动画图像与图纸

Peter Litwinowicz, Lance Williams
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引用次数: 179

摘要

这里描述的工作扩展了2D动画的力量,通过线条图方便地控制纹理映射的形式。通过跟踪图像上的点、线段、样条曲线或填充区域,动画器定义可用于动画图像的特征。控制特征的动画使图像平滑变形。这种发展是在传统的“骨架”为基础的动画,和“特征”为基础的图像变形。利用计算机视觉界发展起来的数值方法进行快速的视觉表面估计,实现了几个重要的优点。骨架被推广到包括弯曲的“骨头”,插值表面表现得更好,计算动画的费用与绘图中的特征数量解耦,并且可以容纳插值表面上的任意孔或切口。将相同的散点数据插值技术应用于将动画从一幅图像和一组特征映射到另一幅图像和特征集的问题,推广了动画序列的规定性,并鼓励动画运动的重用。
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Animating images with drawings
The work described here extends the power of 2D animation with a form of texture mapping conveniently controlled by line drawings. By tracing points, line segments, spline curves, or filled regions on an image, the animator defines features which can be used to animate the image. Animations of the control features deform the image smoothly. This development is in the tradition of “skeleton”-based animation, and “feature”-based image metamorphosis. By employing numerics developed in the computer vision community for rapid visual surface estimation, several important advantages are realized. Skeletons are generalized to include curved “bones,” the interpolating surface is better behaved, the expense of computing the animation is decoupled from the number of features in the drawing, and arbitrary holes or cuts in the interpolated surface can be accommodated. The same general scattered data interpolation technique is applied to the problem of mapping animation from one image and set of features to another, generalizing the prescriptive power of animated sequences and encouraging reuse of animated motion.
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