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1 27 3D Semi-automatic 3D modeling system of a character s face from color illustrations
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3 Abstract Semi-automatic 3D modeling system of a character s face from color illustrations Sayaka Kubouchi In recent years, 3D computer graphics are widely used, e.g., many computer games and movies. Moreover today, digital modeling and fabrication is becoming popular, which means that more and more people create their works using 3D models. In contrast to increasing demands in 3DCG and 3D models, it s difficult for people who don t have knowledge about a computer, graphics, mathematical theory, and how to use a software, to make complicated 3D models. Here we have proposed that semi-automatic 3D-modeling system of a character s face. The purpose of this study is to help making complicated 3D models from illustrations of anime-ish characters. We estimate the shape of character s face by two images, character s frontal face and side face. First, we detect character s eyes from frontal face. Next we find closed area in frontal face and fit ellipse to contour. We approximate facial depth by regarding character s face as half-ellipsoid. After that, we assign detail of depth for eyes, nose, and mouth by eyes position and feature points calculated from side face. Pupils of 3D models of an anime-ish character are made as dent in the model. Finally, we generate the character s 3D face model by gaussian smoothing. As a result we were able to generate the 3D model with few user inputs under 500ms computational time by the developed application based on proposed method. key words 3D modeling, Sketch-based modeling, Illustlation ii
4 D (Curve modeling) (Digital sculpting) (Polygonal modeling) D (Image-based modeling) (Sketch-based modeling) iii
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19 3.4, (x a) 2 + (y b) 2 = r 2 i, c,. {(xi c x ) 2 + (y i c y ) 2 r 2 } 2 = 0 (3.1) (3.1) (x 2 i + y 2 i + Ax i + By i + C) 2 = 0 (3.2), A = 2c x (3.3) B = 2c y (3.4) C = c 2 x + c 2 y r 2 (3.5). (3.2) A, B, C A = A x 2 i + B x i y i + C x i + x 3 i + x i yi 2 = 0 (3.6) B = A x i y i + B yi 2 + C y i + x 2 i y i y 3 i = 0 (3.7) C = A x i + B y i + C 1 + x 2 i + yi 2 = 0 (3.8) (3.6) (3.8) x 2 i xi y i xi xi y i y 2 i yi n xi yi 10 A B C = (x 3 i + x iy 2 i ) (x 2 i y + y3 i ) (x 2 i + y2 i ) (3.9) A B C = x 2 i xi y i xi xi y i y 2 i yi xi yi n 10 1 (x 3 i + x iy 2 i ) (x 2 i y + y3 i ) (x 2 i + y2 i ) (3.10) A, B, C, (3.3) (3.5) c x, c y, r. (3.10) c x = A 2 (3.11) c y = B (3.12) 2 r = c 2 x + c 2 y C (3.13) 11
20 3.4 (3.13) r, C s. C s = r 1 (3.14) C s,,., ,.,,., 4, a 1, a 2, a 3, a 4., [16]. a 1 a 2, a 2 a 3, a 3 a 4.,., 3, b 1, b 2, b
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23 3.6 x d, y d, A p = (x p, y p ) A(p). A(p) = t(1 x d w 2 y d h 2 ) (3.16), w, h., t,. 3.6,., 3.5 A, 3.1, D,., 3D., 3.1,, p = (x p, y p ) E(p). E(p) = r 2 c p 2 rρ (3.17), r 3.1, c = (x Ec, y Ec ) 3.1., ρ,. 15
24 , 3.4., a n b n a n a n+1 θ, tan θ. 3.7 a n b n a n a n+1 2 θ. m1 = y a n y bn x an x bn (3.18) m2 = y a n y an+1 x an x an+1 tan θ = m1 m2 1 + m1m2, tan θ.,., y,.,.,., a 1, a 2, a 3 tan θ α. α 3.7 θ, α = 4.0, α = 7.0.,.,.,., A = (A x, A y, A z ), B = (B x, B y, B z ), 3 AB P = (P x, P y, P z ) P z, 16
25 3.6. A, B, P 3.8. P z = (P x A x )(A z B z ) (A x B x ) + A z (3.19) 3.8 A, B, P ( ), A = (A x, A y, A z ), B = (B x, B y, B z ), 3 AB P = (P x, P y, P z ) P z,. A, B, P 3.9. P z = (P y A y )(A z B z ) (A y B y ) + A z (3.20) 17
26 A, B, P ( ) p = (x p, y p ) E(p), N(p), L(p), D(p). D(p) = N(p) + L(p) E(p) (3.21) 3.7 M(p) = A(p) + D(p), 3.6., M., 0., σ
27 3.8 3D 3.8 3D 3.7 M, 3D. M, x, y z 3.,. 19
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48 [1] Khronos Group, WebGL, [2], 2 3D, 27, pp , [3] Dassault Systmes SolidWorks, SolidWorks, [4] Autodesk, MAYA, [5] Autodesk, 3ds Max, [6] Blender Foundation, blender.org, [7] Autodesk, Autodesk 123D Catch, [8] Tao Chen, Zhe Zhu, Ariel Shamir, Shi-Min Hu, Daniel Cohen-Or, 3-Sweep: Extracting Editable Objects from a Single Photo, ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2013), Vol.32, No.6, Article 195, [9] The Curvy Team, Aartform Curvy 3D: Sculpting Software for Artists, [10] Takeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka, Teddy: A Sketching Interface for 3D Freeform Design, in Proc. of SIGGRAPH 99, pp , [11],,,, 3D,, pp.13-16,
49 [12],,, 2.5D,, No.7, pp.1-6, [13] Chie Furusawa, Tsukasa Fukusato, Narumi Okada, Tatsunori Hirai, Shigeo Morishima, Quasi 3D Rotation for Hand-Drawn Characters, in Proc. of SIGGRAPH 2014, [14] Live2D, Live2D, [15] M2, E-mote ( ), [16],,,, C( ), 119 6, pp ,
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