Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The VRML 2.0 sourcebook (2nd ed.)
The VRML 2.0 sourcebook (2nd ed.)
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Turning to the masters: motion capturing cartoons
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Virtual People: Capturing Human Models to Populate Virtual Worlds
CA '99 Proceedings of the Computer Animation
Stylizing motion with drawings
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
3ds max 6 Animation: CG Filmmaking from Concept to Completion (Consumer)
3ds max 6 Animation: CG Filmmaking from Concept to Completion (Consumer)
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Interactive modelling from sketches using spherical implicit functions
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Correlation-based reconstruction of a 3D object from a single freehand sketch
ACM SIGGRAPH 2007 courses
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Virtual beings are playing a remarkable role in today's public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive "stick figure→fleshing-out→skin mapping" graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A "creative model-based method" is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes.