Non-Photorealistic Computer Graphics Library

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Found 6 item(s) authored by "Hock Soon Seah" Find Author on Google.

Proceedings Computer-Assisted Auto Coloring By Region Matching
Jie Qiu, Hock Soon Seah, Feng Tian, Quan Chen, Konstantin Melikhov.
11th Pacific Conference on Computer Graphics and Applications (PG'03), pp. 175--184, October, 2003. [BibTeX]

Proceedings Computer-Assisted Cel Animation: Post-processing After Inbetweening
Ji Lu, Hock Soon Seah, Feng Tian.
GRAPHITE '03: Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia, pp. 13--20, New York, NY, USA, ACM Press, 2003. [BibTeX]

Article Feature- and region-based auto painting for 2D animation
Jie Qiu, Hock Soon Seah, Feng Tian, Zhongke Wu, Quan Chen.
The Visual Computer, Vol. 21, No. 11, pp. 928--944, October, 2005. [BibTeX]

Proceedings Frame Skeleton Based Auto-Inbetweening in Computer Assisted Cel Animation
Konstantin Melikhov, Feng Tian, Hock Soon Seah, Quan Chen, Jie Qiu.
International Conference on Cyberworlds (CW'04), pp. 216--223, November, 2004. [BibTeX]

Article Interactive shadowing for 2D Anime

Author(s): Eiji Sugisaki, Hock Soon Seah, Feng Tian, Shigeo Morishima.
Article: Computer Animation and Virtual Worlds, Vol. 20, No. 2-3, pp. 395--404, 2009.
[BibTeX] [DOI] Find this paper on Google

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.

Proceedings More Optimal Strokes for NPR Sketching
John Peter Lewis, Nickson Fong, Xie XueXiang, Hock Soon Seah, Feng Tian.
3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE'05), pp. 47--50, Dunedin, New Zealand, 2005. [BibTeX]

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