使用骨骼笔画和动画

S. Hsu, Irene H. H. Lee
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引用次数: 213

摘要

骨笔画的使用是一种新的用任意图片作为“墨水”的笔画和笔画隐喻的矢量图形实现。它基于由任意路径定义的理想二维变形模型。它作为一般笔触替代品的表现力和交互使用的效率使其适合作为绘图程序以及窗口和页面描述系统的基本绘图原语。本文介绍了我们基于骨骼笔画的绘图和动画系统“骨骼绘图”。用该系统制作的各种图片说明了该系统在时尚图片创作中的有效性。讨论了在处理高阶笔画和递归笔画中的子笔画时所作的决定。骨架笔画框架中的一般锚定机制允许将任意图像变形抽象为单个笔画。对其推广到分段连续锚固以及剪切角和行程宽度锚固进行了说明。我们演示了这种机制如何使我们能够建立强大的伪3d模型,这在制作2 1/2 D卡通图纸和动画时特别有用。动画序列已经被制作来说明这些想法,包括基于矢量图形的运动模糊技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Drawing and animation using skeletal strokes
The use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as “ink”. It is based on an idealized 2D deformation model defined by an arbitrary path. Its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. This paper presents our drawing and animation system, “Skeletal Draw”, based on skeletal strokes. The effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. Decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. The general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. Its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. We demonstrated how this mechanism allows us to build up powerful pseudo-3D models which are particularly useful in the production of 2 1/2 D cartoon drawings and animation. Animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique.
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