18,367 research outputs found
gMotion: A spatio-temporal grammar for the procedural generation of motion graphics
Creating by hand compelling 2D animations that choreograph several groups of shapes requires a large number of manual edits. We present a method to procedurally generate motion graphics with timeslice grammars. Timeslice grammars are to time what split grammars are to space. We use this grammar to formally model motion graphics, manipulating them in both temporal and spatial components. We are able to combine both these aspects by representing animations as sets of affine transformations sampled uniformly in both space and time. Rules and operators in the grammar manipulate all spatio-temporal matrices as a whole, allowing us to expressively construct animation with few rules. The grammar animates shapes, which are represented as highly tessellated polygons, by applying the affine transforms to each shape vertex given the vertex position and the animation time. We introduce a small set of operators showing how we can produce 2D animations of geometric objects, by combining the expressive power of the grammar model, the composability of the operators with themselves, and the capabilities that derive from using a unified spatio-temporal representation for animation data. Throughout the paper, we show how timeslice grammars can produce a wide variety of animations that would take artists hours of tedious and time-consuming work. In particular, in cases where change of shapes is very common, our grammar can add motion detail to large collections of shapes with greater control over per-shape animations along with a compact rules structure
Transport-Based Neural Style Transfer for Smoke Simulations
Artistically controlling fluids has always been a challenging task.
Optimization techniques rely on approximating simulation states towards target
velocity or density field configurations, which are often handcrafted by
artists to indirectly control smoke dynamics. Patch synthesis techniques
transfer image textures or simulation features to a target flow field. However,
these are either limited to adding structural patterns or augmenting coarse
flows with turbulent structures, and hence cannot capture the full spectrum of
different styles and semantically complex structures. In this paper, we propose
the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric
smoke data. Our method is able to transfer features from natural images to
smoke simulations, enabling general content-aware manipulations ranging from
simple patterns to intricate motifs. The proposed algorithm is physically
inspired, since it computes the density transport from a source input smoke to
a desired target configuration. Our transport-based approach allows direct
control over the divergence of the stylization velocity field by optimizing
incompressible and irrotational potentials that transport smoke towards
stylization. Temporal consistency is ensured by transporting and aligning
subsequent stylized velocities, and 3D reconstructions are computed by
seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional
materials: http://www.byungsoo.me/project/neural-flow-styl
Posing 3D Models from Drawing
Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The inference of the 3D pose is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp, a horse and a human character. The results show that this method is robust, highly scalable and is able to be extended to various types of models
IUPUC Spatial Innovation Lab
During the summer of 2016 the IUPUC ME Division envi-sioned the concept of an âImagineering Labâ based largely on academic makerspace concepts. Important sub-sections of the Imagineering Lab are its âActualization Labâ (mecha-tronics, actuators, sensors, DAQ devices etc.) and a âSpatial Innovation Labâ (SIL) based on developing âdream stationsâ (computer work stations) equipped with exciting new tech-nology in intuitive 2D and 3D image creation and Virtual Reality (VR) technology. The objective of the SIL is to cre-ate a work flow converting intuitively created imagery to an-imation, engineering simulation and analysis and computer driven manufacturing interfaces. This paper discusses the challenges and methods being used to create a sustainable Spatial Innovation Lab
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