1,981 research outputs found

    Space-time sketching of character animation

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    International audienceWe present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action (DLOA) that drives the motion of a 3D character through projective constraints. Our dynamic models for the line's motion are entirely geometric, require no pre-existing data, and allow full artistic control. The resulting DLOA can be refined by over-sketching strokes along the space-time curve, or by composing another DLOA on top leading to control over complex motions with few strokes. Additionally , the resulting dynamic line of action can be applied to arbitrary body parts or characters. To match a 3D character to the 2D line over time, we introduce a robust matching algorithm based on closed-form solutions, yielding a tight match while allowing squash and stretch of the character's skeleton. Our experiments show that space-time sketching has the potential of bringing animation design within the reach of beginners while saving time for skilled artists

    A framework for natural animation of digitized models

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    We present a novel versatile, fast and simple framework to generate highquality animations of scanned human characters from input motion data. Our method is purely mesh-based and, in contrast to skeleton-based animation, requires only a minimum of manual interaction. The only manual step that is required to create moving virtual people is the placement of a sparse set of correspondences between triangles of an input mesh and triangles of the mesh to be animated. The proposed algorithm implicitly generates realistic body deformations, and can easily transfer motions between human erent shape and proportions. erent types of input data, e.g. other animated meshes and motion capture les, in just the same way. Finally, and most importantly, it creates animations at interactive frame rates. We feature two working prototype systems that demonstrate that our method can generate lifelike character animations from both marker-based and marker-less optical motion capture data

    Sketching-based Skeleton Extraction

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    Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure

    3DCGキャラクタの表現の改善法と実時間操作に関する研究

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    早大学位記番号:新8176早稲田大

    Painterly rendering techniques: A state-of-the-art review of current approaches

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    In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd
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