标题: | 拟真人物角色之动作、肌肤与衣着合成技术之研究---子计画一:人物角色皮肤与衣着即时显像技术之研究 A Study on Real-Time Skin and Cloth Rendering for Human Characters |
作者: | 庄荣宏 CHUANG JUNG-HONG 国立交通大学资讯工程学系(所) |
关键字: | 即时显像;环境光遮挡;拟真皮肤即时显像;拟真衣着即时显像;real-time rendering;ambient occlusion;realistic real-time cloth rendering;realistic real-time skin rendering |
公开日期: | 2008 |
摘要: | 一款成功动人的动画或游戏包含许多重要要素,其中人物角色便有着相当举足轻重 的地位。因此如何塑造出一位能够深植人心的人物角色来吸引玩家注目,是相关产业工 业重要的目标。为了达到这个目标,企划时常费尽心思设计人物的整体造型,并且绘制 出真实且细致的人物静态外观。在目前即时人物显像应用方面,为了考量效率问题,多 采用美工彩色贴图方式显像人物造型,导致在人物快速动作之下贴图无法随之动态变 化,使得人物角色显像整体效果大为降低。本计划将发展一套适用于人物快速动作下之 拟真人物角色即时显像模组,针对人物显像三个重要的成分进行研究,分别为自体阴影 效果、皮肤显像及衣着显像。 本计画为期三年,第一年重点在于针对自体阴影效果以及即时皮肤显像方法,发展 适用于人物快速动作下之环境光遮挡技术与人物皮肤即时显像的贴图空间扩散技术。接 着第二年根据皮肤显像的物理模型,设计一个拟真的即时皮肤显像架构,并提出一套即 时皮肤显像模组。最后第三年着重在研究拟真的即时衣服显像,并提出一套即时衣服显 像模组。 A successful animation or game consists of many important features, and one of the most important features is the character. How to create memorable characters to attract audience or players' attention is always the main goal in the game and movie industries. To this end, lots of time is spent on modeling characters with realistic and meticulous appearances. For efficiency reasons, most real-time applications render characters with colored textures designed by artists, which restricts the ability to adjust detailed features of characters in rapidly changing motions and affects the quality of character rendering. In this project, a realistic character rendering module suitable for characters with highly dynamic motion will be developed. We focus on three important features of character rendering: self-shadowing effects, skin rendering, and cloth rendering. This project spans three years. In the first year, we will focus on developing methods for self-shadowing effects and real-time skin rendering. A method of ambient occlusion suitable for highly dynamic motion will be proposed, able to capture detailed features of characters. The skin rendering method will focus on a non-physically-based texture blurring method with adaptive abilities. The skin rendering method will be enhanced in the second year. By analyzing the physically- based reflection model, the real-time skin rendering method will be enhanced based on this physically-based model. For the third year, we will focus on realistic cloth rendering methods, and propose a module for real-time cloth rendering. |
官方说明文件#: | NSC95-2221-E009-196-MY3 |
URI: | http://hdl.handle.net/11536/102623 https://www.grb.gov.tw/search/planDetail?id=1600315&docId=274953 |
显示于类别: | Research Plans |