TY - GEN
T1 - Tweakable shadows for cartoon animation
AU - Nakajima, Hidehito
AU - Sugisaki, Eiji
AU - Morishima, Shigeo
PY - 2007/12/1
Y1 - 2007/12/1
N2 - The role of shadow is important in cartoon animation. Shadows in hand-drawn animation reflect the expression of the animators' style, rather than mere physical phenomena. However shadows in 3DCG cannot express such an animators' touch. In this paper we propose a novel method for editing the shadow with both advantages of hand drawn animation and 3DCG technology. In particular, we discuss two phases that enable animators to transform and deform the shadow tweakably. The first phase is that a shadow projection matrix is applied to deform the shape of the shadow. The second one is that we manipulate vectors to transform the shadow such as scaling and translation. These vectors are used in shadow volume method. The shadows are edited directably by integration of these two phases. Our approach enables animators to edit the shadow by simple mouse operations. As a result, the animators can not only produce shadows automatically but also reflect their style easily. Once the shape and location of shadow are decided by animators' style in our method, 3DCG techniques can produce consistent shadow in object motion interactively.
AB - The role of shadow is important in cartoon animation. Shadows in hand-drawn animation reflect the expression of the animators' style, rather than mere physical phenomena. However shadows in 3DCG cannot express such an animators' touch. In this paper we propose a novel method for editing the shadow with both advantages of hand drawn animation and 3DCG technology. In particular, we discuss two phases that enable animators to transform and deform the shadow tweakably. The first phase is that a shadow projection matrix is applied to deform the shape of the shadow. The second one is that we manipulate vectors to transform the shadow such as scaling and translation. These vectors are used in shadow volume method. The shadows are edited directably by integration of these two phases. Our approach enables animators to edit the shadow by simple mouse operations. As a result, the animators can not only produce shadows automatically but also reflect their style easily. Once the shape and location of shadow are decided by animators' style in our method, 3DCG techniques can produce consistent shadow in object motion interactively.
KW - Cartoon animation
KW - Cel animation
KW - Interactive techniques
KW - Non-photorealistic rendering
KW - Shadows
UR - http://www.scopus.com/inward/record.url?scp=42149117939&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=42149117939&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:42149117939
SN - 9788086943985
T3 - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007 - In Co-operation with EUROGRAPHICS, Full Papers ProceedingsWSCG Proceedings
SP - 233
EP - 240
BT - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings
T2 - 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007, WSCG'2007
Y2 - 29 January 2007 through 1 February 2007
ER -