133 research outputs found
Computer-assisted animation creation techniques for hair animation and shade, highlight, and shadow
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
Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology
The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular culture, “kot-mi-nam (flower-like beautiful guy),” was modeled and analyzed as a case study. The “kot-mi-nam” phenomenon is overviewed in textual, visual, and contextual aspects, which reveals the gender- and sexuality-fluidity of its masculinity. The analysis and the actual development of the model organically co-construct each other requiring an interwoven process. Chapter 1 introduces anatomical studies of a human face, psychological theories of face recognition and an attractive face, and state-of-the-art face construction projects in the various fields. Chapter 2 and 3 present the Bezier curve-based 3D facial customization (BCFC) and Multi-layered Facial Action Model (MFAF) based on the analysis of human anatomy, to achieve a cost-effective yet realistic quality of facial animation without using 3D scanned data. In the experiments, results for the facial customization for gender, race, fat, and age showed that BCFC achieved enhanced performance of 25.20% compared to existing program Facegen , and 44.12% compared to Facial Studio. The experimental results also proved the realistic quality and effectiveness of MFAM compared with blend shape technique by enhancing 2.87% and 0.03% of facial area for happiness and anger expressions per second, respectively. In Chapter 4, according to the analysis based on BCFC, the 3D face of an average kot-mi-nam is close to gender neutral (male: 50.38%, female: 49.62%), and Caucasian (66.42-66.40%). Culturally-specific images can be misinterpreted in different cultures, due to their different languages, histories, and contexts. This research demonstrates that facial images can be affected by the cultural tastes of the makers and can also be interpreted differently by viewers in different cultures
NPR Hair Modeling with Parametric Clumps
This paper presents a modeling method for NPR hair composed of parametric 3D clumps. The clump parameters are not only for modifying a single clump but also for modifying all or large part of clumps similarly and simultaneously, and then a user can create a hairstyle only by adjusting the parameters. Our experiments show that even naive users can model a variety of hairstyles with little effort.2017 International Conference on Cyberworlds CW 2017, 20-22 September, 2017, Chester, United Kingdo
Crossed: Strength in Unity and Connection
It is only through the strength of bonds that we can overcome evil. In Crossed, these bonds are tested as Calum and Dmitri are forced to duel for their lives. The film explores the themes of indoctrination, belief, the power of friendship, and never giving up on the people you care about. The accompanying paper explores how these themes are integral to who we are. I then explore the process of producing animation utilizing cutting-edge mediums and how these mediums can allow us to create animation in an entirely new way
HumanSD: A Native Skeleton-Guided Diffusion Model for Human Image Generation
Controllable human image generation (HIG) has numerous real-life
applications. State-of-the-art solutions, such as ControlNet and T2I-Adapter,
introduce an additional learnable branch on top of the frozen pre-trained
stable diffusion (SD) model, which can enforce various conditions, including
skeleton guidance of HIG. While such a plug-and-play approach is appealing, the
inevitable and uncertain conflicts between the original images produced from
the frozen SD branch and the given condition incur significant challenges for
the learnable branch, which essentially conducts image feature editing for
condition enforcement. In this work, we propose a native skeleton-guided
diffusion model for controllable HIG called HumanSD. Instead of performing
image editing with dual-branch diffusion, we fine-tune the original SD model
using a novel heatmap-guided denoising loss. This strategy effectively and
efficiently strengthens the given skeleton condition during model training
while mitigating the catastrophic forgetting effects. HumanSD is fine-tuned on
the assembly of three large-scale human-centric datasets with text-image-pose
information, two of which are established in this work. As shown in Figure 1,
HumanSD outperforms ControlNet in terms of accurate pose control and image
quality, particularly when the given skeleton guidance is sophisticated
Human Preference Score: Better Aligning Text-to-Image Models with Human Preference
Recent years have witnessed a rapid growth of deep generative models, with
text-to-image models gaining significant attention from the public. However,
existing models often generate images that do not align well with human
preferences, such as awkward combinations of limbs and facial expressions. To
address this issue, we collect a dataset of human choices on generated images
from the Stable Foundation Discord channel. Our experiments demonstrate that
current evaluation metrics for generative models do not correlate well with
human choices. Thus, we train a human preference classifier with the collected
dataset and derive a Human Preference Score (HPS) based on the classifier.
Using HPS, we propose a simple yet effective method to adapt Stable Diffusion
to better align with human preferences. Our experiments show that HPS
outperforms CLIP in predicting human choices and has good generalization
capability toward images generated from other models. By tuning Stable
Diffusion with the guidance of HPS, the adapted model is able to generate
images that are more preferred by human users. The project page is available
here: https://tgxs002.github.io/align_sd_web/ .Comment: Accepted by ICCV 202
THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001
It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present
A PROPOSED CHARACTER ANIMATION WORKFLOW FOR DIGITAL PRODUCTION ARTS WITH PREPARATION FOR CLOTH DYNAMICS
In a fast-paced production studio, procedures and standard operating practices have been created to ensure maximum use of resources, while being flexible enough to account for problems that might arise. For the animation section of the pipeline, it is imperative to produce animation in a timely manner so that the other sections of the pipeline that are dependent on animation can begin at an appropriate time. Using \u27Mileena Malign\u27 and \u27SpaceCat\u27 as case studies, a possible workflow for computer animation--specifically as it pertains to preparation for cloth dynamics--is developed, with highlights on the advantages and challenges encountered. This thesis presents a method for efficiently and effectively creating animation within a multi-tiered CG production pipeline
Animation & Cartoons
An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot.
Animation is the optical illusion of motion created by the consecutive display of images of static elements. In film and video production, this refers to techniques by which each frame of a film or movie is produced individually. Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Anime is a medium of animation originating in Japan, with distinctive character and background aesthetics that visually set it apart from other forms of animation. An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot (even if it is a very short one). Manga is the Japanese word for comics and print cartoons. Outside of Japan, it usually refers specifically to Japanese comics. Special effects (abbreviated SPFX or SFX) are used in the film, television, and entertainment industry to visualize scenes that cannot be achieved by normal means, such as space travel. Stop motion is a generic gereral term for an animation technique which makes static objects appear to move
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