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Informed character pose and proportion design

机译:知情的角色姿势和比例设计

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The use of pose and proportion to represent character traits is well established in art and psychology literature. However, there are no golden rules that quantify a generic design template for stylized character figure drawing. Given the wide variety of drawing styles and a large feature dimension space, it is a significant challenge to extract this information automatically from existing cartoon art. This paper outlines a game-inspired methodology for systematically collecting layman perception feedback, given a set of carefully chosen trait labels and character silhouette images. The rated labels were clustered and then mapped to the pose and proportion parameters of characters in the dataset. The trained model can be used to classify new drawings, providing valuable insight to artists who want to experiment with different poses and proportions in the draft stage. The proposed methodology was implemented as follows: (1) Over 200 full-body, front-facing character images were manually annotated to calculate pose and proportion; (2) A simplified silhouette was generated from the annotations to avoid copyright infringements and prevent users from identifying the source of our experimental figures; (3) An online casual role-playing puzzle game was developed to let players choose meaningful tags (role, physi-cality, and personality) for characters, where tags and silhouettes received equitable exposure; (4) Analysis on the generated data was done both in stereotype label space as well as character shape space; (5) Label filtering and clustering enabled dimension reduction of the large description space, and subsequently, a select set of design features were mapped to these clusters to train a neural network classifier; (6) Bayesian graphs were also mined to allow informed tweaks to the input feature set, in order to push the character toward a different label stereotype class. The mapping between the collected perception and shape data give us quantitative and qualitative insight into character design. It opens up applications for creative reuse of (and deviation from) existing character designs.
机译:在艺术和心理学文献中已经很好地确定了使用姿势和比例来代表人物特征。但是,没有黄金法则可以量化用于样式化人物形象绘制的通用设计模板。鉴于各种各样的绘画风格和较大的特征尺寸空间,从现有的卡通艺术中自动提取此信息是一项重大挑战。本文概述了一种受游戏启发的方法,可以系统地收集外行人的感知反馈,并提供一组精心选择的特征标签和角色剪影图像。将评级标签聚类,然后映射到数据集中字符的姿势和比例参数。训练有素的模型可用于对新图纸进行分类,从而为想要在草稿阶段尝试不同姿势和比例的艺术家提供有价值的见解。所提出的方法实现如下:(1)手动注释了200多个全身正面字符图像,以计算姿势和比例; (2)通过注释生成了简化的轮廓,以避免侵犯版权并阻止用户识别我们实验数据的来源; (3)开发了一个在线休闲角色扮演益智游戏,使玩家可以为角色选择有意义的标签(角色,身体素质和个性),在这些标签和轮廓上可以公平暴露; (4)在原型标签空间和字符形状空间中对生成的数据进行分析; (5)标签过滤和聚类可以减少大型描述空间的维数,随后,将一组选定的设计特征映射到这些聚类,以训练神经网络分类器; (6)还挖掘贝叶斯图,以允许对输入要素集进行明智的调整,以将字符推向另一个标签构造型类。收集的感知和形状数据之间的映射使我们对角色设计有了定量和定性的了解。它打开了应用程序,可以创造性地重用(和偏离)现有的角色设计。

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