Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters

2021 ◽  
Vol 40 (5) ◽  
pp. 1-14
Author(s):  
Lohit Petikam ◽  
Ken Anjyo ◽  
Taehyun Rhee

Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.

Author(s):  
Michael Burch ◽  
Andrei Jalba ◽  
Carl van Dueren den Hollander

Face alignment and eye tracking for interactive applications should be performed with very low latency or users will notice the delay. In this chapter, a face alignment method for real-time applications is introduced featuring a convolutional neural network architecture for face and pose alignment. The performance of the novel method is compared to a face alignment algorithm included in the freely available OpenFace toolkit, which also focuses on real-time applications. The approach exceeds OpenFace's performance on both our own and the 300W test sets in terms of accuracy and robustness but requires significant parallel processing power, currently provided by the GPU. For the eye tracking application, stereo cameras are used as input to determine the position of a user's eyes in three-dimensional space. It does not require synchronized recordings, which may contain redundant information, and instead prefers staggered recordings, which maximize the number of possible model updates.


2014 ◽  
Vol 926-930 ◽  
pp. 1767-1770
Author(s):  
Ya Dong Guo

This paper presents the design and production of 3D animation based on computer graphics. The main work includes the animated scene design, role design and the post production using computer software. Design software tools are Autodesk Maya and Adobe EffectsCS4. Scene design and role design are very important parts of the animation form. The good scene and role design can improve the animation level and effect; make the animation and rendering a fuller picture. In addition, rich post production can promote the additional value of animation works, has a great influence on the final result of the whole works of taste and art.


2021 ◽  
Vol 263 (1) ◽  
pp. 5071-5082
Author(s):  
William D'Andrea Fonseca ◽  
Davi Rocha Carvalho ◽  
Jacob Hollebon ◽  
Paulo Henrique Mareze ◽  
Filippo Maria Fazi

Binaural rendering is a technique that seeks to generate virtual auditory environments that replicate the natural listening experience, including the three-dimensional perception of spatialized sound sources. As such, real-time knowledge of the listener's position, or more specifically, their head and ear orientations allow the transfer of movement from the real world to virtual spaces, which consequently enables a richer immersion and interaction with the virtual scene. This study presents the use of a simple laptop integrated camera (webcam) as a head tracker sensor, disregarding the necessity to mount any hardware to the listener's head. The software was built on top of a state-of-the-art face landmark detection model, from Google's MediaPipe library for Python. Manipulations to the coordinate system are performed, in order to translate the origin from the camera to the center of the subject's head and adequately extract rotation matrices and Euler angles. Low-latency communication is enabled via User Datagram Protocol (UDP), allowing the head tracker to run in parallel and asynchronous with the main application. Empirical experiments have demonstrated reasonable accuracy and quick response, indicating suitability to real-time applications that do not necessarily require methodical precision.


2016 ◽  
Vol 2 ◽  
pp. 85
Author(s):  
Nurcahyani Dewi Retnowati

Abstract— 3D computer graphics are often referred to as 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The design of aircraft at the present time can use a variety of methods one using software Blender and NURBS technique. In the manufacture of aircraft models used animation production process flow is divided into three stages: pre-production, production and post-production. Pre-production stage such as modeling, texturing, rigging. Stage productions such as animating, lighting, rendering. In the manufacture of pre-production stage takes precision accuracy settings using NURBS techniques. While in the post-production stage that is animating, lighting and rendering is done by using video editing blender. Keywords—NURBS Technique, design, 3D animation


2010 ◽  
Vol 20 (1) ◽  
pp. 9-13 ◽  
Author(s):  
Glenn Tellis ◽  
Lori Cimino ◽  
Jennifer Alberti

Abstract The purpose of this article is to provide clinical supervisors with information pertaining to state-of-the-art clinic observation technology. We use a novel video-capture technology, the Landro Play Analyzer, to supervise clinical sessions as well as to train students to improve their clinical skills. We can observe four clinical sessions simultaneously from a central observation center. In addition, speech samples can be analyzed in real-time; saved on a CD, DVD, or flash/jump drive; viewed in slow motion; paused; and analyzed with Microsoft Excel. Procedures for applying the technology for clinical training and supervision will be discussed.


2010 ◽  
Vol 151 (21) ◽  
pp. 854-863 ◽  
Author(s):  
Attila Nemes ◽  
Marcel L. Geleijnse ◽  
Osama I. I. Soliman ◽  
Wim B. Vletter ◽  
Jackie S. McGhie ◽  
...  

Jelenleg az echokardiográfia a legszéleskörűbben alkalmazott rutin noninvazív diagnosztikus eljárás, amelynek segítségével a mitralis billentyű morfológiája és funkciója jellemezhető. Ennek az összefoglaló jellegű közleménynek a célja az egyik legújabb echokardiográfiás fejlesztés, a transthoracalis real-time háromdimenziós echokardiográfia szerepének bemutatása a mitralis billentyű vizsgálatában.


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