3 research outputs found

    Computer generated ·D strokes

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    StrokeEbased rendering (SBR) is an approach to creating nonE photorealistic images (NPI) by placing discrete elements called strokes, such as paint strokes or stipples. Several lines of investigation are being followed to obtain software that authomatises this process, both in still and moving images The aim of this present work is to adapt the Computer Generated Images (CGI) part of a common 3D animation pipeline (concatenated processes with which a 3D animation is made, from the concept art and sketches to the final compositing of the scenes) to apply the authomatically generated stroke textures of PHD Ning Xie’s software on the 3D models. Ning Xie’s software generates, given an image and the contour of the desired stroke, a computer generated stroke extracting the colour information from the given image. Originally programmed to emulate sumiEe oriental drawings (traditional style that represent the motive with few strokes) in this work a way will be presented to bring this technology from 2D to 3D. For the purpose of this thesis a simple animation of a bamboo leaf has been created to work on a simple example while developing the process . The main (and original) challenge of this work is writing a python script to extract from blender the desired contours of the strokes in a way that can be used by Ning Xie’s software. It’s important to comment that NPR is nothing near to a science with clear objectives as the results of it only can be evaluated using aestethical criteria. However the tools and technology used to achieve it has a clear and exact definition in which this thesis will work on

    Hierarchical Motion Brushes for Animation Instancing

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    International audienceOur work on "motion brushes" provides a new workflow for the creation and reuse of 3D animation with a focus on stylized movement and depiction. Conceptually, motion brushes expand existing brush models by incorporating hierarchies of 3D animated content including geometry, appearance information, and motion data as core brush primitives that are instantiated using a painting interface. Because motion brushes can encompass all the richness of detail and movement offered by animation software, they accommodate complex, varied effects that are not easily created by other means. To support reuse and provide an effective means for managing complexity, we propose a hierarchical representation that allows simple brushes to be combined into more complex ones. Our system provides stroke-based control over motion-brush parameters, including tools to effectively manage the temporal nature of the motion brush instances. We demonstrate the flexibility and richness of our system with motion brushes for splashing rain, footsteps appearing in the snow, and stylized visual effects

    Authoring and animating painterly characters

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