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二維卡通動畫動作捕捉與重定向

發(fā)布時間:2018-06-27 09:21

  本文選題:二維卡通 + 動作捕捉; 參考:《天津大學(xué)》2012年碩士論文


【摘要】:二維卡通動畫因其獨特的夸張手法和簡單鮮明的表現(xiàn)力深受人們喜愛。傳統(tǒng)動畫中的卡通角色非常富有表現(xiàn)力,動畫師可以通過控制角色的各個參數(shù)賦予它們顯著的個性和豐富的動作。傳統(tǒng)二維卡通動畫的制作流程極其繁瑣,分工細,每一環(huán)節(jié)都有專業(yè)的人員來完成,所以動畫最終才能展現(xiàn)出超出觀眾想像的表現(xiàn)魅力,能最大程度的模擬甚至超越真人的表演,給觀眾帶來無法替代的、獨特的娛樂享受。 但是二維卡通動畫制作起來非常麻煩,特別是當(dāng)制作一些商業(yè)短片,廣告,,或演示動畫時,這些動畫的動作重復(fù)性大,卻依然需要逐幀制作,調(diào)整,導(dǎo)致動畫制作成本高昂。動畫制作者不得不花費大量的時間制作動畫中的關(guān)鍵幀,這是一項非常繁瑣復(fù)雜的工作。大大減少了動畫創(chuàng)作者創(chuàng)作的時間,降低了工作效率。 動畫重用是指在已有的動畫素材基礎(chǔ)上,捕捉到源動畫的動作或者角色細節(jié),映射到新的動畫角色上。所以只要能有效地對已有的卡通動畫素材進行重用,就可以很好的解決這一問題,不但可以大大的降低動畫制作的成本和制作周期,同時為藝術(shù)家們創(chuàng)作節(jié)省相當(dāng)可觀的工作量,使他們能專注于藝術(shù)創(chuàng)作,充分發(fā)揮他們的靈感和原創(chuàng)性。提高國產(chǎn)動畫發(fā)展水平。 本論文的主要內(nèi)容如下: 1.從源卡通動畫中截取關(guān)鍵幀為其動作捕捉做預(yù)處理。利用已有的二維卡通動畫,從中自動截取某段包含可以重用動作的關(guān)鍵幀,然后進行背景減除,消除噪聲,邊緣平滑等預(yù)處理。 2.捕捉預(yù)處理后的角色動作信息。利用形狀上下文捕捉角色的邊緣輪廓點和關(guān)鍵點位移坐標,并導(dǎo)出關(guān)鍵點的位移坐標數(shù)據(jù)。 3.動作重定向預(yù)處理。先對目標動畫進行提取輪廓點,圖形內(nèi)部離散采樣,三角網(wǎng)格化等預(yù)處理,再用捕捉到的關(guān)鍵點位移作為控制點驅(qū)動角色形變。 4.利用雙步閉合形狀算法分兩步對目標動畫進行形變計算,讓角色在關(guān)鍵點的控制下做出適當(dāng)?shù)男巫儺a(chǎn)生對應(yīng)動作,實現(xiàn)動作重定向。
[Abstract]:Two-dimensional cartoon animation is loved by people because of its unique exaggeration and simple expression. Cartoon characters in traditional animation are very expressive. Animators can give them remarkable personality and rich actions by controlling the parameters of their characters. The production process of traditional two-dimensional cartoon animation is extremely complicated, the division of labor is fine, each link has the specialized personnel to complete, therefore the animation finally can display beyond the audience imagination performance charm, Can maximize the simulation or even beyond the real-life performance, to the audience to bring irreplaceable, unique entertainment. But 2D cartoon animation is very troublesome, especially when making some commercial short film, advertisement, or demonstration animation, the action of these animation is very repetitive, but still need to make frame by frame, adjust, lead to the high cost of animation production. Animators have to spend a lot of time making key frames in animation, which is a very complicated task. Greatly reduces the animation creator's creation time, reduces the work efficiency. Animation reuse refers to capturing the action or character details of the source animation based on the existing animation material and mapping to the new animation character. So long as we can effectively reuse the existing cartoon materials, we can solve this problem very well, not only can greatly reduce the cost of animation production and production cycle, At the same time, artists save considerable amount of work, so that they can concentrate on artistic creation and give full play to their inspiration and originality. Improve the development level of domestic animation. The main contents of this thesis are as follows: 1. The key frame is extracted from the source cartoon animation to preprocess its action capture. The existing 2D cartoon animation is used to automatically intercept a certain key frame which can be reused, then background subtraction, noise elimination, edge smoothing and other preprocessing are carried out. 2. Capture pre-processed role action information. The shape context is used to capture the contour points and the displacement coordinates of the key points, and the displacement coordinate data of the key points are derived. Action redirection preprocessing. The object animation is preprocessed by extracting contour points, discrete sampling and triangulation, and then using the captured key point displacement as the control point to drive the role deformation. 4. The two-step closed shape algorithm is used to calculate the deformation of the target animation in two steps so that the characters can make appropriate deformation corresponding actions under the control of the key points and realize the action redirection.
【學(xué)位授予單位】:天津大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2012
【分類號】:TP391.41

【參考文獻】

相關(guān)期刊論文 前2條

1 夏小玲;柴望;;基于Shape Context的形狀匹配方法的改進[J];東華大學(xué)學(xué)報(自然科學(xué)版);2009年01期

2 郭斯羽;張煦芳;;一種基于模型的自適應(yīng)閾值分割算法[J];浙江大學(xué)學(xué)報(工學(xué)版);2005年12期



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