Computational Aesthetics of Character Design
NUS School of Computing

NUS | School of Computing | Profile

 

Objectives

The impact of character design can be paraphrased as the alignment of artist-intent and audience-perception of key character features (e.g. traits, role, and actions). Our goal is to capture expert domain knowledge and help novices create impactful characters in an intuitive and simple manner. Objectives:

1)    Given an input character figure, computer should be able to classify its stereotype;

2)    Given any doodle, the computer should be able to retarget a drawing or 3D model from a library to that doodle;

3)    Given very simple inputs, like stereotype labels, the computer should be able to generate characters;

4)    Given an input image, and some target rules or a template, the computer should be able to cartoonify a face.

 

 

Achievements

We have contributed several key technologies and data that take us closer to these aims:

 

 

Research Output

We share the NUS Humanoid Cartoon Corpus here. It comprises of 143 simplified silhouettes, About 140 characters were sourced from the internet, or drawn in-house (some at GAMBIT MIT). Three CSV files accompany these images: body-part point-contour data, body-part vector shape data, and perception labels aggregated from laymen via an online game. The character images were annotated through our online annotation tool. We will continue to update this database, and hope that media and informatics researchers test new algorithms.

Download Corpus (to be released soon)

 

 

We have proven that our shape vector is more intuitive and performs better than low level point features in learning and deformation applications. We propose a continuous blend between the three distinct primitive shapes: circle, triangle and square, implementing consistent interpolation between 8 quadratic Bezier segments. We invite researchers to use our Humanoid cartoon corpus to verify this, and hope that we can soon put up our vector fitting code as well.

 

Learning Primitive Shapes in Cartoon Designs, Trans. MLDM 2011

 

Our game-inspired layman perception modeling methodology will impact the media industry, which we know collects audience consumption data for trend analysis.

Shadow Shoppe Game, 2010

 

We have contributed a general perception classifier with implementation details that helps drawing applications incorporate intelligent character doodle completion/classification tools.

 

Informed character pose and proportion design, Visual Computer 2011

Learning Shape-Proportion Relationships from Labeled Humanoid Cartoons, IDC 2010

 

We have shown better face cartoonification with identity preservation and shape inspired exaggeration, opposed to existing point and distance feature based methods. This could help artists exploit our novel shape based image warping and create better cartoon faces from real/neutral images.

 

Shape Stylized Face Caricatures, MMM 2011

 

Procedural retargeting of high quality content is now possible for generating characters with different shape perception probabilities.

 

Drafting 2D Characters with Primitive Shape Scaffolds, Computation World 2010

Sketch Based 3D Character Deformation, MLDM 2010

 

 

 

 

Awards/ Achievements

1)    Best Paper Award for "Drafting 2D Characters with Primitive Shape Scaffolds", Content 2010 (Computation World 2010), Lisbon, Nov 2010

2)    Distinction award at the Youth Science Conference 2010, for Flash Character Design Game by Raffles Secondary Boys School

3)    Bronze award at the Youth Science Conference 2009, for Flash Game and data analysis by Nanyang Girls Secondary School

 

Papers

(Journal)

1)    Md. Tanvirul Islam, Kaiser Md. Nahiduzzaman, Why Yong Peng, Golam Ashraf, Informed character pose and proportion design, The Visual Computer, Springer, 27:4, pp 251-261, 2011.

2)    Md. Tanvirul Islam, Kaiser Md. Nahiduzzaman, Why Yong Peng, Golam Ashraf, Learning Primitive Shapes in Cartoon Designs, Transactions on Machine Learning and Data Mining, IBai Publishing, 4:1, pp 19-31, 2011.

3)    Li Mo, Golam Ashraf, Sketch Based 3D Character Deformation, Transactions on Edutainment (special issue of 5th International Conference on Digital Media and Digital Content Management), LNCS, Volume 6530/2011, pp. 177-188, DOI: 10.1007/978-3-642-18452-9_14, Chongqing, China, Dec. 2010.

4)    Golam Ashraf, Why Yong Peng, Md. Tanvirul Islam, Mining human shape perception with role playing games, GSTF International Journal on Computing, ISSN: 2010-2283, Vol. 1, Aug. 2010.

 

(Conference)

1)    Nguyen Kim Hai Le, Why Yong Peng, Golam Ashraf, Shape Stylized Face Caricatures, 17th International Conference on MultiMedia Modeling, Advances in Multimedia Modeling, LNCS, 6253:536-547, Taipei, Taiwan, Jan. 2011

2)    Golam Ashraf, Kaiser Md. Nahiduzzaman, Le Nguyen Kim Hai, Li Mo, Drafting 2D Characters with Primitive Shape Scaffolds, Second International Conference on Creative Content Technologies, Computation World, Lisbon , Nov. 2010. (Best Paper)

3)    Md. Tanvirul Islam, Why Yong Peng, Golam Ashraf, Learning Shape-Proportion Relationships from Labeled Humanoid Cartoons, 6th International Conference on Digital Content, Multimedia Technologies and its Applications, pp. 416-420, Seoul, Aug. 2010

4)    Md. Tanvirul Islam, Kaiser Md. Nahiduzzaman, Why Yong Peng, Golam Ashraf, Learning character design from experts and laymen, Cyberworlds 2010, pp 134-141, Singapore, Oct 2010

5)    Md. Tanvirul Islam, Why Yong Peng, Golam Ashraf, Learning from Humanoid Cartoon Designs, Advances in Data Mining, Applications and Theoretical Aspects (LNCS Springer), 6171:606-616, Berlin, 2010

 

Manpower

Rubiat Habib

Graduate Intern

Jan-July 2009

Shape fitting, data analysis

Sarika Mohapatra

Undergrad Intern

July-Aug 2008

Vector shapes, envelop deformation

Kechit Goyal

Undergrad Intern

July-Aug 2008

Expressive vector face

Naval Chopra

                       

Undergrad Intern

July-Aug 2009

Vector field image warping

Nikhil Vij

Undergrad Intern

July-Aug 2009

Sketch fitting

Zibran Shaikh

Undergrad Intern

July-Aug 2009

Body part deduction from sketches

Li Bo

Graduate Student

2008-2009

Voronoi Skin Diagrams

Qian Kun

Graduate Student

2008-2009

Bayesian Shape Inference from labels

Li Mo

Masters Student

2009

3D mesh analysis, deformations

Md. Tanvirul Islam

Research Assistant

2009/10

Data analysis and modeling

Kaiser Md. Nahiduzzaman

Research Assistant

2009/10

Annotation, shape fitting, warping

Le Nguyen Kim Hai

Research Assistant

2010

Mobile graphics, face cartoonification

Le Truong Vinh Phu

Research Assistant

2010

Shape fitting, perception experiments

 

 

 

Administrative Details


WBS:


R-252-000-357-490

Project Title:

Computational Aesthetics: Shape Psychology in Character Design

University:

National University of Singapore

Approved budget:

S$ 225,000

Period of funding

06/2008 to 12/2010

Funding Agency

Media Development Authority of Singapore, GAMBIT


Title, Name

Role

Department, Faculty

University

Dr. Golam Ashraf

PI

Computing

NUS

Dr. Why Yong Peng

Collaborator

Psychology

NUS

A/P Fredo Durand

Co-PI

CSAIL

MIT

 

 

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