Daniel Sýkora

dblp:33/2038 · DBLP profile ↗
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35ranked-venue papers
6as first author
7since 2021 · last 2025
0000-0002-6145-5151ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 34 · 5 first-author · 7 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Example-based authoring of expressive space curves
Jirí Minarcík, Jakub Fiser, Daniel Sýkora
Comput. Graph.3
2025 StructuReiser: A Structure-preserving Video Stylization Method
abstract
Abstract We introduce StructuReiser, a novel video‐to‐video translation method that transforms input videos into stylized sequences using a set of user‐provided keyframes. Unlike most existing methods, StructuReiser strictly adheres to the structural elements of the target video, preserving the original identity while seamlessly applying the desired stylistic transformations. This provides a level of control and consistency that is challenging to achieve with text‐driven or keyframe‐based approaches, including large video models. Furthermore, StructuReiser supports real‐time inference on standard graphics hardware as well as custom keyframe editing, enabling interactive applications and expanding possibilities for creative expression and video manipulation.
Radim Spetlík, David Futschik, Daniel Sýkora
Comput. Graph. Forum3
2023 Controllable Light Diffusion for Portraits
abstract
We introduce light diffusion, a novel method to improve lighting in portraits, softening harsh shadows and specular highlights while preserving overall scene illumi-nation. Inspired by professional photographers' diffusers and scrims, our method softens lighting given only a single portrait photo. Previous portrait relighting approaches focus on changing the entire lighting environment, removing shadows (ignoring strong specular highlights), or removing shading entirely. In contrast, we propose a learning based method that allows us to control the amount of light diffusion and apply it on in-the-wild portraits. Additionally, we design a method to synthetically generate plausible external shadows with sub-surface scattering effects while conforming to the shape of the subject's face. Finally, we show how our approach can increase the robustness of higher level vision applications, such as albedo estimation, geometry estimation and semantic segmentation.
David Futschik, Kelvin Ritland, James Vecore, Sean Ryan Fanello, Sergio Orts, Brian Curless, Daniel Sýkora, Rohit Pandey
CVPR7
2022 ChunkyGAN: Real Image Inversion via Segments
abstract
We present ChunkyGAN—a novel paradigm for modeling and editing images using generative adversarial networks. Unlike previous techniques seeking a global latent representation of the input image, our approach subdivides the input image into a set of smaller components (chunks) specified either manually or automatically using a pre-trained segmentation network. For each chunk, the latent code of a generative network is estimated locally with greater accuracy thanks to a smaller number of constraints. Moreover, during the optimization of latent codes, segmentation can further be refined to improve matching quality. This process enables high-quality projection of the original image with spatial disentanglement that previous methods would find challenging to achieve. To demonstrate the advantage of our approach, we evaluated it quantitatively and also qualitatively in various image editing scenarios that benefit from the higher reconstruction quality and local nature of the approach. Our method is flexible enough to manipulate even out-of-domain images that would be hard to reconstruct using global techniques.
Adéla Subrtová, David Futschik, Jan Cech, Michal Lukác, Eli Shechtman, Daniel Sýkora
ECCV (23)6
2022 StyleBin: Stylizing Video by Example in Stereo
abstract
In this paper we present StyleBin—an approach to example-based stylization of videos that can produce consistent binocular depiction of stylized content on stereoscopic displays. Given the target sequence and a set of stylized keyframes accompanied by information about depth in the scene, we formulate an optimization problem that converts the target video into a pair of stylized sequences, in which each frame consists of a set of seamlessly stitched patches taken from the original stylized keyframe. The aim of the optimization process is to align the individual patches so that they respect the semantics of the given target scene, while at the same time also following the prescribed local disparity in the corresponding viewpoints and being consistent in time. In contrast to previous depth-aware style transfer techniques, our approach is the first that can deliver semantically meaningful stylization and preserve essential visual characteristics of the given artistic media. We demonstrate the practical utility of the proposed method in various stylization use cases.
Michal Kucera, David Mould, Daniel Sýkora
SIGGRAPH Asia3
2021 STALP: Style Transfer with Auxiliary Limited Pairing
abstract
Abstract We present an approach to example‐based stylization of images that uses a single pair of a source image and its stylized counterpart. We demonstrate how to train an image translation network that can perform real‐time semantically meaningful style transfer to a set of target images with similar content as the source image. A key added value of our approach is that it considers also consistency of target images during training. Although those have no stylized counterparts, we constrain the translation to keep the statistics of neural responses compatible with those extracted from the stylized source. In contrast to concurrent techniques that use a similar input, our approach better preserves important visual characteristics of the source style and can deliver temporally stable results without the need to explicitly handle temporal consistency. We demonstrate its practical utility on various applications including video stylization, style transfer to panoramas, faces, and 3D models.
David Futschik, Michal Kucera, Michal Lukác, Eli Shechtman, Daniel Sýkora
Comput. Graph. Forum6
2021 Fluidymation: Stylizing Animations Using Natural Dynamics of Artistic Media
abstract
Abstract We present Fluidymation—a new example‐based approach to stylizing animation that employs the natural dynamics of artistic media to convey a prescribed motion. In contrast to previous stylization techniques that transfer the hand‐painted appearance of a static style exemplar and then try to enforce temporal coherence, we use moving exemplars that capture the artistic medium's inherent dynamic properties, and transfer both movement and appearance to reproduce natural‐looking transitions between individual animation frames. Our approach can synthetically generate stylized sequences that look as if actual paint is diffusing across a canvas in the direction and speed of the target motion.
A. Platkevic, Cassidy J. Curtis, Daniel Sýkora
Comput. Graph. Forum3
2020 Arbitrary style transfer using neurally-guided patch-based synthesis
Ondrej Texler, David Futschik, Jakub Fiser, Michal Lukác, Jingwan Lu, Eli Shechtman, Daniel Sýkora
Comput. Graph.7
2020 StyleProp: Real-time Example-based Stylization of 3D Models
abstract
Abstract We present a novel approach to the real‐time non‐photorealistic rendering of 3D models in which a single hand‐drawn exemplar specifies its appearance. We employ guided patch‐based synthesis to achieve high visual quality as well as temporal coherence. However, unlike previous techniques that maintain consistency in one dimension (temporal domain), in our approach, multiple dimensions are taken into account to cover all degrees of freedom given by the available space of interactions (e.g., camera rotations). To enable interactive experience, we precalculate a sparse latent representation of the entire interaction space, which allows rendering of a stylized image in real‐time, even on a mobile device. To the best of our knowledge, the proposed system is the first that enables interactive example‐based stylization of 3D models with full temporal coherence in predefined interaction space.
Filip Hauptfleisch, Ondrej Texler, Aneta Texler, Jaroslav Krivánek, Daniel Sýkora
Comput. Graph. Forum5
2020 Monster mash: a single-view approach to casual 3D modeling and animation
abstract
We present a new framework for sketch-based modeling and animation of 3D organic shapes that can work entirely in an intuitive 2D domain, enabling a playful, casual experience. Unlike previous sketch-based tools, our approach does not require a tedious part-based multi-view workflow with the explicit specification of an animation rig. Instead, we combine 3D inflation with a novel rigidity-preserving, layered deformation model, ARAP-L, to produce a smooth 3D mesh that is immediately ready for animation. Moreover, the resulting model can be animated from a single viewpoint --- and without the need to handle unwanted inter-penetrations, as required by previous approaches. We demonstrate the benefit of our approach on a variety of examples produced by inexperienced users as well as professional animators. For less experienced users, our single-view approach offers a simpler modeling and animating experience than working in a 3D environment, while for professionals, it offers a quick and casual workspace for ideation.
Marek Dvoroznák, Daniel Sýkora, Cassidy J. Curtis, Brian Curless, Olga Sorkine-Hornung, David Salesin
ACM Trans. Graph.2
2020 Interactive video stylization using few-shot patch-based training
abstract
In this paper, we present a learning-based method to the keyframe-based video stylization that allows an artist to propagate the style from a few selected keyframes to the rest of the sequence. Its key advantage is that the resulting stylization is semantically meaningful, i.e., specific parts of moving objects are stylized according to the artist's intention. In contrast to previous style transfer techniques, our approach does not require any lengthy pre-training process nor a large training dataset. We demonstrate how to train an appearance translation network from scratch using only a few stylized exemplars while implicitly preserving temporal consistency. This leads to a video stylization framework that supports real-time inference, parallel processing, and random access to an arbitrary output frame. It can also merge the content from multiple keyframes without the need to perform an explicit blending operation. We demonstrate its practical utility in various interactive scenarios, where the user paints over a selected keyframe and sees her style transferred to an existing recorded sequence or a live video stream.
Ondrej Texler, David Futschik, Michal Kucera, Ondrej Jamriska, Sárka Sochorová, Menglei Chai, Sergey Tulyakov, Daniel Sýkora
ACM Trans. Graph.8
2019 Foreword to the Special Section on Expressive 2018
Daniel Sýkora, Tunç Ozan Aydin
Comput. Graph.1
2019 StyleBlit: Fast Example-Based Stylization with Local Guidance
abstract
Abstract We present StyleBlit—an efficient example‐based style transfer algorithm that can deliver high‐quality stylized renderings in real‐time on a single‐core CPU. Our technique is especially suitable for style transfer applications that use local guidance ‐ descriptive guiding channels containing large spatial variations. Local guidance encourages transfer of content from the source exemplar to the target image in a semantically meaningful way. Typical local guidance includes, e.g., normal values, texture coordinates or a displacement field. Contrary to previous style transfer techniques, our approach does not involve any computationally expensive optimization. We demonstrate that when local guidance is used, optimization‐based techniques converge to solutions that can be well approximated by simple pixel‐level operations. Inspired by this observation, we designed an algorithm that produces results visually similar to, if not better than, the state‐of‐the‐art, and is several orders of magnitude faster. Our approach is suitable for scenarios with low computational budget such as games and mobile applications.
Daniel Sýkora, Ondrej Jamriska, Ondrej Texler, Jakub Fiser, Michal Lukác, Jingwan Lu, Eli Shechtman
Comput. Graph. Forum1
2019 Stylizing video by example
abstract
We introduce a new example-based approach to video stylization, with a focus on preserving the visual quality of the style, user controllability and applicability to arbitrary video. Our method gets as input one or more keyframes that the artist chooses to stylize with standard painting tools. It then automatically propagates the stylization to the rest of the sequence. To facilitate this while preserving visual quality, we developed a new type of guidance for state-of-art patch-based synthesis, that can be applied to any type of video content and does not require any additional information besides the video itself and a user-specified mask of the region to be stylized. We further show a temporal blending approach for interpolating style between keyframes that preserves texture coherence, contrast and high frequency details. We evaluate our method on various scenes from real production setting and provide a thorough comparison with prior art.
Ondrej Jamriska, Sárka Sochorová, Ondrej Texler, Michal Lukác, Jakub Fiser, Jingwan Lu, Eli Shechtman, Daniel Sýkora
ACM Trans. Graph.8
2019 Building anatomically realistic jaw kinematics model from data
Wenwu Yang, Nathan Marshak, Daniel Sýkora, Srikumar Ramalingam, Ladislav Kavan
Vis. Comput.3
2018 Automated outdoor depth-map generation and alignment
Martin Cadík, Daniel Sýkora, Sungkil Lee 0002
Comput. Graph.2
2018 FTP-SC: Fuzzy Topology Preserving Stroke Correspondence
abstract
Abstract Stroke correspondence construction is a precondition for vectorized 2D animation inbetweening and remains a challenging problem. This paper introduces the FTP‐SC, a fuzzy topology preserving stroke correspondence technique, which is accurate and provides the user more effective control on the correspondence result than previous matching approaches. The method employs a two‐stage scheme to progressively establish the stroke correspondence construction between the keyframes. In the first stage, the stroke correspondences with high confidence are constructed by enforcing the preservation of the so‐called “fuzzy topology” which encodes intrinsic connectivity among the neighboring strokes. Starting with the high‐confidence correspondences, the second stage performs a greedy matching algorithm to generate a full correspondence between the strokes. Experimental results show that the FTP‐SC outperforms the existing approaches and can establish the stroke correspondence with a reasonable amount of user interaction even for keyframes with large geometric and spatial variations between strokes.
Wenwu Yang, Seah Hock Soon, Hong-Ze Liew, Daniel Sýkora
Comput. Graph. Forum5
2018 Toonsynth: example-based synthesis of hand-colored cartoon animations
abstract
We present a new example-based approach for synthesizing hand-colored cartoon animations. Our method produces results that preserve the specific visual appearance and stylized motion of manually authored animations without requiring artists to draw every frame from scratch. In our framework, the artist first stylizes a limited set of known source skeletal animations from which we extract a style-aware puppet that encodes the appearance and motion characteristics of the artwork. Given a new target skeletal motion, our method automatically transfers the style from the source examples to create a hand-colored target animation. Compared to previous work, our technique is the first to preserve both the detailed visual appearance and stylized motion of the original hand-drawn content. Our approach has numerous practical applications including traditional animation production and content creation for games.
Marek Dvoroznák, Wilmot Li, Vladimir G. Kim, Daniel Sýkora
ACM Trans. Graph.4
2017 Example-based expressive animation of 2D rigid bodies
abstract
We present a novel approach to facilitate the creation of stylized 2D rigid body animations. Our approach can handle multiple rigid objects following complex physically-simulated trajectories with collisions, while retaining a unique artistic style directly specified by the user. Starting with an existing target animation (e.g., produced by a physical simulation engine) an artist interactively draws over a sparse set of frames, and the desired appearance and motion stylization is automatically propagated to the rest of the sequence. The stylization process may also be performed in an off-line batch process from a small set of drawn sequences. To achieve these goals, we combine parametric deformation synthesis that generalizes and reuses hand-drawn exemplars, with non-parametric techniques that enhance the hand-drawn appearance of the synthesized sequence. We demonstrate the potential of our method on various complex rigid body animations which are created with an expressive hand-drawn look using notably less manual interventions as compared to traditional techniques.
Marek Dvoroznák, Pierre Bénard, Pascal Barla, Oliver Wang, Daniel Sýkora
ACM Trans. Graph.5
2017 Example-based synthesis of stylized facial animations
abstract
We introduce a novel approach to example-based stylization of portrait videos that preserves both the subject's identity and the visual richness of the input style exemplar. Unlike the current state-of-the-art based on neural style transfer [Selim et al. 2016], our method performs non-parametric texture synthesis that retains more of the local textural details of the artistic exemplar and does not suffer from image warping artifacts caused by aligning the style exemplar with the target face. Our method allows the creation of videos with less than full temporal coherence [Ruder et al. 2016]. By introducing a controllable amount of temporal dynamics, it more closely approximates the appearance of real hand-painted animation in which every frame was created independently. We demonstrate the practical utility of the proposed solution on a variety of style exemplars and target videos.
Jakub Fiser, Ondrej Jamriska, David Simons, Eli Shechtman, Jingwan Lu, Paul Asente, Michal Lukác, Daniel Sýkora
ACM Trans. Graph.8
2017 Nautilus: recovering regional symmetry transformations for image editing
abstract
Natural images often exhibit symmetries that should be taken into account when editing them. In this paper we present Nautilus --- a method for automatically identifying symmetric regions in an image along with their corresponding symmetry transformations. We compute dense local similarity symmetry transformations using a novel variant of the Generalised PatchMatch algorithm that uses Metropolis-Hastings sampling. We combine and refine these local symmetries using an extended Lucas-Kanade algorithm to compute regional transformations and their spatial extents. Our approach produces dense estimates of complex symmetries that are combinations of translation, rotation, scale, and reflection under perspective distortion. This enables a number of automatic symmetry-aware image editing applications including inpainting, rectification, beautification, and segmentation, and we demonstrate state-of-the-art applications for each of them.
Michal Lukác, Daniel Sýkora, Kalyan Sunkavalli, Eli Shechtman, Ondrej Jamriska, Nathan Carr 0001, Tomás Pajdla
ACM Trans. Graph.2
2016 Advanced drawing beautification with ShipShape
Jakub Fiser, Paul Asente, Stephen Schiller, Daniel Sýkora
Comput. Graph.4
2016 StyLit: illumination-guided example-based stylization of 3D renderings
abstract
We present an approach to example-based stylization of 3D renderings that better preserves the rich expressiveness of hand-created artwork. Unlike previous techniques, which are mainly guided by colors and normals, our approach is based on light propagation in the scene. This novel type of guidance can distinguish among context-dependent illumination effects, for which artists typically use different stylization techniques, and delivers a look closer to realistic artwork. In addition, we demonstrate that the current state of the art in guided texture synthesis produces artifacts that can significantly decrease the fidelity of the synthesized imagery, and propose an improved algorithm that alleviates them. Finally, we demonstrate our method's effectiveness on a variety of scenes and styles, in applications like interactive shading study or autocompletion.
Jakub Fiser, Ondrej Jamriska, Michal Lukác, Eli Shechtman, Paul Asente, Jingwan Lu, Daniel Sýkora
ACM Trans. Graph.7
2015 Brushables: Example-based Edge-aware Directional Texture Painting
abstract
In this paper we present Brushables—a novel approach to example-based painting that respects user-specified shapes at the global level and preserves textural details of the source image at the local level. We formulate the synthesis as a joint optimization problem that simultaneously synthesizes the interior and the boundaries of the region, transferring relevant content from the source to meaningful locations in the target. We also provide an intuitive interface to control both local and global direction of textural details in the synthesized image. A key advantage of our approach is that it enables a “combing” metaphor in which the user can incrementally modify the target direction field to achieve the desired look. Based on this, we implement an interactive texture painting tool capable of handling more complex textures than ever before, and demonstrate its versatility on difficult inputs including vegetation, textiles, hair and painting media.
Michal Lukác, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora
Comput. Graph. Forum6
2015 LazyFluids: appearance transfer for fluid animations
abstract
In this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and look, we bring the possibility of fine-tuning motion properties in advance using CG techniques, and then transferring the desired look from a selected appearance exemplar. We demonstrate that such a practical work-flow cannot be simply implemented using current state-of-the-art techniques, analyze what the main obstacles are, and propose a solution to resolve them. In addition, we extend the algorithm to allow for synthesis with rich boundary effects and video exemplars. Finally, we present numerous results that demonstrate the versatility of the proposed approach.
Ondrej Jamriska, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora
ACM Trans. Graph.6
2015 Decomposing time-lapse paintings into layers
abstract
The creation of a painting, in the physical world or digitally, is a process that occurs over time. Later strokes cover earlier strokes, and strokes painted at a similar time are likely to be part of the same object. In the final painting, this temporal history is lost, and a static arrangement of color is all that remains. The rich literature for interacting with image editing history cannot be used. To enable these interactions, we present a set of techniques to decompose a time lapse video of a painting (defined generally to include pencils, markers, etc.) into a sequence of translucent "stroke" images. We present translucency-maximizing solutions for recovering physical (Kubelka and Munk layering) or digital (Porter and Duff "over" blending operation) paint parameters from before/after image pairs. We also present a pipeline for processing real-world videos of paintings capable of handling long-term occlusions, such as the painter's hand and its shadow, color shifts, and noise.
Jianchao Tan, Marek Dvoroznák, Daniel Sýkora, Yotam I. Gingold
ACM Trans. Graph.3
2014 Color Me Noisy: Example-based Rendering of Hand-colored Animations with Temporal Noise Control
abstract
Abstract We present an example‐based approach to rendering hand‐colored animations which delivers visual richness comparable to real artwork while enabling control over the amount of perceived temporal noise. This is important both for artistic purposes and viewing comfort, but is tedious or even intractable to achieve manually. We analyse typical features of real hand‐colored animations and propose an algorithm that tries to mimic them using only static examples of drawing media. We apply the algorithm to various animations using different drawing media and compare the quality of synthetic results with real artwork. To verify our method perceptually, we conducted experiments confirming that our method delivers distinguishable noise levels and reduces eye strain. Finally, we demonstrate the capabilities of our method to mask imperfections such as shower‐door artifacts.
Jakub Fiser, Michal Lukác, Ondrej Jamriska, Martin Cadík, Yotam I. Gingold, Paul Asente, Daniel Sýkora
Comput. Graph. Forum7
2014 Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters
abstract
We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.
Daniel Sýkora, Ladislav Kavan, Martin Cadík, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung
ACM Trans. Graph.1
2013 Painting by feature: texture boundaries for example-based image creation
abstract
In this paper we propose a reinterpretation of the brush and the fill tools for digital image painting. The core idea is to provide an intuitive approach that allows users to paint in the visual style of arbitrary example images. Rather than a static library of colors, brushes, or fill patterns, we offer users entire images as their palette, from which they can select arbitrary contours or textures as their brush or fill tool in their own creations. Compared to previous example-based techniques related to the painting-by-numbers paradigm we propose a new strategy where users can generate salient texture boundaries by our randomized graph-traversal algorithm and apply a content-aware fill to transfer textures into the delimited regions. This workflow allows users of our system to intuitively create visually appealing images that better preserve the visual richness and fluidity of arbitrary example images. We demonstrate the potential of our approach in various applications including interactive image creation, editing and vector image stylization.
Michal Lukác, Jakub Fiser, Jean-Charles Bazin, Ondrej Jamriska, Alexander Sorkine-Hornung, Daniel Sýkora
ACM Trans. Graph.6
2012 Cache-efficient graph cuts on structured grids
abstract
Finding minimal cuts on graphs with a grid-like structure has become a core task for solving many computer vision and graphics related problems. However, computation speed and memory consumption oftentimes limit the effective use in applications requiring high resolution grids or interactive response. In particular, memory bandwidth represents one of the major bottlenecks even in today's most efficient implementations. We propose a compact data structure with cache-efficient memory layout for the representation of graph instances that are based on regular N-D grids with topologically identical neighborhood systems. For this common class of graphs our data structure allows for 3 to 12 times higher grid resolutions and a 3- to 9-fold speedup compared to existing approaches. Our design is agnostic to the underlying algorithm, and hence orthogonal to other optimizations such as parallel and hierarchical processing. We evaluate the performance gain on a variety of typical problems including 2D/3D segmentation, colorization, and stereo. All experiments show an unconditional improvement in terms of speed and memory consumption, with graceful performance degradation for graphs with increasing topological irregularities.
Ondrej Jamriska, Daniel Sýkora, Alexander Sorkine-Hornung
CVPR2
2012 Smart Scribbles for Sketch Segmentation
abstract
Abstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.
Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner
Comput. Graph. Forum2
2010 Adding Depth to Cartoons Using Sparse Depth (In)equalities
abstract
Abstract This paper presents a novel interactive approach for adding depth information into hand‐drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop‐ups in a matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display.
Daniel Sýkora, David Sedlácek, S. Jinchao, John Dingliana, Steven Collins
Comput. Graph. Forum1
2009 LazyBrush: Flexible Painting Tool for Hand-drawn Cartoons
abstract
Abstract In this paper we presentLazyBrush, a novel interactive tool for painting hand‐made cartoon drawings and animations. Its key advantage is simplicity and flexibility. As opposed to previous custom tailored approaches [ SBv05 , QWH06 ]LazyBrushdoes not rely on style specific features such as homogenous regions or pattern continuity yet still offers comparable or even less manual effort for a broad class of drawing styles. In addition to this, it is not sensitive to imprecise placement of color strokes which makes painting less tedious and brings significant time savings in the context cartoon animation.LazyBrushoriginally stems from requirements analysis carried out with professional ink‐and‐paint illustrators who established a list of useful features for an ideal painting tool. We incorporate this list into an optimization framework leading to a variant of Potts energy with several interesting theoretical properties. We show how to minimize it efficiently and demonstrate its usefulness in various practical scenarios including the ink‐and‐paint production pipeline.
Daniel Sýkora, John Dingliana, Steven Collins
Comput. Graph. Forum1
2008 iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting
abstract
Abstract Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is less important than careful control of scene appearance. This paper presents a comprehensive, efficient, and intuitive representation for artistic control of indirect illumination. We encode user's adjustments to indirect lighting as scale and offset coefficients of the transfer operator. We take advantage of the nature of indirect illumination and of the edits themselves to efficiently sample and compress them. A major benefit of this sampled representation, compared to encoding adjustments as procedural shaders, is the renderer‐independence. This allowed us to easily implement several tools to produce our final images: an interactive relighting engine to view adjustments, a painting interface to define them, and a final renderer to render high quality results. We demonstrate edits to scenes with diffuse and glossy surfaces and animation.
Juraj Obert, Jaroslav Krivánek, Fabio Pellacini, Daniel Sýkora, Sumanta N. Pattanaik
Comput. Graph. Forum4
2005 Colorization of black-and-white cartoons
Daniel Sýkora, Jan Buriánek, Jirí Zára
Image Vis. Comput.1