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Cartoon Deformations using the Medial Axis

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Title: Cartoon Deformations using the Medial Axis


1
Cartoon Deformations using the Medial Axis
  • Eli Broadhurst
  • COMP 259
  • May 07, 2003

2
Medial Axis Deformations
  • Uses?
  • Key frame animation
  • Elastic deformation of a 1D line
  • Dynamic deformation determined by velocity or
    collisions

3
Medial Axis Deformations
  • Uses?
  • Key frame animation
  • Elastic deformation of a 1D line
  • Dynamic deformation determined by velocity or
    collisions

4
Medial Axis Deformations
  • Input
  • Polygonal object with a medial axis from z 0 to
    z 1.
  • Not a true Blum Medial Axis

5
Medial Axis Deformations
  • Deformation Parameters
  • Curve
  • Cubic Hermite, Bezier, B-Spline
  • Coordinate Frame
  • Frenet Frame BAD BAD BAD
  • Easier Solution Gram-Schmidt orthonormalization
    of a reference vector.
  • Twisting

6
Medial Axis Deformations
  • Sounds easy, right?

7
Medial Axis Deformations
  • Sounds easy, right?
  • Volume preservation
  • Arc length parameterization
  • What if radius of curvature at a point is less
    than the radius of the object?
  • Normals?
  • UI? Need to edit/view curves.

8
Medial Axis Deformations
  • Volume preservation
  • Cylinder v L ? R2
  • In General v Integral from 0 to L of ? R(s)2
    ds
  • If arc length changes L -gt L
  • R(s) (L / L)0.5 R(s)
  • Assuming an arc length parameterization

9
Medial Axis Deformations
  • Arc Length Parameterization
  • Analytic solution does not exist for cubic
    curves.
  • Approximate by doing a table lookup from sampled
    curve followed by bisection method.

10
Medial Axis Deformations
  • Radius of Curvature
  • dC/ds, dC2/ds2, dC3/ds3, and the curvature at a
    point on the curve must be computed.
  • The radius of curvature 1 / curvature.
  • Curvature x x / x3
  • A scale Radius of Curvature
  • B 2 R2/(A R)

11
Medial Axis Deformations
  • Defining the Warp
  • From z value compute corresponding point on
    curve.
  • Rotate the x and y values of the point then
    convert to the local coordinate frame.
  • Scale the point based off of its position in
    local coordinate frame.
  • Normals similar except divide by scales instead
    of multiply.

12
Medial Axis Deformations
  • Where is the animation?
  • Easier to demonstrate.

13
References
  • Principles of Traditional Animation Applied to 3D
    Computer Graphics. John Lasseter. SIGGRAPH 87
  • Global and Local Deformations of Solid
    Primitives. Alan Barr. SIGGRAPH 84
  • Simulating Cartoon Style Animation. Stephen
    Chenney, Mark Pingel, Rob Iverson, Marcin
    Szymanski. ACM Non-photorealistic animation and
    rendering 02.
  • Continuous medial representations for geometric
    object modeling in 2D and 3D. Paul Yushkevich, P.
    Thomas Fletcher, Sarang Joshi, Andrew Thall,
    Shephen M. Pizer. Image and Vision Computing 21
    (2003) 17-27.
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