Production Pipeline (production + pipeline)

Distribution by Scientific Domains


Selected Abstracts


Interactive shadowing for 2D Anime

COMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 2-3 2009
Eiji Sugisaki
Abstract In this paper, we propose an instant shadow generation technique for 2D animation, especially Japanese Anime. In traditional 2D Anime production, the entire animation including shadows is drawn by hand so that it takes long time to complete. Shadows play an important role in the creation of symbolic visual effects. However shadows are not always drawn due to time constraints and lack of animators especially when the production schedule is tight. To solve this problem, we develop an easy shadowing approach that enables animators to easily create a layer of shadow and its animation based on the character's shapes. Our approach is both instant and intuitive. The only inputs required are character or object shapes in input animation sequence with alpha value generally used in the Anime production pipeline. First, shadows are automatically rendered on a virtual plane by using a Shadow Map1 based on these inputs. Then the rendered shadows can be edited by simple operations and simplified by the Gaussian Filter. Several special effects such as blurring can be applied to the rendered shadow at the same time. Compared to existing approaches, ours is more efficient and effective to handle automatic shadowing in real-time. Copyright © 2009 John Wiley & Sons, Ltd. [source]


Adding Depth to Cartoons Using Sparse Depth (In)equalities

COMPUTER GRAPHICS FORUM, Issue 2 2010
D. Sıkora
Abstract This paper presents a novel interactive approach for adding depth information into hand-drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop-ups in a matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display. [source]


LazyBrush: Flexible Painting Tool for Hand-drawn Cartoons

COMPUTER GRAPHICS FORUM, Issue 2 2009
Daniel Sıkora
Abstract In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawings and animations. Its key advantage is simplicity and flexibility. As opposed to previous custom tailored approaches [SBv05, QWH06] LazyBrush does not rely on style specific features such as homogenous regions or pattern continuity yet still offers comparable or even less manual effort for a broad class of drawing styles. In addition to this, it is not sensitive to imprecise placement of color strokes which makes painting less tedious and brings significant time savings in the context cartoon animation. LazyBrush originally stems from requirements analysis carried out with professional ink-and-paint illustrators who established a list of useful features for an ideal painting tool. We incorporate this list into an optimization framework leading to a variant of Potts energy with several interesting theoretical properties. We show how to minimize it efficiently and demonstrate its usefulness in various practical scenarios including the ink-and-paint production pipeline. [source]


Kinematics, Dynamics, Biomechanics: Evolution of Autonomy in Game Animation

COMPUTER GRAPHICS FORUM, Issue 3 2005
Steve Collins
The believeable portrayal of character performances is critical in engaging the immersed player in interactive entertainment. The story, the emotion and the relationship between the player and the world they are interacting within are hugely dependent on how appropriately the world's characters look, move and behave. We're concerned here with the character's motion; with next generation game consoles like Xbox360TM and Playstation®3 the graphical representation of characters will take a major step forward which places even more emphasis on the motion of the character. The behavior of the character is driven by story and design which are adapted to game context by the game's AI system. The motion of the characters populating the game's world, however, is evolving to an interesting blend of kinematics, dynamics, biomechanics and AI drivenmotion planning. Our goal here is to present the technologies involved in creating what are essentially character automata, emotionless and largely brainless character shells that nevertheless exhibit enough "behavior" to move as directed while adapting to the environment through sensing and actuating responses. This abstracts the complexities of low level motion control, dynamics, collision detection etc. and allows the game's artificial intelligence system to direct these characters at a higher level. While much research has already been conducted in this area and some great results have been published, we will present the particular issues that face game developers working on current and next generation consoles, and how these technologies may be integrated into game production pipelines so to facilitate the creation of character performances in games. The challenges posed by the limited memory and CPU bandwidth (though this is changing somewhat with next generation) and the challenges of integrating these solutions with current game design approaches leads to some interesting problems, some of which the industry has solutions for and some others which still remain largely unsolved. [source]


Thermal analysis of polymer,water interactions and their relation to gas hydrate inhibition

JOURNAL OF APPLIED POLYMER SCIENCE, Issue 4 2007
Manika Varma-Nair
Abstract Gas hydrates formed in oil production pipelines are crystalline solids where hydrocarbon gas molecules such as methane, propane, and their mixtures are trapped in a cagelike structure by hydrogen-bonded water molecules to form undesirable plugs. Methanol and glycol are currently used to prevent these plugs via thermodynamic inhibition. Small amounts of water-soluble polymers may provide an alternate approach for preventing gas hydrates. In this study, we expand the fundamental understanding of water,polymer systems with differential scanning calorimetry. Nonfreezable bound water was used to quantify polymer,water interactions and relate them to the chemical structure for a series of polymers, including acrylamides, cyclic lactams, and n -vinyl amides. For good interactions, the water structure needs to be stabilized through hydrophobic interactions. An increased hydrophobicity of the pendant group also appears to favor polymer performance as a gas hydrate inhibitor. Good inhibitors, such as poly(diethyl acrylamide) and poly(N -vinyl caprolactam), also show higher heat capacities, which indicate higher hydrophobicity, than poor performers such as polyzwitterions, in which hydrophilicity dominated. The phase behavior and thermodynamic properties of dilute polymer solutions were also evaluated through measurements of the heat of demixing and lower critical solution temperature. © 2006 Wiley Periodicals, Inc. J Appl Polym Sci 103: 2642,2653, 2007 [source]