Authors:
Rufino R. Ansara
and
Chris Joslin
Affiliation:
Carleton University, Canada
Keyword(s):
Computer Graphics, Cartoon, Motion Capture, Three-dimensional Graphics and Realism, Animation.
Related
Ontology
Subjects/Areas/Topics:
Animation Algorithms and Techniques
;
Animation and Simulation
;
Animation from Motion Capture
;
Animation Systems
;
Computer Vision, Visualization and Computer Graphics
;
Human Figure Animation
Abstract:
In comparison to traditional animation techniques, motion capture allows animators to obtain a large amount
of realistic data in little time. In contrast, classical animation requires a significant amount of manual labour.
The motivation behind our research is to look at methods that can fill the gap that separates realistic motion
from cartoon animation. With this knowledge, classical animators could produce animated movies and nonrealistic
video games in a shorter amount of time. To add cartoon-like qualities to realistic animations, we
suggest an algorithm that changes the animation curves of motion capture data by modifying their local
minima and maxima. We also propose a curve-based interface that allows users to quickly edit and visualize
the changes applied to the animation. Through our user studies, we determine that the proposed curve
interface is a good method of interaction. However, we find that in certain cases (both user-related and
algorithmic), our animation
results exhibit unwanted artefacts. Thus, we present various ways to reduce,
avoid or eliminate these issues.
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