视频特技外文翻译
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1、 Video Special Effects Peng Huang 2.1.2 Object-space NPAR Meier was the first one who produced painterly animations from object-space scenes53.He triangulated surfaces in object-space and distributed strokes over each triangle in proportion to its area. Since his initial work, many object-space NPAR
2、 systems have been presented. Halls Q-maps29(A Q-map is a 3D texture which adapts to the intensity of light to give the object in the image a 3D look, for example, more marks are made where an object is darker) may be applied to create coherent pen-and-ink shaded animations.A system capable of rende
3、ring object-space eometries in a sketchy style was outlined by Curtis15, and operates by tracing the paths of particles traveling stochastically around contours of a depth image generated from a 3D object. See Figure 2.3 for some examples.In addition, most modern graphical modeling packages(3D Studi
4、o MAX!,Maya,XSI Soft-Image) support plug-ins which offer the option of rendering object-space scenes to give a flat shaded, cartoon-like appearance. 2.1.3 Image-space NPAR Most NPAR systems in image-space are still based on static painterly rendering techniques,brushing strokes frame by frame and tr
5、ying to avoid unappealing swimming which distractsthe audience from the content of the animation. Liwinowicz extends his static method and makes use of optical flow to estimate a motion vector field to translate the strokes painted on the first frame to successive frames47. A similar method is emplo
6、yed by Kovacs and Sziranyi42. A simpler solution is proposed by Hertzmann33, who differences consecutive frames of video, re-painting only those areas which have changed above some global(userdefined) threshold. Hays and Essas approach32 builds on and improves these techniques by using edges to guid
7、e painterly refinement. See Figure 2.4 for some examples. In their current work, they are looking into studying region-based methods to extend beyond pixels to cell-based renderings, which implies the trend from low-level analysis to higher-level scene understanding. We also find various image-space
8、 tools which are highly interactive to assist users in the process of creating digital non-photorealistic animations. Fekete et al. describe a system23 to assist in the creation of line art cartoons. Agarwala proposes an interactive system2 that allows children and others untrained in “cel animation
9、” to create 2D cartoons from images and video. Users have to hand-segment the first image, and active contours(snakes) are used to track the segmentation boundaries from frame to frame. It is labor intensive(usersneed to correct the contours every frame), unstable(due to susceptibility of snakes to
10、local minima and tracking fails under occlusion) and limited to video material with distinct objects and well-defined edges. Another technique is called “advanced rotoscoping” by the Computer Graphics community, which requires artists to draw a shape in key-frames, and then interpolate the shape ove
11、r the interval between key-frames a process referred to as “in-betweening” by animators. The film “Waking Life”26 used this technique. See Figure 2.5 for some examples. NPAR techniques in image-space as well as commercial video effects software, such as Adobe Premier, which provide low-level effects
12、(i.e slow-motion, spatial warping, and motion blur etc.), fail to do a high-level video analysis and are unable to create more complicated visual effects(e.g. motion emphasis). Lake et al. present techniques for emphasizing motion of cartoon objects by introducing geometry into the cartoon scene43.
13、However, their work is limited to object-space, avoiding the complex high-level video analysis, and their “motion lines” are quite simple. In their current work, they are trying to integrate other traditional cartoon effects into their system. Collomosse and Hall first introduce high-level Computer
14、Vision analysis to NPAR in “VideoPaintbox”12. They argue that comprehensive video analysis should be the first step in the artistic rendering(AR) process; salient information(such as object boundaries or trajectories) must be extracted prior to representation in an artistic style. By developing nove
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