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A System for Efficient 3D Printed Stop-motion Face Animation

机译:高效的3D打印定格人脸动画系统

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Computer animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion animation. As 3D printing every frame of a computer animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing computer animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion animation. Given an input animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-animation-frame assignment of the parts, such that we maximally approximate the input animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original animation. Our evaluation is threefold: we show results on a variety of facial animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
机译:结合3D打印的计算机动画具有对传统定格动画产生积极影响的潜力。由于3D打印的每帧动画速度都非常缓慢且昂贵,因此,只有使用紧凑的3D打印且可有效组装的零件库忠实地再现动画,3D打印的定格动画才可行。因此,我们提出了第一个用于处理计算机动画序列(通常是人脸)的系统,以产生用于3D打印定格动画的最佳替换零件集。给定拓扑不变变形网格的输入动画序列,我们的问题是输出零件替换库和零件的每个动画帧分配,以便我们最大程度地近似输入动画,同时最大程度地减少3D打印和组装的数量。受当前定格动画工作流程的启发,用户可以手动指示模型的哪些部分适合进行细分;然后,我们找到变形最小的曲线以沿其分割网格。然后,我们提出了一种新颖的算法,可将沿线段边界的变形归零,以便每个零件的替换集可以互换且无缝地组装在一起。零件边界旨在简化3D打印和组装仪器。然后使用图形切割技术对每个零件进行独立优化,以找到一组替换件,其尺寸可以由用户定义,或自动计算以符合打印预算或允许偏离原始动画。我们的评估是三方面的:我们展示了由专业动画师对各种面部动画(数字和3D打印)的结果;我们展示了各种算法参数的影响;并将我们的结果与幼稚的解决方案进行比较。我们的方法可以大大减少定格动画电影的印刷时间和成本。

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