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Page 1 Applications of Computer Graphics in Cel Animation Applications of Applications of Computer Graphics Computer Graphics in Cel Animation in Cel Animation Adam Finkelstein Princeton University Adam Finkelstein Adam Finkelstein Princeton University Princeton University 3-D and 2-D animation 3-D and 2 D and 2-D animation D animation Homer 3-D Homer 3 Homer 3-D Homer 2-D Homer 2 Homer 2-D Advantages of 3-D Advantages of 3 Advantages of 3-D Complex lighting and shading Reuse from scene to scene Automatic in-betweening Ease of camera motion Realism Texture mapping Complex lighting and shading Complex lighting and shading Reuse from scene to scene Reuse from scene to scene Automatic in Automatic in- betweening betweening Ease of camera motion Ease of camera motion Realism Realism Texture mapping Texture mapping Advantages of 2-D Advantages of 2 Advantages of 2-D Easier for traditional animators Simple gestures convey emotion Art form refined for 80 years Easier for traditional animators Easier for traditional animators Simple gestures convey emotion Simple gestures convey emotion Art form refined for 80 years Art form refined for 80 years Key idea Key idea Key idea Use 3-D methods in 2-D animation! Expressiveness of 2-D Technical benefits of 3-D Use 3 Use 3- D methods in 2 D methods in 2- D animation! D animation! Expressiveness of 2 Expressiveness of 2-D Technical benefits of 3 Technical benefits of 3-D Related work Related work Related work Automating cel animation pipeline [Fekete 95, Robertson 94, Shantzis 94, Wallace 81] Hybrid 2D/3D for cel animation [Rademacher 99, Williams 91] Automating cel animation pipeline Automating cel animation pipeline [Fekete Fekete 95, 95, Robertson 94, Robertson 94, Shantzis Shantzis 94, 94, Wallace 81 Wallace 81] Hybrid 2D/3D for Hybrid 2D/3D for cel cel animation animation [Rademacher Rademacher 99, Williams 91 99, Williams 91]

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  • Page 1

    Applications of Computer Graphics

    in Cel Animation

    Applications of Applications of Computer GraphicsComputer Graphics

    in Cel Animationin Cel Animation

    Adam FinkelsteinPrinceton University

    Adam FinkelsteinAdam FinkelsteinPrinceton UniversityPrinceton University

    3-D and 2-D animation33--D and 2D and 2--D animationD animation

    Homer 3-DHomer 3Homer 3--DD Homer 2-DHomer 2Homer 2--DD

    Advantages of 3-DAdvantages of 3Advantages of 3--DD

    • Complex lighting and shading

    • Reuse from scene to scene

    • Automatic in-betweening

    • Ease of camera motion

    • Realism

    • Texture mapping

    •• Complex lighting and shadingComplex lighting and shading

    •• Reuse from scene to sceneReuse from scene to scene

    •• Automatic inAutomatic in--betweeningbetweening

    •• Ease of camera motionEase of camera motion

    •• RealismRealism

    •• Texture mappingTexture mapping

    Advantages of 2-DAdvantages of 2Advantages of 2--DD

    • Easier for traditional animators

    • Simple gestures convey emotion

    • Art form refined for 80 years

    •• Easier for traditional animatorsEasier for traditional animators

    •• Simple gestures convey emotionSimple gestures convey emotion

    •• Art form refined for 80 yearsArt form refined for 80 years

    Key ideaKey ideaKey idea

    Use 3-D methods in 2-D animation!

    • Expressiveness of 2-D

    • Technical benefits of 3-D

    Use 3Use 3--D methods in 2D methods in 2--D animation!D animation!

    •• Expressiveness of 2Expressiveness of 2--DD

    •• Technical benefits of 3Technical benefits of 3--DD

    Related workRelated workRelated work

    Automating cel animation pipeline

    [Fekete 95, Robertson 94,

    Shantzis 94, Wallace 81]

    Hybrid 2D/3D for cel animation

    [Rademacher 99, Williams 91]

    Automating cel animation pipelineAutomating cel animation pipeline

    [[FeketeFekete 95,95, Robertson 94, Robertson 94,

    ShantzisShantzis 94, 94, Wallace 81Wallace 81]]

    Hybrid 2D/3D forHybrid 2D/3D for celcel animationanimation

    [[RademacherRademacher 99, Williams 9199, Williams 91]]

  • Page 2

    Two forms of art workTwo forms of art workTwo forms of art work OverviewOverviewOverview

    • Introduction

    • Multiperspective panoramas

    • Texture mapping

    • Shadows

    •• IntroductionIntroduction

    •• MultiperspectiveMultiperspective panoramaspanoramas

    •• Texture mappingTexture mapping

    •• ShadowsShadows

    Multiperspective Panoramasfor Cel Animation

    Multiperspective Multiperspective PanoramasPanoramasfor for Cel Cel Animation Animation

    [SIGGRAPH '98]

    Daniel WoodAdam Finkelstein

    John HughesCraig ThayerDavid Salesin

    Daniel WoodDaniel Wood

    Adam FinkelsteinAdam Finkelstein

    John HughesJohn Hughes

    Craig ThayerCraig Thayer

    David David SalesinSalesin

    University of WashingtonPrinceton UniversityBrown UniversityDisney Feature Animation

    University of WashingtonUniversity of Washington

    Princeton UniversityPrinceton University

    Brown UniversityBrown University

    Disney Feature Animation Disney Feature Animation

    [Pinocchio, 1940][[PinocchioPinocchio, 1940], 1940]

    Suggesting a moving cameraSuggesting a moving cameraSuggesting a moving camera

    A multiperspective panoramaincorporates many perspectives intoa single locally coherent image.

    A moving window slides across thepanorama, selecting frames for theanimation.

    AA multiperspectivemultiperspective panoramapanoramaincorporates many perspectives intoincorporates many perspectives intoa single locally coherent image.a single locally coherent image.

    AA moving windowmoving window slides across theslides across thepanorama, selecting frames for thepanorama, selecting frames for theanimation.animation.

  • Page 3

    ObjectiveObjectiveObjective

    Given: 3D model and camera path

    Create: Panorama and moving windowsuch that the 2D animationresembles the 3D animation

    GivenGiven:: 3D model and camera path3D model and camera path

    CreateCreate:: Panorama and moving windowPanorama and moving windowsuch that the 2D animationsuch that the 2D animationresembles the 3D animationresembles the 3D animation

    1. 3-D scene and camera path1. 31. 3--D scene and camera pathD scene and camera path

    2. Panorama and moving window2. Panorama and moving window2. Panorama and moving window 3. Illustrated panorama3. Illustrated panorama3. Illustrated panorama

    4. Extracted frames4. Extracted frames4. Extracted frames 5. CG Elements5. CG Elements5. CG Elements

  • Page 4

    Creating a panoramaCreating a panoramaCreating a panorama

    • Take snapshots of 3D scene

    • Arrange snapshots in a plane

    • Merge snapshots into single image

    •• Take snapshots of 3D sceneTake snapshots of 3D scene

    •• Arrange snapshots in a planeArrange snapshots in a plane

    •• Merge snapshots into single imageMerge snapshots into single image

    Take snapshotsTake snapshotsTake snapshots

    Arrange snapshotsArrange snapshotsArrange snapshots Merge snapshotsMerge snapshotsMerge snapshots

    Arrange consecutive snapshotsArrange consecutive snapshotsArrange consecutive snapshots

    1. Sample points from first snapshot

    2. Find corresponding pointson second snapshot

    3. Align snapshots using a transform

    1.1. Sample points from first snapshotSample points from first snapshot

    2.2. Find corresponding pointsFind corresponding pointson second snapshoton second snapshot

    3.3. Align snapshots using a transformAlign snapshots using a transform

    Find corresponding pointsFind corresponding pointsFind corresponding points

  • Page 5

    Align snapshotsAlign snapshotsAlign snapshots

    UntrimmedUntrimmedUntrimmed

    TrimmedTrimmedTrimmed

    LimitationsLimitationsLimitations

    Panoramas cannot do it all

    (e.g., circling centerpiece of table)

    Our method does not do it all

    (e.g., Beauty and the Beast library)

    Panoramas cannot do it allPanoramas cannot do it all

    ((e.g.e.g., circling centerpiece of table), circling centerpiece of table)

    Our method does not do it allOur method does not do it all

    ((e.g.e.g.,, Beauty and the BeastBeauty and the Beast library)library)

    HandHand--designeddesigned

    AutomaticAutomatic

  • Page 6

    StrengthsStrengthsStrengths

    • Wide variety of camera motion

    • Easy experimentation

    • Easy CG integration

    • Illustrator creates detail

    • Hand-drawn artistic style

    •• Wide variety of camera motionWide variety of camera motion

    •• Easy experimentationEasy experimentation

    •• Easy CG integrationEasy CG integration

    •• Illustrator creates detailIllustrator creates detail

    •• HandHand--drawn artistic styledrawn artistic style

    Texture Mapping for Cel Animation

    Texture Mapping for Texture Mapping for CelCel AnimationAnimation

    Wagner CorrêaRob Jensen

    Craig ThayerAdam Finkelstein

    Wagner Wagner CorrêaCorrêa

    Rob Jensen Rob Jensen

    Craig ThayerCraig Thayer

    Adam FinkelsteinAdam Finkelstein

    Princeton UniversityDisney Feature Animation

    Princeton UniversityPrinceton University

    Disney Feature Animation Disney Feature Animation

    [SIGGRAPH '98]

    Traditional cel animationTraditional cel animationTraditional cel animation Textured cel animationTextured Textured celcel animationanimation

    The processThe processThe process Input of the warpInput of the warpInput of the warp

  • Page 7

    model markermodel markermodel marker drawing markerdrawing markerdrawing marker

    Marker curvesMarker curvesMarker curves Input of the warpInput of the warpInput of the warp

    Output of the warp Output of the warp Output of the warp

    PP QQ

    A pair of marker curves A pair of marker curves A pair of marker curves

    P Q

    At parameter tAt parameter At parameter tt

    M(t) D(t)

    QP

    P

    Many parameter values Many parameter values Many parameter values

    Q

  • Page 8

    Output of the warpOutput of the warpOutput of the warp Controlling the warpControlling the warpControlling the warp

    • Weights

    • Viewing parameters

    • Extra markers

    •• WeightsWeights

    •• Viewing parametersViewing parameters

    •• Extra markersExtra markers

    Viewing parametersViewing parametersViewing parameters

    uprightuprightupright

    tiltedtiltedtilted

    Extra markersExtra markersExtra markers

    withwithwithwithoutwithoutwithout

    VideoVideoVideo

    LimitationsLimitationsLimitations

  • Page 9

    StrengthsStrengthsStrengths

    • Fits into current production pipeline

    • Little effort per frame

    • Avoids temporal artifacts

    • Combines strengths of:

    2-D: gestures, timing, anticipation

    3-D: texture, occlusion, foreshortening

    •• Fits into current production pipelineFits into current production pipeline

    •• Little effort per frameLittle effort per frame

    •• Avoids temporal artifactsAvoids temporal artifacts

    •• Combines strengths of:Combines strengths of:

    22--D:D: gestures, timing, anticipationgestures, timing, anticipation

    33--D:D: texture, occlusion, foreshorteningtexture, occlusion, foreshortening

    Shadows for Cel AnimationShadows for Shadows for

    CelCel AnimationAnimation

    Lena PetrovicBrian Fujito

    Lance WilliamsAdam Finkelstein

    Lena PetrovicLena Petrovic

    Brian Brian Fujito Fujito

    Lance WilliamsLance Williams

    Adam FinkelsteinAdam Finkelstein

    Princeton UniversityDisney Feature Animation

    Princeton UniversityPrinceton University

    Disney Feature Animation Disney Feature Animation

    [SIGGRAPH '00]

    MotivationMotivationMotivation

    backgroundbackgroundbackground

    charactercharactercharacter

    scenescenescene

    MotivationMotivationMotivation

    backgroundbackgroundbackgroundscenescenescene

    charactercharactercharacter

    MotivationMotivationMotivation

    no shadowno shadowno shadow shadowshadowshadow

    Shadow MattesShadow MattesShadow Mattes

    cast shadows (red) - shadows on background

    tone mattes (blue) - character shading

    contact shadows (green) - darkness underfoot

    cast shadowscast shadows (red)(red) -- shadows on backgroundshadows on background

    tone mattes (blue)tone mattes (blue) -- character shadingcharacter shading

    contact shadowscontact shadows (green)(green) -- darkness underfootdarkness underfoot

  • Page 10

    Project GoalProject GoalProject Goal

    backgroundbackgroundbackground

    charactercharactercharacter

    shadow mattesshadow mattesshadow mattes

    Approach: 3D ModelsApproach: 3D ModelsApproach: 3D Models

    2D2D2D 3D3D3D

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

  • Page 11

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

    Process: OverviewProcess: OverviewProcess: Overview

    • Background Construction

    • Character Inflation

    • Depth Specification

    • Specifying Lights

    • Rendering

    • Compositing

    •• Background ConstructionBackground Construction

    •• Character InflationCharacter Inflation

    •• Depth SpecificationDepth Specification

    •• Specifying LightsSpecifying Lights

    •• RenderingRendering

    •• CompositingCompositing

    Character InflationCharacter InflationCharacter Inflation

    Inflate 3-D shapes using Teddy [Igarashi 99]Inflate 3Inflate 3--D shapes using Teddy [Igarashi 99]D shapes using Teddy [Igarashi 99]

    character layercharacter layer 3D model3D model

    • Two caveats: perspective & layers•• Two caveats: perspective & layersTwo caveats: perspective & layers

    Character InflationCharacter InflationCharacter Inflation

    character layercharacter layercharacter layer 3D model3D model3D model

    First layerFirst layerFirst layer

    Character InflationCharacter InflationCharacter Inflation

    Adding a second layerAdding a second layerAdding a second layer

    character layerscharacter layerscharacter layers 3D model3D model3D model

    Character InflationCharacter InflationCharacter Inflation

    Adding a third layerAdding a third layerAdding a third layer

    character layerscharacter layerscharacter layers 3D model3D model3D model

  • Page 12

    Character InflationCharacter InflationCharacter Inflation

    Obtaining layersObtaining layersObtaining layers

    layerslayerslayers 3D model3D model3D modelline artline artline art

    Character InflationCharacter InflationCharacter Inflation

    camera viewcamera viewcamera view off-angle viewoffoff--angle viewangle view

    Depth SpecificationDepth SpecificationDepth Specification

    Adjust depth while preserving silhouetteAdjust depth while preserving silhouetteAdjust depth while preserving silhouette

    translationtranslationtranslation shearshearshear

    Depth SpecificationDepth SpecificationDepth Specification

    camera viewcamera viewcamera view off-angle viewoffoff--angle viewangle view

    shearshearshear

    CompositingCompositingCompositing

    Tone matte (blue) modifies character color.

    Other mattes (red & green) darken background.

    Tone matte (blue) modifies character color.Tone matte (blue) modifies character color.

    Other mattes (red & green) darken background.Other mattes (red & green) darken background.

    VideoVideoVideo

    33 frames33 frames33 frames 16-framecycle

    1616--frameframecyclecycle

    16-framecycle

    1616--frameframecyclecycle

  • Page 13

    LimitationsLimitationsLimitations

    Manual creation of character layers

    No aesthetic controls for:

    • shadow simplification

    • shadow stylization

    Manual creation of character layersManual creation of character layers

    No aesthetic controls for:No aesthetic controls for:

    •• shadow simplificationshadow simplification

    •• shadow stylizationshadow stylization

    StrengthsStrengthsStrengths

    • Less human effort than hand-drawn

    • Plausible shadows

    – even in complex scenes

    • Lighting effects:

    – animated lights, gobos

    • Freedom to experiment with lights

    •• Less human effort than handLess human effort than hand--drawndrawn

    •• Plausible shadowsPlausible shadows

    –– even in complex sceneseven in complex scenes

    •• Lighting effects:Lighting effects:

    –– animated lights, gobosanimated lights, gobos

    •• Freedom to experiment with lightsFreedom to experiment with lights

    ConclusionsConclusionsConclusions

    3D methods may be used in 2D for:

    • reducing human effort

    • achieving new effects

    Lines between 3D and 2D are blurring

    3D methods may be used in 2D for:3D methods may be used in 2D for:

    •• reducing human effortreducing human effort

    •• achieving new effectsachieving new effects

    Lines between 3D and 2D are blurringLines between 3D and 2D are blurring

    ConclusionsConclusionsConclusions

    Lines between 3D and 2D are blurringLines between 3D and 2D are blurringLines between 3D and 2D are blurring