We have manually located the main object in each cin-
ema frame in CORVIS.
In order to make C
i
, two basic procedures are ap-
plied. One is the script processing and the other is
image processing to reflect moving effects. If O
m
is
in the state of moving in the video, we need to com-
pute the direction of moving O
m
. This can be done
by comparing the previous frame, F
i−1
,F
i−2
to the
current frame F
i
. But in this paper, we do not apply
the automated approach as (Brostow and Essa, 2001),
but we only estimated the speed and direction of main
object by watching.
If there is a laud sound around F
i
, we need to ex-
press it in a still comic cut (volume, duration and
pitch) by manipulating the shape and size of word bal-
loon shape. Some background texture effects could
also be added if the concentration or focusing effect
is required. CORVIS keeps each processed outputs
(stylized text lettering, word balloon, speedline for
moving direction and background texture mapping for
focusing effect) in a separated layer. Then finally all
these layers are put together to produce one comic
cut.
3.2 Speedline for Linear Movement
Speedline can give an important stylistic effect in a
comics, though the physics of speedline is very sub-
jective and hard to define. Speedline easily indicates
former position and future position by drawing repeti-
tion of its contour. Generally speedline effect consists
of segmented speedline, fading the ratio of contour
and partial contour repetition. This speedline tech-
nique has been used widely in all kinds of comics and
classical animation film.
Since the main goal of our approach is to transform
a sequence of consecutive video shots into a single
cut, one automated method should be devised. In this
chapter we give an automated algorithm for speed line
generation for a moving object in a still comic cut.
First we need to know the velocity and direction
of the moving object. However, it is nearly impos-
sible to measure the exact and physical velocity(e.g.,
as 34.7km/hour) by watching a cinema. We only
classify the speed of objects as five categories: halt,
quivering, walking speed, running and fast-running.
Here we give one automated procedure for speed-
line rendering from an estimated speed we guess. The
control parameter for speedline is the moving vector
representing the direction and velocity.
Let O be the main object for speedline effect, and
−→
V
o
be the vector for the velocity and its direction. x is
the center position of O in the previous video frame,
F
i−1
. Let E be all boundary edges of O, which is also
visible from point x. Each speedline s
i
is placed to E
in the direction of
−→
V
o
. See Figure 3.
x
V
o
S
1
S
i
S
i+1
S
j
d
O
E
|S
j
|
Figure 3: The procedure for speedline rendering.
Let the gap between s
i
and s
i−1
be d. We forces
that d gets smaller if the velocity of O is higher. And
the length of the speedline s
i
itself gets longer accord-
ing to the velocity. That is defined as follows.
d = k
a
·
1
|
−→
V
o
|
+ random[0,w]
|s
i
| = k
b
·|
−→
V
o
| + random[0,w]
, where k
a
,k
b
are adjusting constants.
Figure 4 shows six different kinds of speedline ef-
fects. (a) staying, and (b) shows a warming-up state.
(c), (d), (e) and (f) show the 4 different speedlines
according to the velocity. In Figure 4 (f), we added
shadowing background to show the very fast moving.
Since the physical speed of object in a video can not
be measured exactly, these speedline effects depend
on human manipulator.
If the speed of object is negligible, for exam-
ple less than 0.5km/hour, then we add a special ef-
fect(quivering) to show that it is ready to move, but
not in a stationary state. We call this “quivering” ef-
fect. The generation procedure of quivering effect is
of two steps. First we take a few boundary corners of
the main object with a small circle L. Next we com-
pute the boundary shape of the main object contained
in L. Let this small fragment of boundary shape be
f
i
. This f
i
will be transformed into a smooth curve(in
this paper, we modified f
i
as a single Bezier curve,
which is B(f
i
) ). Finally we place two or three copies
of B(f
i
) outward from the original boundary of O
which is covered by L. See Figure 5 for this proce-
dure.
If the trajectory of moving object is not a straight
line, then the circular trajectory curve should be added
by artist in comics. Figure 6 shows two different mo-
tions of a soccer player. (a) shows that the player
rushes forward and the ball is passed on the ground
from an opposite direction. Figure 6 (b) shows that
the ball is falling down and the player is trying to kick
it immediately.
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301