节点文献

三维图形系统的动态窗口特效算法设计与实现

Design and Implementation of Algorithm for Dynamic Window Effect of Three Dimensional Graphic System

【作者】 刘军

【导师】 涂刚;

【作者基本信息】 华中科技大学 , 计算机应用技术, 2013, 硕士

【摘要】 三维动画是三维图形表现技术中的代表性技术,作为模拟真实和虚幻视觉世界的高级技术,在创作空间和表现力上具有其他同类技术不可比拟的优势,在户界面设计上应用三维动画可以在操作的趣味、美观方面很好的提升产品用户体验。根据某公司云影音智能机的用户系统需求,设计实现一套以三维动画为表现形式的窗口特效系统,包括总体框架和空间变形子系统,关键帧子系统。总体框架建立在Clutter图形系统和Clutter动画基础设施之上,以三角网格变形和纹理贴图技术生成窗口动画,两个子系统分别采用空间变形技术和关键帧技术作为动画实现手段。总体框架设计中,基于Clutter基础对象创建动画系统(Animation)和离屏纹理(Offscreen)。Animation封装Clutter动画基础设施,管理物体模型数据结构并执行三角面渲染,其实例对象实现具体空间变形和关键帧动画的核心计算。Offscreen实现动画对象的离屏渲染,并将渲染结果作为纹理传递给Animation。空间变形系统中,建立匹配的网格模型覆盖窗口,在渲染网格前,插入网格变形处理,网格空间变形由算法控制,设计人员可以在实现空间变形的子类中集中编写变形算法,其余工作由Animation管理。关键帧动画系统分为两种模式,第一种使用与空间变形系统相同网格生成办法,接受表示窗口位置、缩放和朝向的关键帧,关键帧使用向量定义;第二种使用离线建模工具制作的物体网格模型作为关键帧,采用第一幅关键帧文件提供的网格模型作为窗口网格,要求所有关键帧网格具有相同顶点数和拓扑结构,窗口的离线纹理作为贴图。创建一个插值器类封装关键帧之间的插值计算,给出一种基于Catmull-Rom样条线的插值器实现,并采用四元数技术表示窗口朝向。创建关键帧类型封装向量格式关键帧和网格文件关键帧,创建动画轨迹(AnimationTrack)管理关键帧序列和插值器调用。

【Abstract】 The3D animation is the representative technology in3D graphics. As an advancedtechnology in real and unreal visual simulation, it gives designers ability to create muchmore different visual effect than other similar technologies. GUI with3D animation canbe funnier. Using3D animation will greatly boost the user experience.According to the user system requirements of the H series smart TV PC, a3Ddynamic window effect system is implemented. The system includes an overallframework and two subsystems: deformation system and the key frame system. Theoverall framework is based on Clutter graphics system and Clutter animationinfrastructure using triangular mesh deformation and texture mapping technology togenerate window animation. The two subsystems take the deformation technology and keyframe technology separately as the way of animation generating.In the framework, two new classes are created which are Animation and Offscreenbased on Clutter basic objects. Animation encapsulates Clutter Animation infrastructure,manage data structure of object model and implement triangle surface rendering, thederived objects take the responsibility to implement the specific algorithms for Animationand key frame Animation core calculation. Offscreen achieves Animation objectoff-screen rendering, and will transfer the result to Animation.In deformation system, a mash is generated to cover the target window. Beforerendering the mash, deformation processing will be performed under the control of aspecial programed algorithm. To create new effect in subclass, only the deformationcontrolling algorithm needed to be implemented. The rest of work will be automaticallyhandled by Animation.The key frame animation system has two modes, the first use the same mashgenerating method as deformation system, and use position, scale and orientation as keyframe which is defined by vector. The second use mash built by offline modeling tool asthe key frame, the first key frame file provides the mash model as window mesh. All key frames have same vertices and topological structures. An interpolation class is builtpackaging interpolation calculation between the key frames. An implementation ofinterpolator based on Catmull-Rom splines is given. Quaternion is used to define thewindow orientation. Class Keyframe is created to store key frame files or vector keyframes sequences. Class AnimationTrack is created to manage key frame sequences andinterpolators.

  • 【分类号】TP391.41
  • 【被引频次】2
  • 【下载频次】35
节点文献中: 

本文链接的文献网络图示:

本文的引文网络