朝着自动绘制动画使用基于物理的进化

Lasse Lingens, R. Sumner, Stéphane Magnenat
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引用次数: 3

摘要

我们演示了一个自动动画手绘人物的系统。从骨架提取,网格划分和顶点蒙皮开始,我们的系统在基于物理的环境中使用神经网络模拟角色。它使用一种进化算法,搜索能够让角色在保持良好姿态的情况下移动很远的网络。我们通过26名参与者的用户研究验证了该系统。对于大多数绘图(60%),他们对生成的动画感到满意,在76%的情况下,他们希望绘制和动画其他角色。参与者在看完动画后大多表现出积极的情绪。只有少数人有陌生感或负面情绪。这项工作证明了创建一个自动化的2-D角色动画系统的可能性,对绘制的内容几乎没有假设。我们相信这项工作可以让更多的孩子参与创造性的游戏,探索他们的想象力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards automatic drawing animation using physics-based evolution
We demonstrate a system to automatically animate hand-drawn characters. Starting with skeleton extraction, meshing and vertex skinning, our system simulates characters using a neural network in a physics-based environment. Using an evolutionary algorithm, it searches for networks that move characters far while keeping a good posture. We validated the system through a user study with 26 participants. For most drawings (60 %), they felt satisfied with the generated animation, and in 76% of cases, they wished to draw and animate additional characters. The participants reported mostly positive emotions after seeing the animations. Only a minority had feelings of strangeness or had negative emotions. This work demonstrates the possibility of creating an automated 2-D character animation system making little assumption on what is drawn. We believe that this work can enable more children to engage in creative play and explore their imagination.
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