3 research outputs found

    Feature-Aware Pixel Art Animation

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    Pixel art is a modern digital art in which high resolution images are abstracted into low resolution pixelated outputs using concise outlines and reduced color palettes. Creating pixel art is a labor intensive and skill-demanding process due to the challenge of using limited pixels to represent complicated shapes. Not surprisingly, generating pixel art animation is even harder given the additional constraints imposed in the temporal domain. Although many powerful editors have been Designed to facilitate the creation of still pixel art images, the extension to pixel art animation remains an unexplored direction. Existing systems typically request users to craft individual pixels frame by frame, which is a tedious and error-prone process. In this work, we present a novel animation framework tailored to pixel art images. Our system bases on conventional key-frame animation framework and state-of-the-art image warping techniques to generate an initial animation sequence. The system then jointly optimizes the prominent feature lines of individual frames respecting three metrics that capture the quality of the animation sequence in both spatial and temporal domains. We demonstrate our system by generating visually pleasing animations on a variety of pixel art images, which would otherwise be difficult by applying state-of-the-art techniques due to severe artifacts

    Tangent-ball techniques for shape processing

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    Shape processing defines a set of theoretical and algorithmic tools for creating, measuring and modifying digital representations of shapes.  Such tools are of paramount importance to many disciplines of computer graphics, including modeling, animation, visualization, and image processing.  Many applications of shape processing can be found in the entertainment and medical industries. In an attempt to improve upon many previous shape processing techniques, the present thesis explores the theoretical and algorithmic aspects of a difference measure, which involves fitting a ball (disk in 2D and sphere in 3D) so that it has at least one tangential contact with each shape and the ball interior is disjoint from both shapes. We propose a set of ball-based operators and discuss their properties, implementations, and applications.  We divide the group of ball-based operations into unary and binary as follows: Unary operators include: * Identifying details (sharp, salient features, constrictions) * Smoothing shapes by removing such details, replacing them by fillets and roundings * Segmentation (recognition, abstract modelization via centerline and radius variation) of tubular structures Binary operators include: * Measuring the local discrepancy between two shapes * Computing the average of two shapes * Computing point-to-point correspondence between two shapes * Computing circular trajectories between corresponding points that meet both shapes at right angles * Using these trajectories to support smooth morphing (inbetweening) * Using a curve morph to construct surfaces that interpolate between contours on consecutive slices The technical contributions of this thesis focus on the implementation of these tangent-ball operators and their usefulness in applications of shape processing. We show specific applications in the areas of animation and computer-aided medical diagnosis.  These algorithms are simple to implement, mathematically elegant, and fast to execute.Ph.D.Committee Chair: Jarek Rossignac; Committee Member: Greg Slabaugh; Committee Member: Greg Turk; Committee Member: Karen Liu; Committee Member: Maryann Simmon

    As-rigid-as-possible shape deformation and interpolation

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    We provide a detailed analysis of the 2D deformation algorithm based on non-linear least squares optimization, and prove that different mesh structure is of critical importance to deforming result. Based on triangle mesh, preserving the length of edges during deforming is enough to preserve the local, global and boundary properties of the shape. Sufficient theoretical analysis and experiments proved the advantage of the algorithm: (1) It is more stable. The constraint of edges length is strong enough to preserve the stability of triangle, thus the local and global structure are stable. (2) Due to less constraints, the calculating cost is reduced and the performance is improved. (3) The problem of parameter adjusting is solved in the approach. Further more, the algorithm has the ability to control facial expression and to adjust the area of shape etc. In addition, a new approach to shape interpolation is presented. The inputs of the shape interpolation algorithm are bitmap represented images without any topology information in both the original and the target shapes. The strategy is to extract the topology of the original shape, and set up the correspondence between the original and the target shapes, which is to find the matching contour vertices between the original and target shapes. And the shape deformation algorithm is applied using the interpolation of the matching vertices as controlling points. The algorithm guarantees as-rigid-as-possible and rotation invariant shape interpolation. The interpolated shapes have the same topology structure with the original and the target shapes. Experiments indicate that the algorithm is stable and well performed
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