Information
- Publication Type: Master Thesis
- Workgroup(s)/Project(s): not specified
- Date: 2023
- Second Supervisor: Hsiang-Yun Wu
- Open Access: yes
- First Supervisor: Eduard Gröller
- Pages: 91
- Keywords: computer animation, character animation
Abstract
In recent years there has been a lot of research in the area of edutainment, which facilitates effective learning processes by increasing the engagement of the learners. Guided visualisations, such as audio-guided museum tours or Augmented Reality-guided city tours, are one of the potential applications. Guided visualisations are a form of mental practice which traditionally involves verbal guidance that guides a user through a series of visualisations. With the technique of Augmented Reality, one can integrate additional information to guide users or embody verbal guidance with a virtual character, which enables an engaging experience. In this thesis, we aim to make a first step towards guided visualisation by introducing a hand-drawn character for instruction purposes. We especially focus on animation, since character animations are used in different applications, such as computer graphics, but can be hardly generated without certain pre-knowledge. Here, we present a novel pipeline for automatically generating believable movements for hand-drawn characters. The approach consists of five steps. (1) the hand-drawn character is detected from an input image, and (2) the sub-parts of the drawn character, such as the legs and thehead, are identified, respectively. (3) A bone skeleton for animation is extracted and augmented with the semantic information from the previous step. (4) Based on the augmented skeleton, we assign a super-class that the skeleton belongs to, i.e., quadruped, flying or humanoid, and match the end-effectors of the skeleton to the end-effectors of the reference skeleton of the super-class. (5) Finally, we generate a triangular mesh from the input illustration. Once the matching reference skeleton and the hand-drawn character are overlayed, the character is animated and can attract users in different applications. To show the feasibility of our approach, we evaluate the proposed pipeline with a set of hand-drawn characters showing several well-articulate drawings.
Additional Files and Images
Weblinks
BibTeX
@mastersthesis{korpitsch-2023-sao,
title = "Semantic-Aware Animation of Hand-Drawn Characters",
author = "Thorsten Korpitsch",
year = "2023",
abstract = "In recent years there has been a lot of research in the area
of edutainment, which facilitates effective learning
processes by increasing the engagement of the learners.
Guided visualisations, such as audio-guided museum tours or
Augmented Reality-guided city tours, are one of the
potential applications. Guided visualisations are a form of
mental practice which traditionally involves verbal guidance
that guides a user through a series of visualisations. With
the technique of Augmented Reality, one can integrate
additional information to guide users or embody verbal
guidance with a virtual character, which enables an engaging
experience. In this thesis, we aim to make a first step
towards guided visualisation by introducing a hand-drawn
character for instruction purposes. We especially focus on
animation, since character animations are used in different
applications, such as computer graphics, but can be hardly
generated without certain pre-knowledge. Here, we present a
novel pipeline for automatically generating believable
movements for hand-drawn characters. The approach consists
of five steps. (1) the hand-drawn character is detected from
an input image, and (2) the sub-parts of the drawn
character, such as the legs and thehead, are identified,
respectively. (3) A bone skeleton for animation is extracted
and augmented with the semantic information from the
previous step. (4) Based on the augmented skeleton, we
assign a super-class that the skeleton belongs to, i.e.,
quadruped, flying or humanoid, and match the end-effectors
of the skeleton to the end-effectors of the reference
skeleton of the super-class. (5) Finally, we generate a
triangular mesh from the input illustration. Once the
matching reference skeleton and the hand-drawn character are
overlayed, the character is animated and can attract users
in different applications. To show the feasibility of our
approach, we evaluate the proposed pipeline with a set of
hand-drawn characters showing several well-articulate
drawings.",
pages = "91",
address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
school = "Research Unit of Computer Graphics, Institute of Visual
Computing and Human-Centered Technology, Faculty of
Informatics, TU Wien",
keywords = "computer animation, character animation",
URL = "https://www.cg.tuwien.ac.at/research/publications/2023/korpitsch-2023-sao/",
}