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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Matrix-based Parameterizations of Skeletal Animated Appearance

Özer, Mustafa Cihan 05 1900 (has links)
Alors que le rendu réaliste gagne de l’ampleur dans l’industrie, les techniques à la fois photoréalistes et basées sur la physique, complexes en terme de temps de calcul, requièrent souvent une étape de précalcul hors-ligne. Les applications en temps réel, comme les jeux vidéo et la réalité virtuelle, se basent sur des techniques d’approximation et de précalcul pour atteindre des résultats réalistes. L’objectif de ce mémoire est l’investigation de différentes paramétrisations animées pour concevoir une technique d’approximation de rendu réaliste en temps réel. Notre investigation se concentre sur le rendu d’effets visuels appliqués à des personnages animés par modèle d’armature squelettique. Des paramétrisations combinant des données de mouvement et d’apparence nous permettent l’extraction de paramètres pour le processus en temps réel. Établir une dépendance linéaire entre le mouvement et l’apparence est ainsi au coeur de notre méthode. Nous nous concentrons sur l’occultation ambiante, où la simulation de l’occultation est causée par des objets à proximité bloquant la lumière environnante, jugée uniforme. L’occultation ambiante est une technique indépendante du point de vue, et elle est désormais essentielle pour le réalisme en temps réel. Nous examinons plusieurs paramétrisations qui traitent l’espace du maillage en fonction de l’information d’animation par squelette et/ou du maillage géométrique. Nous sommes capables d’approximer la réalité pour l’occultation ambiante avec une faible erreur. Notre technique pourrait également être étendue à d’autres effets visuels tels le rendu de la peau humaine (diffusion sous-surface), les changements de couleur dépendant du point de vue, les déformations musculaires, la fourrure ou encore les vêtements. / While realistic rendering gains more popularity in industry, photorealistic and physically- based techniques often necessitate offline processing due to their computational complexity. Real-time applications, such as video games and virtual reality, rely mostly on approximation and precomputation techniques to achieve realistic results. The objective of this thesis is to investigate different animated parameterizations in order to devise a technique that can approximate realistic rendering results in real time. Our investigation focuses on rendering visual effects applied to skinned skeletonbased characters. Combined parameterizations of motion and appearance data are used to extract parameters that can be used in a real-time approximation. Trying to establish a linear dependency between motion and appearance is the basis of our method. We focus on ambient occlusion, a simulation of shadowing caused by objects that block ambient light. Ambient occlusion is a view-independent technique important for realism. We consider different parameterization techniques that treat the mesh space depending on skeletal animation information and/or mesh geometry. We are able to approximate ground-truth ambient occlusion with low error. Our technique can also be extended to different visual effects, such as rendering human skin (subsurface scattering), changes in color due to the view orientation, deformation of muscles, fur, or clothes
2

[en] REAL-TIME 3D ANIMATION WITH HARMONIC AND MODAL ANALYSES / [pt] ANIMAÇÃO 3D EM TEMPO REAL COM ANÁLISES HARMÔNICAS E MODAL

CLARISSA CODA DOS SANTOS CAVALCANTI MARQUES 07 August 2013 (has links)
[pt] Ainda hoje a animação de caracteres tridimensionais é um processo manual. Aplicações como jogos de computadores, ou capturas de movimentos para efeitos especiais em filmes requerem incessante intervenções do artista, que praticamente guia os movimentos a cada passo. Nesses exemplos as ferramentas disponíveis oferecem geralmente edição de detalhes, ou no espaço ou no tempo. Essa tese utiliza duas abordagens analíticas ao processo de animação: harmônica e modal, permitindo descrever movimentos com poucos controles. O resultado destas animações é mostrado em tempo real para o usuário graças às suas implementações na GPU. Em particular, permite escolher os parâmetros de controle através de galerias animadas em tempo real ou ainda usar as freqüências da música para guiar a animação. / [en] Animation of three-dimensional characters is still a mostly manual process. Applications such as computer games and motion capture for special effects in movies require continuous intervention from the artist, who needs to guide the movement almost step by step. In such examples the available tools provide controls mainly over local details, either in space or in time. This thesis uses two analytical frameworks to deal with the process of animation: harmonic and modal analyses, allowing the description of movements with a reduced set of controls. A GPU implementation of the resulting animations allows for real-time rendering of those. In particular, it allows applications such as interactive control tuning through design galleries animated in real-time or three-dimensional music visualization. Particularly, it allows the choice of control parameters through the use of animated galleries in realtime and the use of music frequencies to guide the animation.

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