CINEMA COMICS :
CARTOON GENERATION FROM VIDEO STREAM
Won-Il Hwang, Pyung-Jun Lee, Bong-Kyung Chun, Dong-Sung Ryu, Hwan-Gue Cho
Dept. of Computer Science and Engineering, Pusan National University
San-30, Jangjeon-dong, Keumjeong-gu, PUSAN, 609-735, KOREA
Keywords:
non-photorealism, comics cartooning, stylized rendering, video summary.
Abstract:
This paper presents CORVIS(COmics Rendering system on VIdeo Stream) which helps to create comic strips
from video streams in semi-automated manner. For this, first we manually select a set of important featuring
scenes in a cinema and transform them into simplified illustrations by Mean-Shift segmentation. Then we
insert the stylized comic effects to each illustration by considering the before/after video images. We newly
proposed some techniques for this cartoon rendering effects. These stylized effects include the speed line,
rotational trajectory and the background effect. Finally CORVIS automatically places the word balloons to
represent the dialogues of actors. And echoic words e.g., “BANG”, will be inserted in the comic cut to imitate
the sound effects of the original film. We tested CORVIS with the well-known cinemas, Spider Man II and
I ROBOT”. The final results show that our technique is quite effective and efficient to create a comic booklet
from video streams.
1 MOTIVATION
Comics has been studied and practiced for so long
time as the oldest genre in non-photorealistic render-
ing. One famous book, “Understanding Comics” and
“Reinventing Comics” have successfully explained
the basic structure of traditional comics and the power
of comics as a communication tool(McCloud, 1999;
McCloud, 2000).
Comics is very easy to give emotion to each charac-
ter with exaggerated motions, special background ef-
fects and the manipulation of dialogue text in a word
balloon. And a single comic cut can represent much
more things than 3D scenery. This smart depiction
feature of comics can show the before/after-scene of
a still scene, which is very effective in explaining the
dynamics of a moving object(Nienhaus and Dollner,
2005)(See Figure 1).
One of difficulties in generating the traditional
comics is that it depends on totally manual work, so
it is hard to be automated and it takes long time to
be completed. Another difficulty is that the stylized
comics rendering techniques highly depends on hu-
man artists. So there are no general rules and prin-
ciples in evaluating the quality, expressiveness and
cognitive effects of comics. Also since the quality of
Figure 1: Typical examples for Western(left) and
Asian(right) comics.
comics is very subjective, it is hard to define or eval-
uate the quality of comics.
In this paper we give a novel system, CORVIS
(COmics Rendering system on VIdeo Stream), which
helps to transform a video(a cinema film) into a
comics book with a semi-automated manner. This
comic book can be regarded as a summarization of
a video. The main difficulty in transforming a video
into a comic book is how to put a sequence of video
stream cuts in a single comic cut.
299
Hwang W., Lee P., Chun B., Ryu D. and Cho H. (2006).
CINEMA COMICS : CARTOON GENERATION FROM VIDEO STREAM.
In Proceedings of the First International Conference on Computer Graphics Theory and Applications, pages 299-304
DOI: 10.5220/0001354302990304
Copyright
c
SciTePress
F
i
( i-th frame)
Img
i
(Image of Fi)
Scrt
i
(Script of Fi)
BRUM
"Hold On!!"
Script
Image
BRUM
Effect Text
"Hold On!!"
Dialogue Text
Text with Word Balloon
Object
Background
Moving Effect
Background Effect
Stylized Text
Effect Text
Dialogue Text
Object
Background
Result
Combining
Fi-1
Detect
Moving Vector
Figure 2: The architecture of CORVIS(COmics Rendering system with VIdeo Stream) system.
2 PREVIOUS WORK
There are lots of work for video tooning(Wang et al.,
2004; Agarwala et al., 2004), which converts an in-
put video into a highly abstracted, spatial-temporally
coherent cartoon animation with a range of style.
The prevailing technique in cartooning is Mean-Shift
methodology, which has been studied for long time.
The main issue of this work is how to get the ab-
stract segmented image with automated manner. Then
these cartoon-like stylized images are used for anima-
tion, since cartoon animations are typically composed
of large regions which are semantically meaningful
and highly abstracted by artists(McCloud, 1999; Mc-
Cloud, 2000).
We are not the first to present methods for trans-
forming video stream to a set of still images. (Kim
and Essa, 2005) have proposed one semi-automated
method for expressive and non-realistic illustration of
motion using video streams. They studied three fea-
tures (temporal-flare, time-lapse and particle-effects)
for cartoon-like rendering.
For video stream processing, there have been work
for video summarization and visualization by an ab-
stracted version. The purpose of video MANGA was
similar to ours in that it transforms a video film into a
sequence of 2D still images(Uchihashi et al., 1999).
The main objective of these approaches is to de-
velop the method to choose relevant key frames, em-
phasize meaning events and find a quantitative mea-
sure that how well a summary captures the salient
events. However, they do not propose any comics-
like features such as the speedline, word balloon relo-
cation(Kurlander et al., 1996) et al.
Stylized cartoon rendering techniques have been
studied so long time. For example, (Hanl et al., 2004)
studied cartoon-line rendering method for motion rep-
resentation in computer game. He introduced how
to deform objects using their squash-and-stretch tech-
nique to add more functional realism to games.
One interesting and cute application of comics ren-
dering was introduced for internet chatting (Kurlander
et al., 1996). This is the the first work on how to place
the word balloon in a comic cut automatically.
We know only one commercial tool for this pur-
pose, ”Comics Creator”, which allows only word bal-
loon placing on a still image (Planetwide Games,
2005). Comparing to our CORVIS, Comics Creator
does not provide any features for automated word bal-
loon, background texture generation , speedline and
rotational trajectory effects.
3 STYLIZED EFFECTS FOR
COMICS
3.1 System Overview of CORVIS
Let F
i
be an image frame of a video stream. CORVIS
transforms a sequence of consecutive frames, e.g.,
F
i
F
j
into one comic cut C
i
(Figure 2). Each
image frame F
i
consists of two components, the
sound/dialogue script and pixel frame. Cinema sound
will be represented by the stylized characters or the
size of word balloon. And the dialogue text will be
placed in the word balloon.
First the main object O
m
should be identified and
segmented. There are lot of algorithms and systems
for this intelligent object segmentation. Since this in-
telligent segmentation and scissoring is not a main is-
sue of our work, we do not explain further in detail.
GRAPP 2006 - COMPUTER GRAPHICS THEORY AND APPLICATIONS
300
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
i1
,F
i2
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
i1
. 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
i1
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.
CINEMA COMICS: CARTOON GENERATION FROM VIDEO STREAM
301
(a)
(c)
(e)
(b)
(d)
(f)
Figure 4: The six different of speedlines according to the
velocity of moving object. (a) staying. velocity=0. (b)
warming up for starting, quivering. (c) Just moving with
velocity=10. (d) velocity=20. (e) velocity=30. (f) veloc-
ity=60, very fast moving.
L
X
Z
Y
iOXP
iO
ZP
iO
ZP
Figure 5: The quivering effect for slowly moving object.
3.3 Speedline for Rotation
Sometimes we need to render the speedline for the ro-
tational objects such as airplane propeller in comics.
In this chapter we propose an automated method to
render the rotational speedline by proposing a virtual
rpm(rotation per minutes) unit.
In order to render this effect, first we should locate
the center of rotating object, which is invariant in ro-
tation, x in Figure 7 (a). The characteristic features
of rotational speedline are the number of partial con-
tour repetition and the density of circular speedline.
In Figure 7 (a), let A
i
be a partial contour boundary.
The angle between two adjacent A
i
s is denoted by
θ
i
. We determine the number of {A
i
} and θ
i
with the
rpm unit given. Suppose that we are asked to render a
comic cut for rotating object O with rpm K. In prac-
tice, the observed scene of rotational is depended on
the interference between the rotation speed and light-
(a)
(b)
Figure 6: Two different comic cuts by assigning different
speedlines. (a) The result of straight speedline effect. (b)
The result of curved speedline effect.
A
1
A
i
A
2
1
i
X
C
1
C
K-1
C
2
C
K
R
K, 1
R
K, 2
R
K, 3
.
.
.
.
.
.
OP OP
Figure 7: The speedline for the rotational object.
ing frequency. If the rpm = K is less than a threshold
value of R
mid
, the number of A
i
is proportional to K
in somewhat extent. Also θ
i
is decreasing according
to K. Let n
K
be the number of A
i
to be rendered as
a partial contour of original object.
n
K
= k
a
· K, if K R
mid
θ
i
= k
b
· K, if K R
mid
If rpm K is higher than R
mid
, then the situation is
reversed as follows.
n
K
= k
a
·
1
K
, if K>R
mid
θ
i
= k
b
·
1
K
, if K>R
mid
, where k
a
,k
b
are adjusting constants.
For the higher rpm rotation, more rotational arc
speedline will be added as in Figure7 (b). Let C
i
be
a rotational circle and d(K) be the distance gap be-
tween two adjacent C
i
s of the rpm rotating object.
C
i
will be used as the speedline effect for O. But
only a set of partial arc of C
i
should be rendered to
make a more comics-like rendering. Let R
i,p
be the
p-th visible arc in C
i
in clockwise. See Figure 7(b).
The most important procedure to show an object with
rpm = K is to determine d(K) and the number of
C
i
’s = m(K) , and how to break the C
i
and how to
GRAPP 2006 - COMPUTER GRAPHICS THEORY AND APPLICATIONS
302
Figure 8: The results of rotational effect according the dif-
ferent rpms. (a) rpm = 0. (b) rpm = 20. (c) rpm = 50. (d)
rpm =100.
choose R
i,p
. All these parameters are decided exper-
imentally in our CORVIS. We propose the following
principle to control the rotational arc line for an rotat-
ing object with rpm = K.
d(K)=k
c
· K
m(K)=k
d
· K
For R
i,k
, we randomly select an interval of C
i
(we
consider the boundary of C
i
as a bounded straight
line). Let ϕ(K) be the average length of R
i,j
and
η(K) be the number of R
i,k
arc appeared as a visi-
ble part on C
i
in the rotating object with rpm K.We
select R
i,k
to meet the following principle.
ϕ(K)=k
e
· K
η(K)=k
f
· K
, where k
e
,k
f
are adjusting constant and K is the
virtual rpm given. We applied our method to a real
electric fan. Figure 8 (a) is a photo taken from a real
fan. (b), (c) and (d) show the final results with the
different rpm speed.
3.4 Background Texture
Background texture in comics is crucial to imply the
atmosphere of the scenery of cinema film. For long
time, there are typical textures in comics to repre-
sent anger, joy, madness, anxiety, cold, quietness and
warm. The idea that a picture can evoke an emo-
tional or sensual response in the view is vital to art of
comics (McCloud, 1999; McCloud, 2000). Though
there are unaccountably many background textures
for comics, CORVIS allows three basic background
textures withe control parameters.
First one is the background texture for concentra-
tion lines around the main object with blurring the
tedious background objects(Figure 9 (a)). Second
and third are the textures for representing some ob-
scure feeling of the actor or scene(Figure 9 (b), (c)).
Our background textures can be controlled with a
couple of parameters to emphasize the emotional at-
mosphere. Especially there are two kinds of common
control variables, D and T . D denotes the average
density of component of texture, e.g., lines in concen-
trated texture, and T denotes the average thickness
of component. In some cases, certain texture has the
unique parameters such as the type of component. For
example, lines can be replaced as a sequence of small
circles to represent a romantic atmosphere(Figure 10
(b)), which is well-known and stereotype implication
in Asian comics.
Figure 9 clearly shows the effect of background
texture. Figure 9 is the video frame obtained from
”I ROBOT”. In Figure 9 (a), we tried to draw a man
shouting by adding concentration background texture
and burst word balloon. (b) and (c) was rendered to
show obscure feeling of the actor by adding complex
background pattern.
Figure 10 shows snap shots of one television
drama, “Winter sonata”, which was very famous in
Asia, especially in Korea, Japan and China. The bub-
ble background texture in Figure 10 (b) presents more
romantic atmosphere comparing (a) the original scene
with focusing texture.
4 CONCLUSION AND FUTURE
WORK
Comics is one artistic genre, and this has been studied
for so long time and so widely in the world. Since the
2D comics works in a very limited environment(only
on the paper), we need some specialized and stylized
rendering techniques to depict the real-time video
frames. The motivation of this paper is how to make
a comic book from a well-known and famous cinema
film with the minimal human interaction.
In this paper we propose CORVIS, which helps to
generate comic strips from video streams. For this,
the general method for speedline for moving objects
in video was proposed and three kinds of different
background textures, which can be controlled with
some parameters, were proposed.
Till now CORVIS needs lots of manual work for
selecting featuring scenes, and we should guess the
direction of main object and its speed and moving
direction. But it should be noted that this manual
work can be systematically combined in CORVIS and
some semi-automation can relieve burdensome hu-
man work to create comic strips using CORVIS. Cur-
rently we completed the automatic placement proce-
dure for word balloon, which was not explained due
to the limit of pages. We will announce more auto-
mated version of CORVIS in near future.
CINEMA COMICS: CARTOON GENERATION FROM VIDEO STREAM
303
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Figure 9: Three different background textures. (a) Con-
centration background texture. (b)Background texture for
gloomy feeling. (c) Spiral background texture to imply con-
fusion.
(a)
(b)
Figure 10: Two different background effects. (a) Concen-
tration background texture with straight lines. (b) Con-
centration background with bubbles to show romantic at-
mosphere.
ACKNOWLEDGMENTS
This work was supported by a grant from Non-
Photorealistic Animation Technology project of
ETRI(2005). We gratefully credit the thoughtful re-
viewers, who provided substantial constructive criti-
cism on an earlier version of this paper.
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