GB2487039A - Visualizing Illustrated Books And Comics On Digital Devices - Google Patents
Visualizing Illustrated Books And Comics On Digital Devices Download PDFInfo
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- GB2487039A GB2487039A GB1017028.0A GB201017028A GB2487039A GB 2487039 A GB2487039 A GB 2487039A GB 201017028 A GB201017028 A GB 201017028A GB 2487039 A GB2487039 A GB 2487039A
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- 238000000034 method Methods 0.000 claims abstract description 35
- 230000008859 change Effects 0.000 claims abstract description 5
- 230000008569 process Effects 0.000 claims description 20
- 230000007704 transition Effects 0.000 claims description 6
- 230000000694 effects Effects 0.000 claims description 4
- 230000003993 interaction Effects 0.000 claims description 4
- 238000012800 visualization Methods 0.000 claims description 4
- 238000007794 visualization technique Methods 0.000 claims 2
- 238000009877 rendering Methods 0.000 description 6
- 230000008901 benefit Effects 0.000 description 2
- 230000006870 function Effects 0.000 description 2
- 230000002452 interceptive effect Effects 0.000 description 2
- 238000000926 separation method Methods 0.000 description 2
- 230000001815 facial effect Effects 0.000 description 1
- 239000012467 final product Substances 0.000 description 1
- 239000011521 glass Substances 0.000 description 1
- 238000013507 mapping Methods 0.000 description 1
- 239000000463 material Substances 0.000 description 1
- 239000000047 product Substances 0.000 description 1
Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/012—Head tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/10—Processing, recording or transmission of stereoscopic or multi-view image signals
- H04N13/106—Processing image signals
- H04N13/128—Adjusting depth or disparity
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/20—Image signal generators
- H04N13/275—Image signal generators from 3D object models, e.g. computer-generated stereoscopic image signals
- H04N13/279—Image signal generators from 3D object models, e.g. computer-generated stereoscopic image signals the virtual viewpoint locations being selected by the viewers or determined by tracking
Landscapes
- Engineering & Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- Computer Graphics (AREA)
- Computer Hardware Design (AREA)
- Software Systems (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Processing Or Creating Images (AREA)
Abstract
A system, method and software to visualize illustrated books and comics on digital devices where the input of specific sensors captures the user's motion and drives a real-time change in perspective and parallax on the comic's content. In a preferred embodiment of a mobile device such as mobile phone or tablet with an accelerometer or gyroscope sensor, as the user rotates the device in his hands the sensors data drives the motion of a virtual camera inside a 3d representation of the comic creating the illusion that the screen is a window over the world of the comic. Another embodiment may include a digital device with front facing camera (such as a computer equipped with a webcam or a mobile device with a front facing camera) where the motion of the user's head is tracked in real-time and is used to drive the movements of the virtual camera inside a 3d representation of the comic, (Fig. 2 not shown).
Description
VISUALIZATION OF ILLUSTRATED BOOKS AND COMICS ON
DIGITAL DEVICES
FIELD OF THE INVENTION
The current invention relates to the field of presenting illustrated works such as comics or illustrated books (works that originated as two dimensional works of art) on digital devices, more particularly on digital devices equipped with appropriate sensors such as gyroscopes, accelerometers or digital cameras.
BACKGROUND OF THE INVENTION
Illustrated works such as comics have been published in digital format for many years. Recently, with the increased popularity of portable digital devices such as phones, laptops and tablet computers, digital publishing of comics has become a widely accepted way to display information to the end users.
Though many different software applications are available to deliver these contents to the user, in all current implementations, the work of art is presented to the user as a sequence of two dimensional images.
The user experience is very similar to the one of traditional printed comics, with a user interaction limited to the selection of what image to see (with controls allowing the user to move to next image, previous image and image of choice) and what part of each image to see in detail (with controls allowing the user to zoom into the image by scaling up the content and to translate the image allowing the user to look in more detail particular areas of an illustration).
The introduction of touchscreen devices brought the introduction of gestures to simplify navigation but the user interaction is still limited to the functions described above and the illustrations are presented as 2d images offering an overall user experience similar to a slideshow of the original artwork.
The use of gyroscopes and accelerometers on digital devices is used in video games to drive a virtual camera in 3d environment of the video game, but this has never been extended to works of art that are conceived as two dimensional artworks.
Subject of this invention is a system, method and software that allows to visualize illustrated content on digital devices taking advantage of appropriate sensors on the device to provide a novel immersive, engaging and interactive experience to the readers.
RELATED APPLICATIONS
In other fields various techniques has been used to convert 2d material to 3d information. For instance US Patent 6208348 relates to the process of converting motion picture footage from 2d images to 3d stereoscopic.
BRIEF DESCRIPTION OF DRAWINGS
Fig. 1. Preferred embodiment. Digital tablet device with an accelerometer and or gyroscope. On the left side the device is in the default position and the comics is presenting the image as it was created by the artist. On the right, as the user rotates the device, the perspective in the image is updated in realtime.
Fig.2. Additional Embodiment. Laptop computer with front facing camera. The user is facing a laptop computer monitor where a webcam is positioned at the top of the screen. As the user moves his head relatively to the screen, the elements on the screen move to compensate for the change in point of view.
Fig. 3. Schematic view of the process.
Fig. 4. Detailed view of the Offline Process for traditional illustrations.
Fig. 5. Detailed view of the Offline Process for digital illustrations.
Fig. 6. Detailed view of the Realtime Rendering process.
DETAILED DESCRIPTION
Subject of this invention a technology that brings to the user an immersive, engaging and interactive visualization on digital devices of an illustrated work of art such as a comic (for the remainder of this description the word comic is also used to represent other illustrated works of art such as illustrated books or any other form of illustrated content that was conceived as a two dimensional art work).
The effect is achieved taking advantage of appropriate sensors on the device so that perspective and parallax interactively respond the motion of the user as captured by the sensors.
In a preferred embodiment, Fig. 1, the digital device is a mobile device, such as a phone or tablet computer, equipped with a accelerometers or gyroscopes. As the user rotates the device in his hands, the perspective within the illustration presented on the screen is updated in realtime providing the illusion that the digital device is a "window" on the world of the illustration.
In an alternative embodiment, Fig. 2, the digital device (a desktop or laptop computer, a phone or tablet computer) is equipped with a digital camera pointed towards the face of a user looking at the screen. As the user moves his head in front of the camera, a tracking system based on facial recognition techniques, detects the position of the user's head and updates the perspective within the illustration presented on the screen, again to create the illusion of looking at the world of the illustration.
Fig. 3. Presents an overview of the entire process.
The whole method requires two main components: an initial Editing Process (30) and a Viewing Application (31) that is run on the digital device. The initial Editing Process is run once before the art work is distributed to the end users (36); in this phase the original illustration (32) is converted to a format that can be distributed to the end users (34). The second component of the method is a software Viewing Application (31), based around a realtime rendering engine, that is run on the digital device to display the illustrated work to the end user.
During the initial editing process of the work of art, an initial illustration (32), represented as an image data file, is run through an offline processing (33) where the illustration is separated into different elements (or layers) corresponding to separate objects represented in the illustration.
Each element is assigned a specific shape (or geometry), position and orientation in a virtual 3d environment. A virtual camera setup is also defined for the illustration such that each separate element is aligned with the corresponding geometry when seen from the point of view of the virtual camera. This ensures that, during subsequent stages, the 3d environment will appear an exact copy of the initial artwork when rendered from the position of the associated virtual camera. Such offline processing is only performed once as part of the editing of the final product. The output of the offline processing is is a Processed Illustration Data (34) that is distributed (36) to the end user for the fruition of the work.
Processed Illustration Data is a collection of multiple image data (corresponding to different layers in the illusration) with associated geometry and virtual camera information. Geometry information can be stored as explicit geometry data such as polygon meshes, or as depth maps where geometry information is provided as a set of distance values between corresponding image pixels and virtual camera position.
The user loads the Processed Illustration Data (34) in a Viewing Application (31) that is run on the Digital Device.
Tn the Viewing Application (31), all the elements that are part of the Processed Illustration Data (34), are loaded in memory together with their shape, position and orientation and rendered in realtime via a virtual camera. In a default position (for instance when the user is frilly frontal to the device screen) the virtual camera coincides with the virtual camera position assigned to the illustration during the Offline Processing (33) so that the output of the reahime rendering that is sent to the device screen appears to the user just like the original illustration (32) as initially conceived by the authoii As the user activates the sensors (35), for instance rotating the digital device in his hands or moving his head in front of the device camera, the position of the virtual camera is updated to reflect the new relative position between the user and the device. This causes the elements in the illustration to move and distort according the the perspective defined by the new virtual camera position and their position in the virtual 3d environment. This provides the user a completely novel user experience, as if the screen of the digital device was a window on the 3d environment of the illustration that the user is free to navigate and explore.
The user is also interacting directly with the Viewing Application (31) with more traditional input method such as mouse or touchscreen display for additional novel interactions with the illustration.
For instance, in the case of a digital device with a touchscreen interface, the user can use touchscreen gestures to perform additional navigation inside the virtual 3d illustration environment.
In an example embodiment, the user may use a "pinch" gesture (touching the screen with two fingers and moving them further apart from one another) to move the virtual camera inside the illustration. This produces a much more compelling and immersive result than the standard scaling effect used in traditional digital illustration viewers.
Similarly, transitions between different illustrations can also be driven by the user using a paradigm that is familiar to many viewing applications, but with an innovative result and user experience. For instance, on a toucbscreen device, swiping the finger on the screen could trigger the transition between two illustrations which can be performed as a virtual camera animation between the positions of the virtual cameras associated to each individual illustration. As the camera position is interpolated between different position, the elements corresponding to the different illustrations could be cross faded to provide a new innovative transition effect between illustrations.
The technology applies to content created directly in digital form but also to more traditional illustrated content that has been originally created on paper.
Fig. 4. Presents an overview of the Offline Process described above for the scenarios where the initial illustration or comic was created in a traditional form for instance, was created on paper.
The process begins with a Data Acquision stage (41) where the original work of art is scanned and converted to a digital image file. The image is then separated into multiple different elements, or layers, that correspond to separate objects that are positioned at different depth, as part of a Layers Separation (42) process. Any background element that is occluded or partially occluded, by another foreground element, must be treated to restore the occluded part as part of a Background Replacement process (43). Due to the extreme variety in graphic styles used in the illustrated comics art form, these processes are supervised by a user who also makes creatives decisions in the following Layout stage (44) where each element is assigned a shape, position and orientation within a virtual 3d environment. During the Layout stage the virtual camera corresponding to the illustration is also defined. Once the geometry of each element is defined together, with the virtual camera associated to the illustration, an optional Image Projection (45) stage can be applied. During this process the image data associated to each element is projected on the corresponding geometry and transformed to a traditional LIV texturing space as supported by most graphics hardware.
Alternatively the Image Projection step can be left out of the Offline Process and integrated into the Viewing Application.
Fig. 5. Presents an overview of the Offline Process for the scenarios where the initial illustration has been generated in digital form. In this case, a key question is whether each illustration is already available as a multitude of separate elements. If this is true, the multiple digital layers can be used directly in the Layout (44) process. Any illustration that is not already split into muhiple layers, needs to go through the same additional processes as for traditional illustrations: Layers Separation (42) and Background Replacement (43). All separated and background replaced elements are then run through the same Layout stage (44) where each element is associated a geometric shape and a virtual camera position is established for the illustration. As in the traditional illustration case an additional Image Projection stage can be added as part of the Offline Processing or can be left for the Viewing Application.
The output product of the Offline Processing is a set of Processed Illustration Data (34), stored as one more more digital files, containing information regarding virtual camera settings associated to each illustration and geometry and image data for each element of the original illustration.
Fig. 6. Shows a more detailed view of the real time rendering system, a software application running on the digital device.
The Processed Illustration Data (34), comprising geometry and image data for each element of the original illustration, is loaded into the memory and the image data is mapped on the geometry via a projection from the virtual camera position associated to the illustration (61). If image projection has already been performed as part of the Offline Processing step, the corresponding element can be mapped directly on the geometry. Once Image Mapping is complete, all elements of the original illustration are mapped on corresponding geometry and are ready to be rendered. The realtime engine enters its rendering loop. For each frame the sensors capture the relative position between the user and the screen. This data is sent to a function of the Realtime Engine that updates the current position (63) of the virtual camera that is used to render the 3d environment (64) based on input from the device sensors and any other direct user input. The resulting rendered image is directly sent to the screen the loop continues.
The visualization can optionally be combined with a stereoscopic rendering of the illustrations, also computed in realtime, to be used in conjunction with any stereoscopic display technology such as anaglyph, auto-stereoscopic displays, polarized displays, or shutter glasses.
Claims (10)
- CLAIMSWhat is claimed is: 1. A visualization technique for illustrated content, that is content that originated as two dimensional work of art, on digital devices where data from appropriate sensors drives a realtime change in perspective to the elements in the illustration.
- 2. The technique of claim 1 where the digital device may be a mobile device such as a phone or a tablet with appropriate sensors such as accelerometer or gyroscope, a combination of the two or other motion sensors.
- 3.The technique of claim 1 on a device of claim 2, where the motion of the device may be used to directly compute a standard change in perspective under the assumption that the motion of the device approximates the motion between the user and the screen of the device.
- 4. A technique of claim 1 where the digital device, mobile or not, is equipped with a front facing camera that may be used to track the change in relative position between the user and the device.
- 5.A method such as described in claim 1 where the user may activate a stereoscopic visualization of the comic or illustration.
- 6.A method to process and distribute comics or illustrated books that have been conceived as two dimensional works of art, such that the end user interacts with the content by moving a virtual camera inside the virtual 3d representation of the illustration.
- 7.A method such as described in claim 6 where the motion of the virtual camera inside the environment depicted in the illustration includes camera translation and rotation in all axis as well as camera zooming.
- 8. A method as described in claim 6 where multiple layers of an original illustration together with their geometry and a matching virtual camera position are distributed to the end users to allow interaction such as described in claim 6.
- 9. A visualization technique for content comprising a sequence of illustrations, such as a comic, where a transition effect between different illustrations is implemented as a virtual camera move through the environments depicted by the illustrations.
- 10. The technique of claims 1, 6, where every time a transition to an illustration is complete, the corresponding image will be presented as drawn by the original author, and only updated to accommodate subsequent changes in the user/display relation (for instance in the preferred embodiment, regardless of the device orientation and hence regardless of the data being provided by the accelerometer or gyroscopes every time a transition to a new illustration is complete, the corresponding illustration will appear as intended by the author).
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GB1017028.0A GB2487039A (en) | 2010-10-11 | 2010-10-11 | Visualizing Illustrated Books And Comics On Digital Devices |
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Cited By (9)
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US9007404B2 (en) | 2013-03-15 | 2015-04-14 | Legend3D, Inc. | Tilt-based look around effect image enhancement method |
US9241147B2 (en) | 2013-05-01 | 2016-01-19 | Legend3D, Inc. | External depth map transformation method for conversion of two-dimensional images to stereoscopic images |
US9282321B2 (en) | 2011-02-17 | 2016-03-08 | Legend3D, Inc. | 3D model multi-reviewer system |
US9286941B2 (en) | 2001-05-04 | 2016-03-15 | Legend3D, Inc. | Image sequence enhancement and motion picture project management system |
US9288476B2 (en) | 2011-02-17 | 2016-03-15 | Legend3D, Inc. | System and method for real-time depth modification of stereo images of a virtual reality environment |
US9407904B2 (en) | 2013-05-01 | 2016-08-02 | Legend3D, Inc. | Method for creating 3D virtual reality from 2D images |
US9438878B2 (en) | 2013-05-01 | 2016-09-06 | Legend3D, Inc. | Method of converting 2D video to 3D video using 3D object models |
US9609307B1 (en) | 2015-09-17 | 2017-03-28 | Legend3D, Inc. | Method of converting 2D video to 3D video using machine learning |
EP3130994A4 (en) * | 2014-04-07 | 2018-01-03 | Sony Corporation | Display control device, display control method, and program |
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Publication number | Priority date | Publication date | Assignee | Title |
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US9286941B2 (en) | 2001-05-04 | 2016-03-15 | Legend3D, Inc. | Image sequence enhancement and motion picture project management system |
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US9609307B1 (en) | 2015-09-17 | 2017-03-28 | Legend3D, Inc. | Method of converting 2D video to 3D video using machine learning |
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