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Akinobu Maejima

Publications and source records attributed to Akinobu Maejima.

3 recordsLinked to original sources

No Pixel Left Behind: Filling Gaps in Anime Colorization

Animation production workflows often involve digital colorization of line art, where small unpainted regions ("gaps") frequently occur and remain an underexplored challenge. We conducted a formative study in Japanese animation (anime) pipelines and found that while the paint bucket tool is widely used for base coloring, tiny enclosed areas are frequently overlooked, resulting in time-consuming manual detection and filling. We introduce GapFill, a tool grounded in professional practices that reduces the effort of gap detection, zooming, and color selection. Our deep-learning method suggests appropriate fill colors by referencing surrounding regions, leveraging the flat-color nature of anime-style images. In a user study with 13 professional colorists, our system improved performance and usability in gap-filling tasks over conventional methods. The study also suggested that prediction accuracy alone is not the primary factor for usability, that appropriate colors can be contextually ambiguous, and that GapFill can complement existing tools depending on users' trust in new AI-powered assistance.

cs.HC

Locality-Preserving Free-Form Deformation

This paper proposes a method to estimate the locations of grid handles in free-form deformation (FFD) while preserving the local shape characteristics of the 2D/3D input model embedded into the grid, named locality-preserving FFD (lp-FFD). Users first specify some vertex locations in the input model and grid handle locations. The system then optimizes all locations of grid handles by minimizing the distortion of the input model's mesh elements. The proposed method is fast and stable, allowing the user to directly and indirectly make the deformed shape of mesh model and grid. This paper shows some examples of deformation results to demonstrate the robustness of our lp-FFD. In addition, we conducted a user study and confirm our lp-FFD's efficiency and effectiveness in shape deformation is higher than those of existing methods used in commercial software.

cs.GR

View-Dependent Formulation of 2.5D Cartoon Models

2.5D cartoon models are methods to simulate three-dimensional (3D)-like movements, such as out-of-plane rotation, from two-dimensional (2D) shapes in different views. However, cartoon objects and characters have several distorted parts which do not correspond to any real 3D positions (e.g., Mickey Mouse's ears), that implies that existing systems are not suitable for designing such representations. Hence, we formulate it as a view-dependent deformation (VDD) problem, which has been proposed in the field of 3D character animation. The distortions in an arbitrary viewpoint are automatically obtained by blending the user-specified 2D shapes of key views. This model is simple enough to easily implement in an existing animation system. Several examples demonstrate the robustness of our method over previous methods. In addition, we conduct a user study and confirm that the proposed system is effective for animating classic cartoon characters.

cs.GR