Higher level techniques for the artistic rendering of images and video

ion for video in which the server (implementing the front end) determines the video content, whilst the client-side (implementing the back end) determines the style in which that video is rendered. Splitting the responsibilities of video content provision and content visualisation between the client and server is a promising direction for development of our Video Paintbox architecture. Aside from the benefits of compact representation and abstraction, also of interest is the continuous spatiotemporal nature of the Stroke Surfaces in the IR. This provides a highly manipulable vector representation of video, akin to 2D vector graphics, which enables us to synthesise animations at any scale without pixelisation. Indeed many of the figures in this Chapter were rendered at a scale factor greater than unity to produce higher resolution images than could be captured from a standard PAL video frame. Future developments might investigate the use of temporal scaling to affect the frame rate of animations. 8.9 Summary and Discussion In this Chapter we have described a novel framework for synthesising temporally coherent non-photorealistic animations from video sequences. This framework comprises the third and final subsystem of the “Video Paintbox”, and may be combined with the previously described motion emphasis work to produce complete cartoon-style animations from video. Our rendering framework is unique among automated AR video methods in that we process video as a spatiotemporal voxel volume. Existing automated AR methods transform brush strokes independently between frames using a highly localised (per pixel, per frame) motion estimate. By contrast, in our system the decisions governing the rendering of a frame of animation are driven using information within a temporal window spanning instants before and after that frame. This higher level of temporal analysis allows us to smoothly vary attributes such as region or stroke colour over time, and allows us to create improved motion estimates of objects in the video. Spatially, we also operate at a higher level by manipulating video as distinct regions tracked over time, rather than individual pixels. This allows us to produce robust motion estimates for objects, and facilitates the synthesis of both region based (e.g. flat-shaded cartoon) and stroke based (e.g. traditional painterly) AR styles. For the latter, brush stroke motion is guaranteed to be consistent over entire regions — contradictory visual cues do not arise, for example where stroke motion differs within a given object. We have shown that our high level spatiotemporal approach results in improved aesthetics and temporal coherence in resulting animations, compared to the current state of the art. STROKE SURFACES: TEMPORALLY COHERENT A.R. ANIMATIONS FROM VIDEO 243 Much of the discussion of the relative merits of our approach over optical flow can be found in Section 8.6. We have demonstrated that automated rotoscoping, matting, and the extension of many “traditional” static AR styles to video, may be unified in a framework. Although we have experimented only with the extension of our own pointillist-style painterly method (Chapter 3) to video, we believe this framework to be sufficiently general to form the basis of a useful tool for the extension of further static stroke based AR techniques to video. The application of our framework to other static AR styles is perhaps the most easily exploitable direction for future work, though does not address the limitations of our technique, which we now discuss. Perhaps the most limiting assumption in our system is that video must be segmented into homogeneous regions in order to be parsed into the IR (and so subsequently rendered). As discussed in Section 8.6, certain classes of video (for example crowd scenes, or running water) do not readily lend themselves to segmentation, and so cause our method difficulty. Typically such scenes are under-segmented as large feature subvolumes, causing an unappealing loss of detail in the animation. This is not surprising; the segmentation of such scenes would be a difficult task even for a human observer. Thus although we are able to produce large improvements in the temporal coherence of many animations, our method is less generally applicable than optical based flow methods, which are able to operate on all classes of video — albeit with a lower degree of temporal coherence. The problem of compromising between a high level model for accuracy, and a lower level model for generality, is an issue that has repeatedly surfaced in this thesis, and we defer discussion of this matter to our conclusions in Part IV. However we summarise that as a consequence we view our method as an alternative, rather than a replacement, for optical flow based AR. The second significant limitation of our system stems from the use of homographies to estimate inter-frame motion from an object’s internal texture. We assume regions to be rigid bodies undergoing motion that is well modelled by a plane to plane transformation; in effect we assume objects in the video sequence may be approximated as planar surfaces. There are some situations where lack of internal texture can cause ambiguities to creep in to this model; for example if an object moves in-front of an untextured background, is that background static and being occluded, or is that background deforming around the foreground object? Currently we assume rigid bodies and so search for the best homography to account for the shape change of the background. The worst case outcome of poor motion modelling is a decrease in the temporal coherence of any markings or brush strokes within the interiors of objects. Other artistic styles (such as STROKE SURFACES: TEMPORALLY COHERENT A.R. ANIMATIONS FROM VIDEO 244 sketchy outlines or cartoon-style rendering) do not use the homography data in the IR, and so are unaffected. As a work-around we allow the user to set the motion models of video objects to be “stationary” if they deform in an undesirable manner. This single “point and click” corrective interaction is necessary to introduce additional knowledge into an under-constrained system, and is in line with the high level of creative interactive we desire with the animator. Future work might examine whether the planar surface assumption could be replaced by an improved model; perhaps a triangulated mesh, or replacement of the linear bases which form the plane with curvilinear bases (adapting the recent “kernel PCA” technique of [137]). However, many of the video sequences we have presented contain distinctly non-planar surfaces which nevertheless create aesthetically acceptable animations, exhibiting superior levels of temporal coherence than the current state of the art. We therefore question whether the additional effort in fitting more complex models would pay off in terms of rendering quality. We did not set out to produce a fully automated system — not only do we desire interaction with the Video Paintbox for creative reasons (setting high level parameters, etc.) but also, rarely, for the correction of the Computer Vision algorithms in the front end. The general segmentation problem precludes the possibility of segmenting any given video into semantically meaningfully parts. However we have kept the burden of correction low (Section 8.5). Users need only click on video objects once, for example to merge two over-segmented feature sub-volumes in the video, and those changes are propagated throughout the spatiotemporal video volume automatically. In practical terms, user correction is often unnecessary, but when needed takes no more than a couple of minutes of user time. This is in contrast to the hundreds of man hours required to correct the optical flow motion fields of contemporary video driven AR techniques [61]. A selection of source and rendered video clips have been included in Appendix C.

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