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Animating characters in Chinese painting using two-dimensional skeleton-based deformation

机译:使用基于二维骨架的变形的中国绘画中的动画字符

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摘要

Chinese painting is always a kind of resource to explore ancient Chinese dynasties and the ideology of painters. Nowadays, more and more Chinese-antique museums have created corresponding animations from Chinese painting for representing daily life of ancient Chinese and providing immersive experience to attract visitors. However, it is not easy to produce animation sequences directly from Chinese paintings. It is laborious and time-consuming to build every motion of animated characters in Chinese painting. Since the irregular borders of characters in Chinese painting are torn and the connectivity of stroke line will be lost while implementing deformation. This research therefore presents a procedure of generating Chinese painting animation sequences to overcome these problems. It focuses on two technical issues: sample point processing and animation generation. Sample point distribution and allocation are the major tasks in sample pint processing. A point distribution method is proposed to preserve connectivity of stroke line of object and a weight scheme is implemented to decide control bone of individual sample points. For the stage of animation, the skeleton-based deformation is firstly used to generate key frames through user-provided skeleton. Then an interpolation method is exploited to create smooth animations. The proposed scheme could also be applied to multiple-character and multiple-skeleton animations.
机译:中国画始终是一种探索古代王朝的资源和画家的意识形态。如今,越来越多的中国古董博物馆已经创造了来自中国绘画的相应动画,以代表古代汉语的日常生活,提供吸引游客的沉浸体验。但是,直接从中文绘画生产动画序列并不容易。在中国绘画中建立动画人物的每种运动是费力和耗时的。由于中文绘画中的不规则字符边框被撕裂并且在实现变形时将丢失行程线的连接。因此,该研究介绍了产生中国绘画动画序列的程序,以克服这些问题。它侧重于两个技术问题:采样点处理和动画生成。采样点分布和分配是样本品脱处理中的主要任务。提出了一种点分布方法以保持对象的行程线的连接性,实现重量方案来确定各个采样点的控制骨。对于动画阶段,首先使用基于骨架的变形来通过用户提供的骨架生成关键帧。然后利用插值方法来创建平滑动画。该方案也可以应用于多个字符和多骨架动画。

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