Skeleton-Driven Inbetweening of Bitmap Character Drawings
DescriptionOne of the primary reasons for the high cost of traditional animation is the inbetweening process, where artists manually draw each intermediate frame necessary for smooth motion. Making this process more efficient has been at the core of computer graphics research for years, yet the industry has adopted very few solutions. Most existing solutions either require vector input or resort to tight inbetweening; often, they attempt to fully automate the process. In industry, however, keyframes are often spaced far apart, drawn in raster format, and contain occlusions. Moreover, inbetweening is fundamentally an artistic process, so the artist should maintain high-level control over it.

We address these issues by proposing a novel inbetweening system for bitmap character drawings. In our setup, the artist can control motion by animating a 3D skeleton between the keyframe poses. Our system then performs skeleton-based deformation of the bitmap drawings into the same pose and employs deep learning to blend the deformed images.

However, deforming drawings with occlusions is complex, as it requires a piecewise smooth deformation field. To address this, we observe that this deformation field is smooth when the drawing is lifted into 3D. Our system therefore optimizes topology of a 2.5D partially layered template that we use to get the final piecewise-smooth deformaton, effectively resolving occlusions.

We validate our system through a series of animations, qualitative and quantitative comparisons, and user studies, demonstrating that our approach consistently outperforms the state of the art and our results are consistent with the viewers' perception.
Event Type
Technical Papers
TimeTuesday, 3 December 20249:00am - 12:00pm JST
LocationHall C, C Block, Level 4
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