Cube-based Mesh Deformation for Character Exaggeration

碩士 === 元智大學 === 資訊工程學系 === 104 === In animation, manga, and game industries, artists may emphasize specific body part of characters according to various aims. For example, artists increase the size of head in order to make characters cuter or funnier; for the purpose to strengthen specific pose, the...

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Bibliographic Details
Main Authors: Feng-Cheng Lin, 林峯正
Other Authors: I-Cheng Yeh
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/3pdvz8
Description
Summary:碩士 === 元智大學 === 資訊工程學系 === 104 === In animation, manga, and game industries, artists may emphasize specific body part of characters according to various aims. For example, artists increase the size of head in order to make characters cuter or funnier; for the purpose to strengthen specific pose, they may set the size of limbs to be inconsistently. In animation or manga industries, artists design varied body proportions of characters according to various requirements or styles. On the mesh model, users can pick up different body parts and process deformation by existing software, but it is hard to select the specific body part, and also it is complicated to control the ratio between different body parts. It may cause the discontinuous deformation between body parts if users scale the model arbitrary, even bring out intersection artifact. In this paper, we propose an efficient algorithm and process that user can exaggerate the character model easily through adjusting parameters. Our research can manipulate model to deform consistently on continuous body parts through segmentation and grouping the model in advance. Besides, this research deforms model by scaling cubes which cutting from the space around model. This process can manipulate the ratio of size easier and reduce the probability of intersection. By the above method, we provide a tool for performing character exaggeration easier and more efficient.