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dc.contributor.authorHudon, Matisen_US
dc.contributor.authorPagés, Rafaelen_US
dc.contributor.authorGrogan, Mairéaden_US
dc.contributor.authorOndřej, Janen_US
dc.contributor.authorSmolić, Aljošaen_US
dc.contributor.editorAydın, Tunç and Sýkora, Danielen_US
dc.date.accessioned2018-11-10T20:57:20Z
dc.date.available2018-11-10T20:57:20Z
dc.date.issued2018
dc.identifier.isbn978-1-4503-5892-7
dc.identifier.issn2079-8679
dc.identifier.urihttps://doi.org/10.1145/3229147.3229148
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3229147-3229148
dc.description.abstractWe present a semi-automatic method for creating shades and self-shadows in cel animation. Besides producing attractive images, shades and shadows provide important visual cues about depth, shapes, movement and lighting of the scene. In conventional cel animation, shades and shadows are drawn by hand. As opposed to previous approaches, this method does not rely on a complex 3D reconstruction of the scene: its key advantages are simplicity and ease of use. The tool was designed to stay as close as possible to the natural 2D creative environment and therefore provides an intuitive and user-friendly interface. Our system creates shading based on hand-drawn objects or characters, given very limited guidance from the user. The method employs simple yet very efficient algorithms to create shading directly out of drawn strokes. We evaluate our system through a subjective user study and provide qualitative comparison of our method versus existing professional tools and state of the art.en_US
dc.publisherACMen_US
dc.title2D Shading for Cel Animationen_US
dc.description.seriesinformationExpressive: Computational Aesthetics, Sketch-Based Interfaces and Modeling, Non-Photorealistic Animation and Rendering
dc.description.sectionheadersCartoons and Beyond
dc.identifier.doi10.1145/3229147.3229148


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