1,397 research outputs found

    Computer-assisted animation creation techniques for hair animation and shade, highlight, and shadow

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    制度:新 ; 報告番号:甲3062号 ; 学位の種類:博士(工学) ; 授与年月日:2010/2/25 ; 早大学位記番号:新532

    3D performance capture for facial animation

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    This work describes how a photogrammetry based 3D capture system can be used as an input device for animation. The 3D Dynamic Capture System is used to capture the motion of a human face, which is extracted from a sequence of 3D models captured at TV frame rate. Initially the positions of a set of landmarks on the face are extracted. These landmarks are then used to provide motion data in two different ways. First, a high level description of the movements is extracted, and these can be used as input to a procedural animation package (i.e. CreaToon). Second the landmarks can be used as registration points for a conformation process where the model to be animated is modified to match the captured model. This approach gives a new sequence of models, which have the structure of the drawn model but the movement of the captured sequence

    Sketch-based skeleton-driven 2D animation and motion capture.

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    This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D animation techniques, which allow the user to produce realistic 2D character animation efficiently. The technique consists of three parts: sketch-based skeleton-driven 2D animation production, 2D motion capture and a cartoon animation filter. For 2D animation production, the traditional way is drawing the key-frames by experienced animators manually. It is a laborious and time-consuming process. With the proposed techniques, the user only inputs one image ofa character and sketches a skeleton for each subsequent key-frame. The system then deforms the character according to the sketches and produces animation automatically. To perform 2D shape deformation, a variable-length needle model is developed, which divides the deformation into two stages: skeleton driven deformation and nonlinear deformation in joint areas. This approach preserves the local geometric features and global area during animation. Compared with existing 2D shape deformation algorithms, it reduces the computation complexity while still yielding plausible deformation results. To capture the motion of a character from exiting 2D image sequences, a 2D motion capture technique is presented. Since this technique is skeleton-driven, the motion of a 2D character is captured by tracking the joint positions. Using both geometric and visual features, this problem can be solved by ptimization, which prevents self-occlusion and feature disappearance. After tracking, the motion data are retargeted to a new character using the deformation algorithm proposed in the first part. This facilitates the reuse of the characteristics of motion contained in existing moving images, making the process of cartoon generation easy for artists and novices alike. Subsequent to the 2D animation production and motion capture,"Cartoon Animation Filter" is implemented and applied. Following the animation principles, this filter processes two types of cartoon input: a single frame of a cartoon character and motion capture data from an image sequence. It adds anticipation and follow-through to the motion with related squash and stretch effect

    A Computer-Assisted Colorization Algorithm based on Topological Difference

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    National audienceRegion-based approaches to cel painting typically use shape similarity and topology relations between regions of consecutive animation frames. This paper presents a new colorization algorithm based on topological differences defined over a hierarchical graph of adjacent regions, which allows an almost full automatic colorization process. Also this paper discusses other attributes that improve the solution of the image association problem

    Creating walk-through images from a video sequence of a dynamic scene

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    A comprehensive scheme for creating walk-through images from a video sequence by generalizing the idea of tour into the picture (TIP) was discussed. The proposed scheme was designed to incorporate a new modeling scheme on a vanishing circle identified in the video and an automatic background detection from the video. This scheme let users experience the feel of navigating into a video sequence with their own interpretation and imagination about a given scene. The proposed scheme covers several types of video films of dynamic scenes such as sports coverage, cartoon animation and movie films in which object continuously change shapes and locations

    A Process to Create Dynamic Landscape Paintings Using Barycentric Shading with Control Paintings

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    In this work, we present a process that uses a Barycentric shading method to create dynamic landscape paintings that change based on the time of day. Our process allows for the creation of dynamic paintings for any time of the day using simply a limited number of control paintings. To create a proof of concept, we have used landscape paintings of Edgar Payne, one of the leading landscape painters of the American West. His specific style of painting that blends Impressionism with the style of other painters of the AmericanWest is particularly appropriate for the demonstration of the power of our Barycentric shading method

    Automatic Matching Method for 2D Animation Character and Its Computing Implementation

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    目前二维动画制作一般采用基于关键帧的方法,其主要步骤包括关键帧绘制,中间帧绘制以及着色等。这些步骤枯燥繁琐,且制作效率低,是制约动画发展的瓶颈。随着相关技术的发展,二维动画制作过程中的很多工作和任务已经可以由计算机辅助完成。但是,因二维动画制作流程的特殊性,目前的计算机辅助动画主要还是指动画的后期制作阶段。其主要的中间帧绘制及着色,由于无法实现关键帧中动画角色的自动匹配,需要由动画师手动建立匹配关系,使得新动画的制作效率极低。另一方面,由于错误匹配的存在,动画师对已有的成品和半成品二维动画,无法进行有效的自动检索和复用。因此,实现关键帧中动画角色的“语义理解”,对传统的动画制作及整个动画产业具...In conventional cartoon production, users conduct the procedures of inbetweening and coloring to generate inbetween frames and fill colors in them based on the given key frames. These procedures are the most tedious and time consuming parts for an industrial production due to the huge numbers of inbetween frames are required to create smooth motions. With the rapid development of computer animatio...学位:理学博士院系专业:信息科学与技术学院_人工智能基础学号:3152010015406

    Artistic Content Representation and Modelling based on Visual Style Features

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    This thesis aims to understand visual style in the context of computer science, using traditionally intangible artistic properties to enhance existing content manipulation algorithms and develop new content creation methods. The developed algorithms can be used to apply extracted properties to other drawings automatically; transfer a selected style; categorise images based upon perceived style; build 3D models using style features from concept artwork; and other style-based actions that change our perception of an object without changing our ability to recognise it. The research in this thesis aims to provide the style manipulation abilities that are missing from modern digital art creation pipelines
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