Rendering artistic and believable trees for cartoon animation

Author(s):  
F. Di Fiore ◽  
W. Van Haevre ◽  
F. Van Reeth
Keyword(s):  
2014 ◽  
Vol 513-517 ◽  
pp. 491-497
Author(s):  
Yi Wen Zhang ◽  
Wei Zhou ◽  
Qi Wang ◽  
Li Lan Chen ◽  
Jie Fang

A systematic multi-channel model paradigm for information interaction was proposed under the framework of the development of digital protection system of traditional culture. Analysis was carried out by aiming at the modular classification, interactive structure and data interface in the framework design for the information data. Attention was focused on solving such problems as the key technologies and operate mode of the interactive optimization and structural optimization for the virtual and augmented reality scene. The concept and technology of cartoon animation were analyzed. Thus, the effectiveness of the interactive technology of the system model and the advantages of the multi-channel orderly integration for information were testified.


2017 ◽  
Vol 5 (2) ◽  
pp. 169-232 ◽  
Author(s):  
Frederic Fol Leymarie ◽  
Prashant Aparajeya

In this article we explore the practical use of medialness informed by perception studies as a representation and processing layer for describing a class of works of visual art. Our focus is towards the description of 2D objects in visual art, such as found in drawings, paintings, calligraphy, graffiti writing, where approximate boundaries or lines delimit regions associated to recognizable objects or their constitutive parts. We motivate this exploration on the one hand by considering how ideas emerging from the visual arts, cartoon animation and general drawing practice point towards the likely importance of medialness in guiding the interaction of the traditionally trained artist with the artifact. On the other hand, we also consider recent studies and results in cognitive science which point in similar directions in emphasizing the likely importance of medialness, an extension of the abstract mathematical representation known as ‘medial axis’ or ‘Voronoi graphs’, as a core feature used by humans in perceiving shapes in static or dynamic scenarios. We illustrate the use of medialness in computations performed with finished artworks as well as artworks in the process of being created, modified, or evolved through iterations. Such computations may be used to guide an artificial arm in duplicating the human creative performance or used to study in greater depth the finished artworks. Our implementations represent a prototyping of such applications of computing to art analysis and creation and remain exploratory. Our method also provides a possible framework to compare similar artworks or to study iterations in the process of producing a final preferred depiction, as selected by the artist.


2011 ◽  
Vol 22 (2-3) ◽  
pp. 81-89 ◽  
Author(s):  
Jing Liao ◽  
Jinhui Yu ◽  
John Patterson

Author(s):  
Mi You ◽  
Jinho Park ◽  
Byungkuk Choi ◽  
Junyong Noh
Keyword(s):  

2007 ◽  
Author(s):  
Tim Jones ◽  
Barry J. Kelly ◽  
Allan S. Rosson ◽  
David Wolfe
Keyword(s):  

IEEE Access ◽  
2019 ◽  
Vol 7 ◽  
pp. 31262-31272 ◽  
Author(s):  
Chuanyan Hao ◽  
Yadang Chen ◽  
Enhua Wu
Keyword(s):  

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