gMotion: A Spatio-Temporal Grammar for the Procedural Generation of Motion Graphics

Edoardo Carra, Christian Santoni, F. Pellacini
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引用次数: 4

Abstract

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.
运动图形程序生成的时空语法
手工创建引人注目的2D动画,编排几组形状需要大量的手动编辑。提出了一种用时间片语法程序生成运动图形的方法。时间片语法之于时间,就像分割语法之于空间一样。我们使用这个语法来正式建模运动图形,在时间和空间组件中操作它们。通过将动画表示为在空间和时间上均匀采样的仿射变换集合,我们能够将这两个方面结合起来。语法中的规则和运算符作为一个整体操纵所有的时空矩阵,使我们能够用很少的规则表达地构建动画。该语法通过对给定顶点位置和动画时间的每个形状顶点应用仿射变换,将高度镶嵌多边形表示为形状动画。我们介绍了一小组操作符,展示了我们如何通过结合语法模型的表达能力、操作符与自身的可组合性以及使用动画数据的统一时空表示所获得的能力,来生成几何对象的2D动画。在整篇论文中,我们展示了时间片语法如何产生各种各样的动画,这将花费艺术家数小时的繁琐和耗时的工作。特别是,在形状变化非常常见的情况下,我们的语法可以向大型形状集合添加运动细节,从而更好地控制每个形状的动画以及紧凑的规则结构。
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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