Sketching-out virtual humans: from 2D storyboarding to immediate 3D character animation.
ABSTRACT Virtual beings are playing a remarkable role in today's public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive "stick figure→fleshing-out→skin mapping" graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A "creative model-based method" is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes.
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ABSTRACT: This article describes how the synthetic actors Marilyn Monroe and Humphrey Bogart were directed in the film Rendez-vous a Montreal, using the Human Factory software. Innovative points are emphasized. The recreation of famous persons and reconstitution of their personalities, as well as the corresponding animation, are considered from an artistic point of view. Technical points discussed are personalized expressions, abstract muscle action (AMA) procedures, expression key-frame interpolation, multitrack mixing and synchronization, automatic body mapping using joint-dependent local deformation (JLD) operators, and semi-automatic object grasping. Task-level problems are also explained. Finally, how a fifth-generation animation system might evolve is discussed.IEEE Computer Graphics and Applications 01/1988; 7(12):9-19. · 1.23 Impact Factor
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ABSTRACT: We introduce a new interface for rapidly creating 3D articulated figure animation, from 2D sketches of the character in the desired key frame poses. Since the exact 3D animation corresponding to a set of 2D drawings is ambiguous we first reconstruct the possible 3D configurations and then apply a set of constraints and assump-tions to present the user with the most likely 3D pose. The user can refine this candidate pose by choosing among alternate poses proposed by the system. This interface is supported by pose reconstruction and optimiza-tion methods specifically designed to work with imprecise hand drawn figures. Our system provides a simple, in-tuitive and fast interface for creating rough animations that leverages our users' existing ability to draw. The resulting key framed sequence can be exported to commercial animation packages for interpolation and addi-tional refinement.01/2003;
Conference Proceeding: Teddy: A Sketching Interface for 3D Freeform Design.[show abstract] [hide abstract]
ABSTRACT: We present a sketching interface for quickly and easily designing freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes interactively on the screen and the system automatically constructs plausible 3D polygonal surfaces. Our system supports several modeling operations, including the operation to construct a 3D polygonal surface from a 2D silhouette drawn by the user: it inflates the region surrounded by the silhouette making wide areas fat, and narrow areas thin. Teddy, our prototype system, is implemented as a Java™ program, and the mesh construction is done in real-time on a standard PC. Our informal user study showed that a first-time user typically masters the operations within 10 minutes, and can construct interesting 3D models within minutes.01/1999