3.3.4 Calculation of NM using GPUs-Based Occlusion Queries = 23 3.3.5 Comparisons Between the Two Methods for Calculating NM = 24 Chapter Ⅳ Continuous Collision Detection for Adaptive Simulation of Articulated Bodies = 25 4.1 Preliminaries = 25 4.1.1 Continuous Collision Detection = 26 4.1.2 Adaptive Dynamics = 27 4.2 Kinematics = 28 4.2.1 Definitions = 29 4.2.2 Recursive Transformation Updates = 30 4.2.3 Bounding Transformations = 30 4.3 Continuous Collision Detection = 31 4.3.1 AABB Culling = 31 4.3.2 Computing Contact Information = 32 Chapter Ⅴ Haptic Puppetry for Interactive Games = 34 5.1 Virtual Marionette = 34 5.1.1 Marionette Modeling = 35 5.1.2 String Modeling = 37 5.1.3 Modeling of the Control = 38 5.2 Haptic Interfaces = 39 5.2.1 Interface Design = 40 5.2.2 Haptic Force Computation = 40 Chapter Ⅵ Results and Discussion = 42 6.1 Implementation Platform = 42 6.2 Benchmarks and Applications = 43 6.2.1 View-Dependent Dynamics of Articulated Bodies = 43 6.2.2 Continuous Collision Detection for Adaptive Simulation of Articulated Bodies = 46 6.2.3 Haptic Puppetry = 48 6.3 Discussions = 49 Chapter Ⅶ Conclusion = 52 References = 54 논문개요 = 61-
dc.formatapplication/pdf-
dc.format.extent21574971 bytes-
dc.languageeng-
dc.publisher이화여자대학교 대학원-
dc.subjectArticulated Bodies-
dc.subjectView-Dependent Simulation-
dc.titleView-Dependent Simulation of Articulated Bodies with Haptic Feedback-
dc.typeMaster's Thesis-
dc.creator.othernameKim, Su Jeong-
dc.format.pagex, 63 p.-
dc.identifier.thesisdegreeMaster-
dc.identifier.major대학원 컴퓨터정보통신공학과-
dc.date.awarded2007. 8-
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