Uporaba inverzne kinematike pri proceduralno generiranih animacijah

V diplomski nalogi smo v jeziku C++ s pomočjo algoritma inverzne kinematike FABRIK v kombinaciji s fizikalno knjižnico Bullet Physics implementirali sistem skeletne animacije z dinamično proceduralnim generiranjem animacijskih poz (angl. animation pose) v realnem času. Najprej smo se lotili pregleda...

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Bibliographic Details
Main Author: VRTAČNIK, MATIC
Other Authors: Lebar Bajec, Iztok
Format: Bachelor Thesis
Language:Slovenian
Published: 2019
Subjects:
Online Access:https://repozitorij.uni-lj.si/IzpisGradiva.php?id=106239
https://repozitorij.uni-lj.si/Dokument.php?id=116997&dn=
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Summary:V diplomski nalogi smo v jeziku C++ s pomočjo algoritma inverzne kinematike FABRIK v kombinaciji s fizikalno knjižnico Bullet Physics implementirali sistem skeletne animacije z dinamično proceduralnim generiranjem animacijskih poz (angl. animation pose) v realnem času. Najprej smo se lotili pregleda tipov animacij v računalniški grafiki in opisali njihove prednosti ter slabosti. Temo smo nato poglobili na implementacijo sistema skeletne animacije. Za tem smo povzeli osnove inverzne kinematike in opisali algoritem FABRIK. S pridobljenim znanjem smo se nato lotili še proceduralne generacije animacij s pomočjo fizikalne knjižnice. Na koncu smo govorili še o sami vizualizaciji poz skeletne animacije in poleg zaznanih problemov opisali še možne izboljšave sistema. In this diploma thesis we used the FABRIK inverse kinematics algorithm in combination with physics library Bullet and C++ programming language to create a skeletal animation system with the ability to generate dynamic and procedural animation poses in real time. At the beginning we talked about different types of animations found in computer graphics and their pros and cons. We then focused on the implementation of the skeletal animation system. After that we talked about inverse kinematics and described the FABRIK algorithm. With the acquired knowledge we then proceeded to procedural generation of body poses with the help of the Bullet physics library. Finally, we talked about the visualization of skeletal animation and in addition to the problems encountered, we also described possible improvements to the entire system.