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Motion texture using symmetric property and graphcut algorithm

机译:使用对称属性和graphcut算法的运动纹理

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摘要

In this paper, a novel motion texture approach is presented for synthesizing long character motion (e.g., kungfu) that is similar to the original short input motion. First, a new motion with repeated frames is generated by exploiting the symmetric properties of the frames and reversing the motion sequence playback in a given motion sequence. Then, the order of the above motion sequence is rearranged by putting the start and the end frames together. The graphcut algorithm is used to seamlessly synthesize the transition between the start and the end frames, which is noted as graphcut-based motion-texton. Finally, we utilize the motion-textons to synthesize long motion texture, which can be patched together like the image texture synthesis method usinggraphcut algorithm, and automatically form a long motion texture endlessly. Our approach is demonstrated by synthesizing the long kungfu motion texture without visual artifacts, together with post-processing including our new developed graphcut-based motion blending and Poisson-based motion smoothing techniques.
机译:在本文中,提出了一种新颖的运动纹理方法,用于合成与原始短输入运动相似的长字符运动(例如功夫)。首先,通过利用帧的对称属性并反转给定运动序列中的运动序列回放来生成具有重复帧的新运动。然后,通过将开始帧和结束帧放在一起,重新排列上述运动顺序的顺序。 graphcut算法用于无缝地合成开始帧和结束帧之间的过渡,这被称为基于graphcut的运动纹理。最后,我们利用运动纹理合成了长运动纹理,可以像使用图割算法的图像纹理合成方法那样将它们修补在一起,并自动地无休止地形成长运动纹理。通过合成没有视觉伪影的长功夫运动纹理以及后处理(包括我们新开发的基于graphcut的运动混合和基于Poisson的运动平滑技术)的后处理来证明我们的方法。

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