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Introduction
Recent advances in dynamic surface capture have made the creation
of a realistic animation a promising task for modern visual media
production such as computer generated movies or 3D cinematographic
video games. Nonetheless, automatic creation of cartoon
mesh animations, driven by real-life cues, is still a costly and timeconsuming
process and presents a number of hard technical challenges.
To the best of our knowledge, we propose the first attempt
at generating as-photorealistic-as possible cartoon animation from
markerless surface performance capture. The purpose of synthesizing
new puppetry animation demonstrating fidelity to the spirit
of comic book style with more exaggerated motion while preserving
extreme captured cloth wrinkles is dicult to achieve. Consequently,
the key contribution of our work focuses on a novel cartoon
stylization approach for 3D video that eciently reuse temporally
consistent dynamic surface sequence captured from real-world actor
performance. In particular, our simple and eective algorithm
converts realistic spatiotemporal captured surfaces and multi-view
data into an exaggerated life-like squash-and-stretch shape evolution
coupled with context-aware cartoon-style expressive rendering.
2 Our Approach
Inspired by the philosophy adopted for the production of The Adventures
of Tintin: Secret of the Unicorn, an upcoming screen adaptation
including performance capture produced by Weta Digital R
,
we propose an original technique for generating quality life-like
non-photorealistic animation from highly detail animation and photometric
cues captured from real actor performance. Contrary to the
techniques presented in [Kwon and Lee 2011], that only address
the stylization of articulated rigid motion transferred to skinned
meshes, our method generates high-quality cartoon-style 3D video
from real-world dynamic scenes relying on non-rigid underlying
animation structure. Since full-body performance capture is limited
by the physicality of real actors actions, we add more non-natural
squash-and-stretch eects on the global characteristic of photo-real
dynamic surface motions. In addition, original video-driven texture
is not convincing for comic adaptation and invites us to mimic
hand-drawn appearance without the intervention of an artist during
the whole process. To the best of our knowledge, our proposed
method is the first attempt to coherently stylize highly non-rigid
captured surface deformation while preserving photorealistic cues
using non-rigid animation subspace temporal filtering combined
with video-based toon-style shading. As a result, the core algorithm
of our approach is decoupled in two major steps: exaggerating motion
of life-like surface and depicting video-infused appearance. |
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