獨立角色可控制的群體動畫與運鏡之研究,NSC 99-2221-E-259-021

  • 群體運動之控制在許多的遊戲與動畫的模擬應用上很有實用價值!我們提出Formation Graph的概念,將許多群體的運動過程所可能出現的群體狀態或現象,使用formation的概念呈現,並將formation之間的可能變化關聯起來,當應用上需要規範群體運動的行為時,我們便可以依據目的的formation,由formation graph中搜尋出理想的formation 變化路徑,因此得以合成出滿足需求的群體運動行為。我們已將上述方法彙總成學術論文發表:
  • Charlie Irawan Tan, and Wen Kai Tai*, “Characteristics preserving racer animation: a data-driven race path synthesis in formation space, “ Computer Animation and Virtual Worlds, Vol. 23, No. 3-4, pp. 215–223, May-August 2012, DOI: 10.1002/cav.1445 (SCI/IF 0.629, 5Y-IF= 0.786) (COMPUTER SCIENCE, SOFTWARE ENGINEERING 77/99)(已應用於賽馬遊戲,並於全球遊戲展(Global Gaming Expo)中展出)
  • Cong-Kai Lin and Wen-Kai Tai*, "Automatic Upright Orientation and Good View Recognition for 3D Man-made Models," Pattern Recognition, 2011 DOI: 10.1016/j.patcog.2011.10.022 (SCI/IF 2.682, 5Y-IF= 3.480 )(COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE15/108)(ENGINEERING, ELECTRICAL & ELECTRONIC 18/247)( 世界上第一個同時能夠辨識3D Man-Made Object的良好視角(Good View)與正立(Upright)之朝向的技術)