Dany Rybnikov, M.Sc. Thesis Seminar
Sunday, 20.10.2013, 13:00
Applying a depth effect or a 3D-like look to hand-drawn animations can be just as visually
rewarding as rendering of a full 3D animation character. In this work we present a method
for computer-assisted shading of 2D animation sequences where the main character undergoes
non-rigid deformations between the frames.
The system receives as input a sequence of vectorized 2D animation frames containing an
outline sketch of the character and applies a 3D shading effect directly to these 2D frames.
The system allows the animator to specify shading constraints on a specific frame and
addresses the challenge of propagating this information to the consequent frames with
minimal user intervention. Eventually, this produces a coherently shaded animation sequence,
and significantly reduces the effort spent by the animator on the shading process.
In order to achieve visually appealing results and keep the shading coherent between the frames,
we describe a graphics user interface and registration method that is able to propagate
shading constraints through the animation sequence despite non-rigid character deformations.
Finally, we describe a method for generating the 3D-like shading to animation frames based on