{"title":"Skeleton-based cartoon hair modeling using blobby model","authors":"Takeyuki Sakai, V. Savchenko","doi":"10.1145/2542302.2542323","DOIUrl":null,"url":null,"abstract":"Japanese cartoon animations are produced usually by animator's drawing. But nowadays we can see increasing interest in combining 3D CG characters and hand-drawn characters to make action-packed scene, for example, a battle or dance scene. In such an approach, 3D CG characters mimic hand-drawn characters. Creating good looking hair by hand for Anime remains a tedious task. In this paper, we focus on hair modeling of 3D CG characters. Traditionally, characters' hairs are made by polygonal models or by using parametric surface representation. Nevertheless, polygonal models are static and there are motion limitations. These models cannot represent union and division of wisps of hair shown in hand-drawn animations. Thus, flexible hair models allowing attaining hand-drawn expressions are needed.","PeriodicalId":126796,"journal":{"name":"International Conference on Societal Automation","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Societal Automation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2542302.2542323","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
Japanese cartoon animations are produced usually by animator's drawing. But nowadays we can see increasing interest in combining 3D CG characters and hand-drawn characters to make action-packed scene, for example, a battle or dance scene. In such an approach, 3D CG characters mimic hand-drawn characters. Creating good looking hair by hand for Anime remains a tedious task. In this paper, we focus on hair modeling of 3D CG characters. Traditionally, characters' hairs are made by polygonal models or by using parametric surface representation. Nevertheless, polygonal models are static and there are motion limitations. These models cannot represent union and division of wisps of hair shown in hand-drawn animations. Thus, flexible hair models allowing attaining hand-drawn expressions are needed.