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Shape Stylized Face Caricatures

机译:塑造程式化的脸漫画

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Facial caricatures exaggerate key features to emphasize unique structural and personality traits. It is quite a challenge to retain the identity of the original person despite the exaggerations. We find that primitive shapes are well known for representing certain personality traits, in art and psychology literature. Unfortunately, current automated caricature generation techniques ignore the role of primitive shapes in stylization. These methods are limited to emphasizing key distances from a fixed Golden Ratio, or computing the best mapping in a proprietary example set of (real-image, cartoon portrait) pairs. We propose a novel stylization algorithm that allows expressive vector control with primitive shapes. We propose three shape-inspired ideas for caricature generation from input frontal face portraits: 1) Extrapolation in the Golden Ratio and Primitive Shape Spaces; 2) Use of art and psychology stereotype rules; 3) Constrained adaptation to a supplied cartoon mask. We adopt a recent mesh-less parametric image warp algorithm for the hair, face and facial features (eyes, mouth, eyebrows, nose, and ears) that provides fast results. The user can synthesize a range of caricatures by changing the number of identity constraints, relaxing shape change constraints, and controlling a global exaggeration scaling factor. Different cartoon templates and art rules can make the person's caricature mimic different personalities, and yet retain basic identity. The proposed method is easy to use and implement, and can be extended to create animated facial caricatures for games, film and interactive media applications.
机译:面部讽刺漫画夸大了关键特征,以强调独特的结构和性格特征。尽管有些夸张,但要保留原始人的身份是一个很大的挑战。我们发现在艺术和心理学文献中,原始形状因代表某些人格特征而众所周知。不幸的是,当前的自动漫画生成技术忽略了原始形状在样式化中的作用。这些方法仅限于从固定的黄金比例强调关键距离,或在一组专有示例(真实图像,卡通肖像)对中计算最佳映射。我们提出了一种新颖的样式化算法,该算法可实现具有原始形状的表达矢量控制。我们从输入的正面人脸肖像中提出三种启发灵感的形状灵感创意:1)在黄金分割率和原始形状空间中进行外推; 2)使用艺术和心理学的刻板印象规则; 3)对提供的卡通口罩的适应性受到限制。我们针对头发,面部和面部特征(眼睛,嘴巴,眉毛,鼻子和耳朵)采用了最新的无网格参数图像扭曲算法,可提供快速的结果。用户可以通过更改身份约束的数量,放宽形状更改约束并控制全局夸张比例因子来合成一系列讽刺漫画。不同的卡通模板和艺术规则可以使人的漫画模仿不同的性格,但仍保留基本身份。所提出的方法易于使用和实施,并且可以扩展以创建用于游戏,电影和交互式媒体应用的动画面部漫画。

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