System and method for augmenting hand animation with three-dimensional secondary motion
First Claim
1. A method of constructing a three-dimensional animation, comprising:
- receiving a human-generated two-dimensional animation depicting an object in one or more scenes;
receiving existing three-dimensional motion data that is generated from a separate source than the two-dimensional animation and stored in a library of three-dimensional motion data;
constructing a collision volume associated with the object that is configured to interact with a simulated three-dimensional object, wherein the collision volume is formed by rotating a bounding surface about an axis that passes through at least two virtual markers associated with the object; and
constructing a three-dimensional animation using image plane coordinates from the two-dimensional animation and depth coordinates from the three-dimensional motion data.
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Abstract
Techniques are disclosed for augmenting hand-drawn animation of human characters with three-dimensional (3D) physical effects to create secondary motion. Secondary motion, or the motion of objects in response to that of the primary character, is widely used to amplify the audience'"'"'s response to the character'"'"'s motion and to provide a connection to the environment. These 3D effects are largely passive and tend to be time consuming to animate by hand, yet most are very effectively simulated in current animation software. The techniques enable hand-drawn characters to interact with simulated objects such as cloth and clothing, balls and particles, and fluids. The driving points or volumes for the secondary motion are tracked in two dimensions, reconstructed into three dimensions, and used to drive and collide with the simulated objects.
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Citations
30 Claims
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1. A method of constructing a three-dimensional animation, comprising:
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receiving a human-generated two-dimensional animation depicting an object in one or more scenes; receiving existing three-dimensional motion data that is generated from a separate source than the two-dimensional animation and stored in a library of three-dimensional motion data; constructing a collision volume associated with the object that is configured to interact with a simulated three-dimensional object, wherein the collision volume is formed by rotating a bounding surface about an axis that passes through at least two virtual markers associated with the object; and constructing a three-dimensional animation using image plane coordinates from the two-dimensional animation and depth coordinates from the three-dimensional motion data. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18)
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19. A computer-readable storage medium storing instructions that, when executed by a processor, cause a computer system to perform an operation for constructing a three-dimensional animation, the operation comprising:
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receiving a human-generated two-dimensional animation depicting an object in one or more scenes; receiving existing three-dimensional motion data that is generated from a separate source than the two-dimensional animation and stored in a library of three-dimensional motion data; constructing a collision volume associated with the object that is configured to interact with a simulated three-dimensional object, wherein the collision volume is formed by rotating a bounding surface about an axis that passes through at least two virtual markers associated with the object; and constructing a three-dimensional animation using image plane coordinates from the two-dimensional animation and depth coordinates from the three-dimensional motion data.
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20. A method of constructing a two-dimensional animation augmented with secondary motion, comprising:
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receiving a human-generated two-dimensional animation; receiving depth values from computer-generated three-dimensional motion data; constructing a collision volume of an object in the two-dimensional animation, wherein the collision volume is formed by rotating a bounding surface about an axis that passes through at least two virtual markers associated with the object; rendering a simulated three-dimensional object that interacts with the collision volume to generate a rendered three-dimensional object with secondary motion; and combining the two-dimensional animation with the rendered three-dimensional object to generate the two-dimensional animation augmented with secondary motion. - View Dependent Claims (21, 22, 23, 24, 25, 26, 27, 28, 29)
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30. A computer-readable storage medium storing instructions that, when executed by a processor, cause a computer system to perform an operation for constructing two-dimensional animation augmented with secondary motion, the operation comprising:
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receiving a human-generated two-dimensional animation; receiving computer-generated three-dimensional motion data; constructing a collision volume of an object in the two-dimensional animation, wherein the collision volume is formed by rotating a bounding surface about an axis that passes through at least two virtual markers associated with the object; rendering a simulated three-dimensional object that interacts with the collision volume to generate a rendered three-dimensional object with secondary motion; and combining the two-dimensional animation with the rendered three-dimensional object to generate the two-dimensional animation augmented with secondary motion.
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Specification