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Attention-guided Algorithms to Retarget and Augment Animations, Stills, and Videos.

机译:注意力导向算法可重新定向和增强动画,剧照和视频的目标。

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摘要

Still pictures, animations and videos are used by artists to tell stories visually. Computer graphics algorithms create visual stories too, either automatically, or, by assisting artists. Why is it so hard to create algorithms that perform like a trained visual artist? The reason is that artists think about where a viewer will look at and how their attention will flow across the scene, but algorithms do not have a similarly sophisticated understanding of the viewer.;Our key insight is that computer graphics algorithms should be designed to take into account how viewer attention is allocated. We first show that designing optimization terms based on viewers' attentional priorities allows the algorithm to handle artistic license in the input data, such as geometric inconsistencies in hand-drawn shapes. We then show that measurements of viewer attention enables algorithms to infer high-level information about a scene, for example, the object of storytelling interest in every frame of a video.;All the presented algorithms retarget or augment the traditional form of a visual art. Traditional art includes artwork such as printed comics, i.e., pictures that were created before computers became mainstream. It also refers to artwork that can be created in the way it was done before computers, for example, hand-drawn animation and live action films. Connecting traditional art with computational algorithms allows us to leverage the unique strengths on either side. We demonstrate these ideas on three applications:;Retargeting and augmenting animations: Two widely practiced forms of animation are two-dimensional (2D) hand-drawn animation and three-dimensional (3D) computer animation. To apply the techniques of the 3D medium to 2D animation, researchers have attempted to compute 3D reconstructions of the shape and motion of the hand-drawn character, which are meant to act as their 'proxy' in the 3D environment. We argue that a perfect reconstruction is excessive because it does not leverage the characteristics of viewer attention. We present algorithms to generate a 3D proxy with different levels of detail, such that at each level the error terms account for quantities that will attract viewer attention. These algorithms allow a hand-drawn animation to be retargeted to a 3D skeleton and be augmented with physically simulated secondary effects.;Augmenting stills: Moves-on-stills is a technique to engage the viewer while presenting still pictures on television or in movies. This effect is widely used to augment comics to create 'motion comics'. Though state of the art software, like iMovie, allows a user to specify the parameters of the camera move, it does not solve the problem of how the parameters are chosen. We believe that a good camera move respects the visual route designed by the artist who crafted the still picture; if we record the gaze of viewers looking at composed still pictures, we can reconstruct the artist's intention. We show, through a perceptual study, that the artist succeeds in directing viewer attention in comic book pictures, and we present an algorithm to predict the parameters of camera moves-on-stills from statistics derived from eyetracking data.;Retargeting video: Video retargeting is the process of altering the original video to fit the new display size, while best preserving content and minimizing artifacts. Recent techniques define content as color, edges, faces and other image-based saliency features. We suggest that content is, in fact, what people look at. We introduce a novel operator that extends the classic "pan-and-scan" to introduce cuts in addition to automatic pans based on viewer eyetracking data. We also present a gaze-based evaluation criterion to quantify the performance of our operator.
机译:艺术家使用静态图片,动画和视频来直观地讲述故事。计算机图形算法也可以自动或通过协助艺术家来创建视觉故事。为什么创建像训练有素的视觉艺术家那样的算法如此困难?原因是艺术家考虑了观看者将在哪里观看以及他们的注意力将如何在整个场景中流动,但是算法对观看者的理解却不尽相同。我们的主要见解是,计算机图形算法应设计为能够考虑到观众注意力的分配方式。我们首先表明,基于观看者的注意力优先级来设计优化术语可以使算法处理输入数据中的艺术许可,例如手绘形状中的几何不一致。然后,我们表明对观众注意力的测量使算法能够推断出有关场景的高级信息,例如视频每一帧中讲故事的对象。;所有提出的算法都重新定位或增强了视觉艺术的传统形式。传统艺术包括诸如印刷漫画之类的艺术品,即在计算机成为主流之前创建的图片。它还指的是可以用计算机之前完成的方式创作的艺术品,例如手绘动画和真人电影。将传统艺术与计算算法联系起来,使我们能够利用双方的独特优势。我们将在三个应用程序上演示这些思想:重新定向和增强动画:两种广泛实践的动画形式是二维(2D)手绘动画和三维(3D)计算机动画。为了将3D媒体技术应用到2D动画中,研究人员试图计算手绘角色的形状和运动的3D重建,这将在3D环境中充当其“代理”。我们认为,完美的重构是多余的,因为它没有利用观众注意力的特征。我们提出了生成具有不同详细程度的3D代理的算法,以便在每个级别上,误差项都将引起吸引观众注意的数量。这些算法允许将手绘动画重新定位到3D骨骼,并通过物理模拟的次要效果进行增强。静止图像增强:静止图像移动是一种在电视或电影中呈现静止图像时吸引观众的技术。此效果被广泛用于增强漫画以创建“动态漫画”。尽管像iMovie这样的最先进的软件允许用户指定摄像机移动的参数,但它不能解决如何选择参数的问题。我们认为,良好的摄像机移动会尊重制作静态图片的艺术家设计的视觉路线;如果我们记录观看者注视着组成的静止图像的凝视,我们可以重建艺术家的意图。通过感知研究,我们发现艺术家成功地引导了漫画书图片中观众的注意力,并提出了一种算法,该算法可根据从眼动数据获得的统计数据预测摄像机静止图像的参数。是更改原始视频以适合新的显示尺寸的过程,同时最好地保留内容并最大程度地减少伪像。最新技术将内容定义为颜色,边缘,面部和其他基于图像的显着性特征。我们建议内容实际上就是人们所关注的内容。我们引入了一种新颖的运算符,该运算符扩展了经典的“平移和扫描”功能,除了基于观看者眼动数据的自动平移之外,还引入了剪切功能。我们还提出了一种基于凝视的评估标准,以量化操作员的表现。

著录项

  • 作者

    Jain, Eakta.;

  • 作者单位

    Carnegie Mellon University.;

  • 授予单位 Carnegie Mellon University.;
  • 学科 Engineering Robotics.;Artificial Intelligence.;Computer Science.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 93 p.
  • 总页数 93
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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