Key Frame (key + frame)

Distribution by Scientific Domains


Selected Abstracts


ProcDef: Local-to-global Deformation for Skeleton-free Character Animation

COMPUTER GRAPHICS FORUM, Issue 7 2009
Takashi Ijiri
Abstract Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton-based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape-matching dynamics and show some example animations to illustrate the feasibility of our framework. [source]


"I Know I'm a Freierit, But,": How a Key Cultural Frame (En)genders a Discourse of Inequality

JOURNAL OF COMMUNICATION, Issue 1 2005
Linda-Renée Bloch
This article investigates how a key frame of interaction establishes and reinforces gendered social relations within a given culture. It analyzes how the concept of the freier (roughly glossed as "sucker") is used in Israel, interpersonally and via the mass media, to demonstrate how gender is constructed through communication and inextricably bound to the specific cultural context in which it is located. This work exposes how the frame reinforces the underlying dynamics of gender inequality in society, examines the oppositional ways in which it is employed by women, and argues that its use in any form further entrenches the social bias. The article calls for analyses of discourse focusing on nondominant groups, within their specific cultural context, in order to examine the practical distribution of power in society. [source]


As-consistent-As-possible compositing of virtual objects and video sequences

COMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 3-4 2006
Guofeng Zhang
Abstract We present an efficient approach that merges the virtual objects into video sequences taken by a freely moving camera in a realistic manner. The composition is visually and geometrically consistent through three main steps. First, a robust camera tracking algorithm based on key frames is proposed, which precisely recovers the focal length with a novel multi-frame strategy. Next, the concerned 3D models of the real scenes are reconstructed by means of an extended multi-baseline algorithm. Finally, the virtual objects in the form of 3D models are integrated into the real scenes, with special cares on the interaction consistency including shadow casting, occlusions, and object animation. A variety of experiments have been implemented, which demonstrate the robustness and efficiency of our approach. Copyright © 2006 John Wiley & Sons, Ltd. [source]


BetweenIT: An Interactive Tool for Tight Inbetweening

COMPUTER GRAPHICS FORUM, Issue 2 2010
Brian Whited
Abstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time-consuming and tedious to draw. Therefore, we focus on automating these high-precision and expensive portions of the process. We have designed a set of user-guided semi-automatic techniques that fit well with current practice and minimize the number of required artist-gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data. [source]