12 research outputs found
Vector Graphics Animation with Time-Varying Topology
International audienceWe introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support themodeling of time-continuous topological events. This allows features of a connected drawing to merge, split, appear, or disappear atdesired times via keyframes that introduce the desired topological change. Because the resulting space-time complex directly capturesthe time-varying topological structure, features are readily edited in both space and time in a way that reflects the intent of the drawing.A formal description of the data structure is provided, along with topological and geometric invariants. We illustrate our modelingparadigm with experimental results on various examples
Motion enriching using humanoide captured motions
Animated humanoid characters are a delight to watch. Nowadays they are extensively
used in simulators. In military applications animated characters are used for training
soldiers, in medical they are used for studying to detect the problems in the joints of a
patient, moreover they can be used for instructing people for an event(such as weather
forecasts or giving a lecture in virtual environment). In addition to these environments
computer games and 3D animation movies are taking the benefit of animated characters
to be more realistic. For all of these mediums motion capture data has a great impact
because of its speed and robustness and the ability to capture various motions.
Motion capture method can be reused to blend various motion styles. Furthermore we
can generate more motions from a single motion data by processing each joint data
individually if a motion is cyclic. If the motion is cyclic it is highly probable that each
joint is defined by combinations of different signals. On the other hand, irrespective of
method selected, creating animation by hand is a time consuming and costly process for
people who are working in the art side. For these reasons we can use the databases
which are open to everyone such as Computer Graphics Laboratory of Carnegie Mellon
University.Creating a new motion from scratch by hand by using some spatial tools (such as 3DS
Max, Maya, Natural Motion Endorphin or Blender) or by reusing motion captured data
has some difficulties. Irrespective of the motion type selected to be animated
(cartoonish, caricaturist or very realistic) human beings are natural experts on any kind
of motion. Since we are experienced with other peoplesâ motions, and comparing each
motion to the others, we can easily judge one individualâs mood from his/her body
language. As being a natural master of human motions it is very difficult to convince
people by a humanoid characterâs animation since the recreated motions can include
some unnatural artifacts (such as foot-skating, flickering of a joint)
Fluid Morphing for 2D Animations
Professionaalsel tasemel animeerimine on aeganĂ”udev ja kulukas tegevus. Seda eriti sĂ”ltumatule arvutimĂ€ngude tegijale. Siit tulenevalt osutub kasulikuks leida meetodeid, mis vĂ”imaldaks programmaatiliselt suurendada kaadrite arvu igas kahemÔÔtmelises raster animatsioonis. Vedeliku simulaatoriga eksperimenteerimine andis kĂ€esoleva töö autoritele idee, kuidas saavutada visuaalselt meeldiv kaadrite ĂŒleminek, kasutades selleks vedeliku dĂŒnaamikat. Tulemusena valmis programm, mis vĂ”ib animaatori efektiivsust tĂ”sta lausa mitmeid kordi. Autorid usuvad, et see avastus vĂ”ib viia kahemÔÔtmeliste animatsioonide uuele vĂ”idukĂ€igule â nĂ€iteks kaasaegsete arvutimĂ€ngude kontekstis.Creation of professional animations is expensive and time-consuming, especially for the independent game developers. Therefore, it is rewarding to find a method that would programmatically increase the frame rate of any two-dimensional raster animation. Experimenting with a fluid simulator gave the authors an insight that to achieve visually pleasant and smooth animations, elements from fluid dynamics can be used. As a result, fluid image morphing was developed, allowing the animators to produce more significant frames than they would with the classic methods. The authors believe that this discovery could reintroduce hand drawn animations to modern computer games
Tangent-ball techniques for shape processing
Shape processing defines a set of theoretical and algorithmic tools for creating, measuring and modifying digital representations of shapes. Â Such tools are of paramount importance to many disciplines of computer graphics, including modeling, animation, visualization, and image processing. Â 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. Â 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. Â 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
Supplementing Frequency Domain Interpolation Methods for Character Animation
The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience.
Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas.
The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks.
Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them.
The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain
On-the-fly dense 3D surface reconstruction for geometry-aware augmented reality.
Augmented Reality (AR) is an emerging technology that makes seamless connections between virtual space and the real world by superimposing computer-generated information onto the real-world environment. AR can provide additional information in a more intuitive and natural way than any other information-delivery method that a human has ever in- vented. Camera tracking is the enabling technology for AR and has been well studied for the last few decades. Apart from the tracking problems, sensing and perception of the surrounding environment are also very important and challenging problems. Although there are existing hardware solutions such as Microsoft Kinect and HoloLens that can sense and build the environmental structure, they are either too bulky or too expensive for AR. In this thesis, the challenging real-time dense 3D surface reconstruction technologies are studied and reformulated for the reinvention of basic position-aware AR towards geometry-aware and the outlook of context- aware AR. We initially propose to reconstruct the dense environmental surface using the sparse point from Simultaneous Localisation and Map- ping (SLAM), but this approach is prone to fail in challenging Minimally Invasive Surgery (MIS) scenes such as the presence of deformation and surgical smoke. We subsequently adopt stereo vision with SLAM for more accurate and robust results. With the success of deep learning technology in recent years, we present learning based single image re- construction and achieve the state-of-the-art results. Moreover, we pro- posed context-aware AR, one step further from purely geometry-aware AR towards the high-level conceptual interaction modelling in complex AR environment for enhanced user experience. Finally, a learning-based smoke removal method is proposed to ensure an accurate and robust reconstruction under extreme conditions such as the presence of surgical smoke
Computer Aided Inbetweening
The production of inbetweens is a tedious task for animators and a complicated one for algorithms. In this paper, an algorithm for computer aided inbetweening and its integration in a pen-based graphical user interface are presented