Extracting 3D Stylized Accentuation Effects from a Painted Image
Youetsu Sato, Yoshinori Dobashi, Tsuyoshi Yamamoto, Katsumi Takao, Ken Anjyo.
Computer Graphics International (CGI'04), pp. 222--229, June,
2004. [BibTeX]
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]
Frame-to-Frame Coherent Halftoning in Image Space
Mike Eissele, Daniel Weiskopf, Thomas Ertl.
Theory and Practice of Computer Graphics (TPCG'04), pp. 188--195, Bournemouth,
2004. [BibTeX]
Free-form Video Tooning Deformation
Author(s): Jue Wang, Ying-Qing Xu, Michael F. Cohen.
Misc: Poster on SCA2004,
2004.
[BibTeX]
Abstract:
Creating a stylized or cartoon video requires a great amount of artistic skill and a considerable amount of time. On the other hand, capturing a video of a live scene is as easy as pointing a video camera at it. Unfortunately, transforming such a natural video to a cartoon-like style is also a challenging problem. In a predecessor paper, Video Tooning to appear at SIGGRAPH this year, we show how to segment a video into temporally coherent segments. These segments are then interactively joined together into spatio-temporal semantic regions (see Figure 1). The regions are sliced in time and rendered to create a Toon style of the original video (Figures 2 and Toon, top row). Although the Video Tooning approach provides a simple means to create stylized videos, the results always directly mimic the motion in the original video. An artist may want to add exaggeration or squash and stretch effects not seen in the original video. In this abstract we demonstrate that the spatio-temporal semantic regions can be treated much like other 3D geometric shapes and subjected to freeform deformation (FFD) methods. FFD has been shown to be a very simple way to alter the overall shape of complex 3D objects by manipulating only a small number of control points that warp the space in which the object resides. We extend the FFD methodology to operate on a hierarchical collection of spatio-temporal regions. The deformation framework is also extended to respect constraints such as foot positions in a walking sequence. Once the spatio-temporal regions have been deformed, we slice them as in the previous work to render the exaggerated cartoon. We show a few results of the use of the system in Figures 3 and 2, and the accompanying video.
Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media,
2004. [BibTeX]
Genetic Painting: A Salience Adaptive Relaxation Technique for Painterly Rendering
John P. Collomosse, Peter M. Hall.
University of Bath, No. CSBU-2003-02, UK, October,
2004. [BibTeX]
Graph-Based Point Relaxation for 3D Stippling
Oscar E. Meruvia Pastor, Thomas Strothotte.
Fifth Mexican International Conference in Computer Science (ENC'04), pp. 141--150, September,
2004. [BibTeX]
Hardware-Determined Feature Edges
Morgan McGuire, John F. Hughes.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 35-147,
2004. [BibTeX]
High Quality Hatching
Johannes Zander, Tobias Isenberg, Stefan Schlechtweg, Thomas Strothotte.
Computer Graphics Forum (EG'04), Vol. 23, No. 3, pp. 421--430, September,
2004. [BibTeX]
High-Quality Silhouette Illustration for Texture-Based Volume Rendering
Zoltán Nagy, Reinhard Klein.
The 12th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG'2004), V. Skala, R. Scopigno, Vol. 12, No. 2, pp. 301--308, February, UNION Agency - Science Press,
2004. [BibTeX]