{"title":"Skeleton-Driven Inbetweening of Bitmap Character Drawings","authors":"Kirill Brodt, Mikhail Bessmeltsev","doi":"10.1145/3687955","DOIUrl":null,"url":null,"abstract":"One of the primary reasons for the high cost of traditional animation is the inbetweening process, where artists manually draw each intermediate frame necessary for smooth motion. Making this process more efficient has been at the core of computer graphics research for years, yet the industry has adopted very few solutions. Most existing solutions either require vector input or resort to tight inbetweening; often, they attempt to fully automate the process. In industry, however, keyframes are often spaced far apart, drawn in raster format, and contain occlusions. Moreover, inbetweening is fundamentally an artistic process, so the artist should maintain high-level control over it. We address these issues by proposing a novel inbetweening system for bitmap character drawings, supporting both <jats:italic>tight</jats:italic> and <jats:italic>far</jats:italic> inbetweening. In our setup, the artist can control motion by animating a skeleton between the keyframe poses. Our system then performs skeleton-based deformation of the bitmap drawings into the same pose and employs discrete optimization and deep learning to blend the deformed images. Besides the skeleton and the two drawn bitmap keyframes, we require very little annotation. However, deforming drawings with occlusions is complex, as it requires a piecewise smooth deformation field. To address this, we observe that this deformation field is smooth when the drawing is lifted into 3D. Our system therefore optimizes topology of a 2.5D partially layered template that we use to lift the drawing into 3D and get the final piecewise-smooth deformaton, effectively resolving occlusions. We validate our system through a series of animations, qualitative and quantitative comparisons, and user studies, demonstrating that our approach consistently outperforms the state of the art and our results are consistent with the viewers' perception. Code and data for our paper are available at http://www-labs.iro.umontreal.ca/~bmpix/inbetweening/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"69 1","pages":""},"PeriodicalIF":7.8000,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Graphics","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3687955","RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
One of the primary reasons for the high cost of traditional animation is the inbetweening process, where artists manually draw each intermediate frame necessary for smooth motion. Making this process more efficient has been at the core of computer graphics research for years, yet the industry has adopted very few solutions. Most existing solutions either require vector input or resort to tight inbetweening; often, they attempt to fully automate the process. In industry, however, keyframes are often spaced far apart, drawn in raster format, and contain occlusions. Moreover, inbetweening is fundamentally an artistic process, so the artist should maintain high-level control over it. We address these issues by proposing a novel inbetweening system for bitmap character drawings, supporting both tight and far inbetweening. In our setup, the artist can control motion by animating a skeleton between the keyframe poses. Our system then performs skeleton-based deformation of the bitmap drawings into the same pose and employs discrete optimization and deep learning to blend the deformed images. Besides the skeleton and the two drawn bitmap keyframes, we require very little annotation. However, deforming drawings with occlusions is complex, as it requires a piecewise smooth deformation field. To address this, we observe that this deformation field is smooth when the drawing is lifted into 3D. Our system therefore optimizes topology of a 2.5D partially layered template that we use to lift the drawing into 3D and get the final piecewise-smooth deformaton, effectively resolving occlusions. We validate our system through a series of animations, qualitative and quantitative comparisons, and user studies, demonstrating that our approach consistently outperforms the state of the art and our results are consistent with the viewers' perception. Code and data for our paper are available at http://www-labs.iro.umontreal.ca/~bmpix/inbetweening/.
期刊介绍:
ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.