Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958836
N. Magnenat-Thalmann, Zerrin Yumak, Aryel Beck
Telepresence refers to the possibility of feeling present in a remote location through the use of technology. This can be achieved by immersing a user to a place reconstructed in 3D. The reconstructed place can be captured from the real world or can be completely virtual. Another way to realize telepresence is by using robots and virtual avatars that act as proxies for real people. In case a human-mediated interaction is not needed or not possible, the virtual human and the robot can rely on artificial intelligence to act and interact autonomously. In this paper, these forms of telepresence are discussed, how they are related and different from each other and how autonomy takes place in telepresence. The paper concludes with an overview of the ongoing research on autonomous virtual humans and social robots conducted in the BeingThere centre.
{"title":"Autonomous virtual humans and social robots in telepresence","authors":"N. Magnenat-Thalmann, Zerrin Yumak, Aryel Beck","doi":"10.1109/MMSP.2014.6958836","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958836","url":null,"abstract":"Telepresence refers to the possibility of feeling present in a remote location through the use of technology. This can be achieved by immersing a user to a place reconstructed in 3D. The reconstructed place can be captured from the real world or can be completely virtual. Another way to realize telepresence is by using robots and virtual avatars that act as proxies for real people. In case a human-mediated interaction is not needed or not possible, the virtual human and the robot can rely on artificial intelligence to act and interact autonomously. In this paper, these forms of telepresence are discussed, how they are related and different from each other and how autonomy takes place in telepresence. The paper concludes with an overview of the ongoing research on autonomous virtual humans and social robots conducted in the BeingThere centre.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129919739","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958806
K. Muchtar, Chih-Yang Lin, C. Yeh
This paper presents a detection-based method to subtract abandoned object from a surveillance scene. Unlike tracking-based approaches that are commonly complicated and unreliable on a crowded scene, the proposed method employs background (BG) modelling and focus only on immobile objects. The main contribution of our work is to build abandoned object detection system which is robust and can resist interference (shadow, illumination changes and occlusion). In addition, we introduce the MRF model and shadow removal to our system. MRF is a promising way to model neighbours' information when labeling the pixel that is either set to background or abandoned object. It represents the correlation and dependency in a pixel and its neighbours. By incorporating the MRF model, as shown in the experimental part, our method can efficiently reduce the false alarm. To evaluate the system's robustness, several dataset including CAVIAR datasets and outdoor test cases are both tested in our experiments.
{"title":"Grabcut-based abandoned object detection","authors":"K. Muchtar, Chih-Yang Lin, C. Yeh","doi":"10.1109/MMSP.2014.6958806","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958806","url":null,"abstract":"This paper presents a detection-based method to subtract abandoned object from a surveillance scene. Unlike tracking-based approaches that are commonly complicated and unreliable on a crowded scene, the proposed method employs background (BG) modelling and focus only on immobile objects. The main contribution of our work is to build abandoned object detection system which is robust and can resist interference (shadow, illumination changes and occlusion). In addition, we introduce the MRF model and shadow removal to our system. MRF is a promising way to model neighbours' information when labeling the pixel that is either set to background or abandoned object. It represents the correlation and dependency in a pixel and its neighbours. By incorporating the MRF model, as shown in the experimental part, our method can efficiently reduce the false alarm. To evaluate the system's robustness, several dataset including CAVIAR datasets and outdoor test cases are both tested in our experiments.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131077296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958835
Zi-Yi Wen, Hsu-Feng Hsiao
With the popularity of cloud computing services and the endorsement from the video game industry, cloud gaming services have emerged promisingly. In a cloud gaming service, the contents of games can be delivered to the clients through either video streaming or file streaming. Due to the strict constraint on the end-to-end latency for real-time interaction in a game, there are still challenges in designing a successful cloud gaming system, which needs to deliver satisfying quality of experience to the customers. In this paper, the methodology for subjective and objective evaluation as well as the analysis of cloud gaming services was developed. The methodology is based on a nonintrusive approach, and therefore, it can be used on different kinds of cloud gaming systems. There are challenges in such objective measurements of important QoS factors, due to the fact that most of the commercial cloud gaming systems are proprietary and closed. In addition, satisfactory QoE is one of the crucial ingredients in the success of cloud gaming services. By combining subjective and objective evaluation results, cloud gaming system developers can infer possible results of QoE levels based on the measured QoS factors. It can also be used in an expert system for choosing the list of games that customers can appreciate at a given environment, as well as for deciding the upper bound of the number of users in a system.
{"title":"QoE-driven performance analysis of cloud gaming services","authors":"Zi-Yi Wen, Hsu-Feng Hsiao","doi":"10.1109/MMSP.2014.6958835","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958835","url":null,"abstract":"With the popularity of cloud computing services and the endorsement from the video game industry, cloud gaming services have emerged promisingly. In a cloud gaming service, the contents of games can be delivered to the clients through either video streaming or file streaming. Due to the strict constraint on the end-to-end latency for real-time interaction in a game, there are still challenges in designing a successful cloud gaming system, which needs to deliver satisfying quality of experience to the customers. In this paper, the methodology for subjective and objective evaluation as well as the analysis of cloud gaming services was developed. The methodology is based on a nonintrusive approach, and therefore, it can be used on different kinds of cloud gaming systems. There are challenges in such objective measurements of important QoS factors, due to the fact that most of the commercial cloud gaming systems are proprietary and closed. In addition, satisfactory QoE is one of the crucial ingredients in the success of cloud gaming services. By combining subjective and objective evaluation results, cloud gaming system developers can infer possible results of QoE levels based on the measured QoS factors. It can also be used in an expert system for choosing the list of games that customers can appreciate at a given environment, as well as for deciding the upper bound of the number of users in a system.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115608697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958837
I. Pitas, K. Papachristou, N. Nikolaidis, M. Liuni, L. Benaroya, G. Peeters, A. Röbel, A. Linnemann, Mohan Liu, S. Gerke
In this paper, we propose a way of using the Audio-Visual Description Profile (AVDP) of the MPEG-7 standard for 2D or stereo video and multichannel audio content description. Our aim is to provide means of using AVDP in such a way, that 3D video and audio content can be correctly and consistently described. Since AVDP semantics do not include ways for dealing with 3D audiovisual content, a new semantic framework within AVDP is proposed and examples of using AVDP to describe the results of analysis algorithms on stereo video and multichannel audio content are presented.
{"title":"2D/3D AudioVisual content analysis & description","authors":"I. Pitas, K. Papachristou, N. Nikolaidis, M. Liuni, L. Benaroya, G. Peeters, A. Röbel, A. Linnemann, Mohan Liu, S. Gerke","doi":"10.1109/MMSP.2014.6958837","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958837","url":null,"abstract":"In this paper, we propose a way of using the Audio-Visual Description Profile (AVDP) of the MPEG-7 standard for 2D or stereo video and multichannel audio content description. Our aim is to provide means of using AVDP in such a way, that 3D video and audio content can be correctly and consistently described. Since AVDP semantics do not include ways for dealing with 3D audiovisual content, a new semantic framework within AVDP is proposed and examples of using AVDP to describe the results of analysis algorithms on stereo video and multichannel audio content are presented.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123007725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958786
Anran Wang, Jiwen Lu, Jianfei Cai, G. Wang, Tat-Jen Cham
Spatial layout estimation of indoor rooms plays an important role in many visual analysis applications such as robotics and human-computer interaction. While many methods have been proposed for recovering spatial layout of rooms in recent years, their performance is still far from satisfactory due to high occlusion caused by the presence of objects that clutter the scene. In this paper, we propose a new approach to estimate the spatial layout of rooms from RGB-D videos. Unlike most existing methods which estimate the layout from still images, RGB-D videos provide more spatial-temporal and depth information, which are helpful to improve the estimation performance because more contextual information can be exploited in RGB-D videos. Given a RGB-D video, we first estimate the spatial layout of the scene in each single frame and compute the camera trajectory using the simultaneous localization and mapping (SLAM) algorithm. Then, the estimated spatial layouts of different frames are integrated to infer temporally consistent layouts of the room throughout the whole video. Our method is evaluated on the NYU RGB-D dataset, and the experimental results show the efficacy of the proposed approach.
{"title":"Estimating spatial layout of rooms from RGB-D videos","authors":"Anran Wang, Jiwen Lu, Jianfei Cai, G. Wang, Tat-Jen Cham","doi":"10.1109/MMSP.2014.6958786","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958786","url":null,"abstract":"Spatial layout estimation of indoor rooms plays an important role in many visual analysis applications such as robotics and human-computer interaction. While many methods have been proposed for recovering spatial layout of rooms in recent years, their performance is still far from satisfactory due to high occlusion caused by the presence of objects that clutter the scene. In this paper, we propose a new approach to estimate the spatial layout of rooms from RGB-D videos. Unlike most existing methods which estimate the layout from still images, RGB-D videos provide more spatial-temporal and depth information, which are helpful to improve the estimation performance because more contextual information can be exploited in RGB-D videos. Given a RGB-D video, we first estimate the spatial layout of the scene in each single frame and compute the camera trajectory using the simultaneous localization and mapping (SLAM) algorithm. Then, the estimated spatial layouts of different frames are integrated to infer temporally consistent layouts of the room throughout the whole video. Our method is evaluated on the NYU RGB-D dataset, and the experimental results show the efficacy of the proposed approach.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126857351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958826
Chien Van Trinh, V. Nguyen, B. Jeon
Block-based compressive sensing is attractive for sensing natural images and video because it makes large-sized image/video tractable. However, its reconstruction performance is yet to be improved much. This paper proposes a new block-based compressive video sensing recovery scheme which can reconstruct video sequences with high quality. It generates initial key frames by incorporating the augmented Lagrangian total variation with a nonlocal means filter which is well known for being good at preserving edges and reducing noise. Additionally, local principal component analysis (PCA) transform is employed to enhance the detailed information. The non-key frames are initially predicted by their measurements and reconstructed key frames. Furthermore, regularization with PCA transform-aided side information iteratively seeks better reconstructed solution. Simulation results manifest effectiveness of the proposed scheme.
{"title":"Block-based compressive sensing of video using local sparsifying transform","authors":"Chien Van Trinh, V. Nguyen, B. Jeon","doi":"10.1109/MMSP.2014.6958826","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958826","url":null,"abstract":"Block-based compressive sensing is attractive for sensing natural images and video because it makes large-sized image/video tractable. However, its reconstruction performance is yet to be improved much. This paper proposes a new block-based compressive video sensing recovery scheme which can reconstruct video sequences with high quality. It generates initial key frames by incorporating the augmented Lagrangian total variation with a nonlocal means filter which is well known for being good at preserving edges and reducing noise. Additionally, local principal component analysis (PCA) transform is employed to enhance the detailed information. The non-key frames are initially predicted by their measurements and reconstructed key frames. Furthermore, regularization with PCA transform-aided side information iteratively seeks better reconstructed solution. Simulation results manifest effectiveness of the proposed scheme.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125302934","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958804
Ngoc Nguyen, A. Yoshitaka
Summarization of soccer videos has been widely studied due to its worldwide viewers and potential commercial applications. Most existing methods focus on searching for highlight events in soccer videos such as goals, penalty kicks and generating a summary as a list of such events. However, besides highlight events, scenes of intensive competition between players of two teams and emotional moments are also interesting. In this paper, we propose a soccer summarization system which is able to capture highlight events, scenes of intensive competition, and emotional moments. Based on the flow of soccer games, we organize a video summary as follows: first, scenes of intensive competition, second, what events happened, third, who were involved in the events, and finally how players or audience reacted to the events. With this structure, the generated summary is more complete and interesting because it provides both game play and emotional moments. Our system takes broadcast video as input, and divides it into multiple clips based on cinematographic features such as sport video production techniques, the transition of shots, and camera motions. Then, the system evaluates the interest level of each clip to generate a summary. Experimental results and subjective evaluation are carried out to evaluate the quality of the generated summary and the effectiveness of our proposed interest level measure.
{"title":"Soccer video summarization based on cinematography and motion analysis","authors":"Ngoc Nguyen, A. Yoshitaka","doi":"10.1109/MMSP.2014.6958804","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958804","url":null,"abstract":"Summarization of soccer videos has been widely studied due to its worldwide viewers and potential commercial applications. Most existing methods focus on searching for highlight events in soccer videos such as goals, penalty kicks and generating a summary as a list of such events. However, besides highlight events, scenes of intensive competition between players of two teams and emotional moments are also interesting. In this paper, we propose a soccer summarization system which is able to capture highlight events, scenes of intensive competition, and emotional moments. Based on the flow of soccer games, we organize a video summary as follows: first, scenes of intensive competition, second, what events happened, third, who were involved in the events, and finally how players or audience reacted to the events. With this structure, the generated summary is more complete and interesting because it provides both game play and emotional moments. Our system takes broadcast video as input, and divides it into multiple clips based on cinematographic features such as sport video production techniques, the transition of shots, and camera motions. Then, the system evaluates the interest level of each clip to generate a summary. Experimental results and subjective evaluation are carried out to evaluate the quality of the generated summary and the effectiveness of our proposed interest level measure.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131959582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958803
Krystian Radlak, M. Kawulok, B. Smolka, Natalia Radlak
This study presents a novel multilevel algorithm for gaze direction recognition from static images. Proposed solution consists of three stages: (i) eye pupil localization using a multistage ellipse detector combined with a support vector machines verifier, (ii) eye bounding box localization calculated using a hybrid projection function and (iii) gaze direction classification using support vector machines and random forests. The proposed method has been tested on Eye-Chimera database with very promising results. Extensive tests show that eye bounding box localization allows us to achieve highly accurate results both in terms of eye location and gaze direction classification.
{"title":"Gaze direction estimation from static images","authors":"Krystian Radlak, M. Kawulok, B. Smolka, Natalia Radlak","doi":"10.1109/MMSP.2014.6958803","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958803","url":null,"abstract":"This study presents a novel multilevel algorithm for gaze direction recognition from static images. Proposed solution consists of three stages: (i) eye pupil localization using a multistage ellipse detector combined with a support vector machines verifier, (ii) eye bounding box localization calculated using a hybrid projection function and (iii) gaze direction classification using support vector machines and random forests. The proposed method has been tested on Eye-Chimera database with very promising results. Extensive tests show that eye bounding box localization allows us to achieve highly accurate results both in terms of eye location and gaze direction classification.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124604446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958788
Ioannis Tsingalis, A. Tefas, N. Nikolaidis, I. Pitas
Due to the enormous increase of video and image content on the web in the last decades, automatic video annotation became a necessity. The successful annotation of video and image content facilitate a successful indexing and retrieval in search databases. In this work we study a variety of possible shot type characterizations that can be assigned in a single video frame or still image. Possible ways to propagate these characterizations to a video segment (or to an entire shot) are also discussed. A method for the detection of Over-the-Shoulder shots in 3D (stereo) video is also proposed.
{"title":"Shot type characterization in 2D and 3D video content","authors":"Ioannis Tsingalis, A. Tefas, N. Nikolaidis, I. Pitas","doi":"10.1109/MMSP.2014.6958788","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958788","url":null,"abstract":"Due to the enormous increase of video and image content on the web in the last decades, automatic video annotation became a necessity. The successful annotation of video and image content facilitate a successful indexing and retrieval in search databases. In this work we study a variety of possible shot type characterizations that can be assigned in a single video frame or still image. Possible ways to propagate these characterizations to a video segment (or to an entire shot) are also discussed. A method for the detection of Over-the-Shoulder shots in 3D (stereo) video is also proposed.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114330985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-11-20DOI: 10.1109/MMSP.2014.6958789
Bingwen Jin, Linglong Feng, Gang Liu, Huaqing Luo, Wei-dong Geng
In order to animate the valuable murals of Dunhuang Mogao Grottoes, we propose a hybrid approach to creating the animation with the artistic style in the murals. Its key point is the fusion of 2D and 3D animation assets, for which a hybrid model is constructed from a 2.5D model, a 3D model, and registration information. The 2.5D model, created from 2D multi-view drawings, is composed of 2.5D strokes. For each 2.5D stroke, we let the user draw corresponding strokes on the surface of the 3D model in multiple views. Then the method automatically generates registration information, which enables 3D animation assets to animate the 2.5D model. At last, the animated line drawings are produced from 2.5D and 3D models respectively and blended under the control of per-stroke weights. The user can manually modify the weights to get the desired animation style.
{"title":"A hybrid approach to animating the murals with Dunhuang style","authors":"Bingwen Jin, Linglong Feng, Gang Liu, Huaqing Luo, Wei-dong Geng","doi":"10.1109/MMSP.2014.6958789","DOIUrl":"https://doi.org/10.1109/MMSP.2014.6958789","url":null,"abstract":"In order to animate the valuable murals of Dunhuang Mogao Grottoes, we propose a hybrid approach to creating the animation with the artistic style in the murals. Its key point is the fusion of 2D and 3D animation assets, for which a hybrid model is constructed from a 2.5D model, a 3D model, and registration information. The 2.5D model, created from 2D multi-view drawings, is composed of 2.5D strokes. For each 2.5D stroke, we let the user draw corresponding strokes on the surface of the 3D model in multiple views. Then the method automatically generates registration information, which enables 3D animation assets to animate the 2.5D model. At last, the animated line drawings are produced from 2.5D and 3D models respectively and blended under the control of per-stroke weights. The user can manually modify the weights to get the desired animation style.","PeriodicalId":164858,"journal":{"name":"2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134635608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}