A Physically Based Deformation Model for Interactive Cartoon Animation
Abstract
We present an approach for automatic cartoon-style motion dramatization suitable for interactive realtime animation. The system is built upon a physically based deformation model previously discussed in [GMPR06] and achieves squash-and-stretch cartoon deformation relevant to the current object velocity by controlling the deformations in the physically based model. As an improvement over previous similar approaches, which largely provide geometrical solutions to the problem, our modified physics-based deformation approach handles more general cases.
BibTeX
@inproceedings {10.2312:PE:vriphys:vriphys07:027-034,
booktitle = {Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2007)},
editor = {John Dingliana and Fabio Ganovelli},
title = {{A Physically Based Deformation Model for Interactive Cartoon Animation}},
author = {Garcia, Marcos and Dingliana, John and O'Sullivan, Carol},
year = {2007},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-65-4},
DOI = {10.2312/PE/vriphys/vriphys07/027-034}
}
booktitle = {Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2007)},
editor = {John Dingliana and Fabio Ganovelli},
title = {{A Physically Based Deformation Model for Interactive Cartoon Animation}},
author = {Garcia, Marcos and Dingliana, John and O'Sullivan, Carol},
year = {2007},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-65-4},
DOI = {10.2312/PE/vriphys/vriphys07/027-034}
}