Skeleton-Driven Inbetweening of Bitmap Character Drawings

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Kirill Brodt, Mikhail Bessmeltsev
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引用次数: 0

Abstract

One of the primary reasons for the high cost of traditional animation is the inbetweening process, where artists manually draw each intermediate frame necessary for smooth motion. Making this process more efficient has been at the core of computer graphics research for years, yet the industry has adopted very few solutions. Most existing solutions either require vector input or resort to tight inbetweening; often, they attempt to fully automate the process. In industry, however, keyframes are often spaced far apart, drawn in raster format, and contain occlusions. Moreover, inbetweening is fundamentally an artistic process, so the artist should maintain high-level control over it. We address these issues by proposing a novel inbetweening system for bitmap character drawings, supporting both tight and far inbetweening. In our setup, the artist can control motion by animating a skeleton between the keyframe poses. Our system then performs skeleton-based deformation of the bitmap drawings into the same pose and employs discrete optimization and deep learning to blend the deformed images. Besides the skeleton and the two drawn bitmap keyframes, we require very little annotation. However, deforming drawings with occlusions is complex, as it requires a piecewise smooth deformation field. To address this, we observe that this deformation field is smooth when the drawing is lifted into 3D. Our system therefore optimizes topology of a 2.5D partially layered template that we use to lift the drawing into 3D and get the final piecewise-smooth deformaton, effectively resolving occlusions. We validate our system through a series of animations, qualitative and quantitative comparisons, and user studies, demonstrating that our approach consistently outperforms the state of the art and our results are consistent with the viewers' perception. Code and data for our paper are available at http://www-labs.iro.umontreal.ca/~bmpix/inbetweening/.
位图字符绘图的骨架驱动夹层技术
传统动画成本高昂的主要原因之一是中间处理过程,即艺术家手动绘制平滑运动所需的每个中间帧。多年来,提高这一过程的效率一直是计算机图形学研究的核心,但业界采用的解决方案却寥寥无几。大多数现有的解决方案要么需要矢量输入,要么需要紧密的中间帧;通常,它们都试图将这一过程完全自动化。然而,在工业中,关键帧的间距往往很远,以光栅格式绘制,并包含遮挡物。此外,inbetweening 从根本上说是一个艺术过程,因此艺术家应该对其保持高层次的控制。为了解决这些问题,我们为位图字符绘制提出了一种新颖的夹入系统,同时支持紧密夹入和远距离夹入。在我们的设置中,艺术家可以通过关键帧姿势之间的骨架动画来控制运动。然后,我们的系统将基于骨架的位图绘图变形为相同的姿势,并采用离散优化和深度学习来混合变形图像。除了骨架和两个绘制的位图关键帧外,我们只需要很少的注释。不过,带有遮挡物的绘图变形非常复杂,因为它需要一个片状平滑变形场。为了解决这个问题,我们观察到当绘图被提升到三维时,这种变形场是平滑的。因此,我们的系统优化了 2.5D 部分分层模板的拓扑结构,我们使用该模板将图纸提升到三维,并获得最终的片状平滑变形,从而有效解决遮挡问题。我们通过一系列动画、定性和定量比较以及用户研究验证了我们的系统,证明我们的方法始终优于目前的技术水平,而且我们的结果与观众的感知一致。本文的代码和数据可在 http://www-labs.iro.umontreal.ca/~bmpix/inbetweening/ 上获取。
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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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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