Props Alive: A Framework for Augmented Reality Stop Motion Animation

Llogari Casas, Maggie Kosek, Kenny Mitchell
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引用次数: 7

Abstract

Stop motion animation evolved in the early days of cinema with the aim to create an illusion of movement with static puppets posed manually each frame. Current stop motion movies introduced 3D printing processes in order to acquire animations more accurately and rapidly. However, due to the nature of this technique, every frame needs to be computer-generated, 3D printed and post-processed before it can be recorded. Therefore, a typical stop motion film could require many thousands of props to be created, resulting in a laborious and expensive production. We address this with a real-time interactive Augmented Reality system which generates virtual in-between poses according to a reduced number of key frame physical props. We perform deformation of the surface camera samples to accomplish smooth animations with retained visual appearance and incorporate a diminished reality method to allow virtual deformations that would, otherwise, reveal undesired background behind the animated mesh.Underpinning this solution is a principled interaction and system design which forms our Props Alive framework. We apply established models of interactive system design, drawing from an information visualisation framework which, appropriately for Augmented Reality, includes consideration of the user, interaction, data and presentation elements necessary for real-time. The rapid development framework and high performance architecture is detailed with an analysis of resulting performance.
道具活着:一个框架的增强现实定格动画
定格动画是在电影的早期发展起来的,目的是通过每帧手动摆出静态木偶来创造一种运动的幻觉。目前的定格电影为了更准确、更快速地获取动画,引入了3D打印技术。然而,由于这种技术的性质,每一帧都需要电脑生成,3D打印和后期处理才能被记录。因此,一部典型的定格动画电影可能需要制作成千上万的道具,这是一个费力而昂贵的制作过程。我们通过实时交互式增强现实系统来解决这个问题,该系统根据减少的关键帧物理道具数量来生成虚拟的中间姿势。我们执行表面相机样本的变形,以完成平滑的动画与保留视觉外观,并结合减少现实的方法,以允许虚拟变形,否则,揭示动画网格背后不希望的背景。支撑这个解决方案的是有原则的交互和系统设计,这构成了我们的Props Alive框架。我们应用交互式系统设计的既定模型,从信息可视化框架中绘制,适合于增强现实,包括考虑实时所需的用户,交互,数据和呈现元素。详细介绍了快速开发框架和高性能体系结构,并对其性能进行了分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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