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‘2001: A Space Odyssey’ rendered in the style of Picasso

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41–50 of 97 posts

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#41

I remember watching an interview with the creators of South Park in which they described the transition from animating using cardboard cutouts to a system with CorelDraw and other pieces of software which helped speed up the process. The bulk of the efficiency improvement came from carefully defining all the frequently used objects (characters, houses) once with movable components, and reusing those objects in the pe…

https://xkcd.com/1205/

This would be a great proof of concept, in fact someone should work on this as a pet project, but I doubt it would be worth as an investment in the rest of the show's run. I bet they don't spend a lot of time on the basic animation anymore, and instead focus mostly now on one-off set pieces and visual effects

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#42
It certainly has a wow factor, but once you pass the initial impression, it's interesting that the brain starts recognizing the content (motion of characters and objects) separately from the visual style, and even starts applying negative cubism filter so that we won't actually see the visual style anymore. (In other words, the brain treats those applied style as noise.)

It could be a way to exploit the mismatch of content and style as certain form of expression; but it may be more interesting if we can modify the temporal structure as well.

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#43

I kind of want someone to do the same thing with a "NON-neural network" Picasso filter, like the ones in Photoshop and similar image editing programs. I want to compare how much the neural network's understanding of Picasso's style adds to the work (I imagine it's a lot, because this looks incredible).

I'd like to see different styles personally. This generation of deep style will keep too much of the shape to be a picasso style.

There is no decomposing and superimposing points of views because, well, the data to do it it's just not there.

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#44
post #40

I remember watching an interview with the creators of South Park in which they described the transition from animating using cardboard cutouts to a system with CorelDraw and other pieces of software which helped speed up the process. The bulk of the efficiency improvement came from carefully defining all the frequently used objects (characters, houses) once with movable components, and reusing those objects in the pe…

Another interesting problem would be the generation of filler pictures (I don't know the correct term). Normally there is a person who draws keyframes at a much lower framerate. Other animators then fill in the frames between to increase the framerate.

It's called in-between. There is certainly an art form of its own, for a simple mechanical interpolation won't produce visually pleasing animation. Disney has some research on parameterizing in-betweening. These days 2D animation are replaced with 3D and the art of 2D in-betweening might be lost in future. It'll be interesting if DN can learn animation styles from existing footage (e.g. Kanada-style).

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#45
post #40

I remember watching an interview with the creators of South Park in which they described the transition from animating using cardboard cutouts to a system with CorelDraw and other pieces of software which helped speed up the process. The bulk of the efficiency improvement came from carefully defining all the frequently used objects (characters, houses) once with movable components, and reusing those objects in the pe…

Another interesting problem would be the generation of filler pictures (I don't know the correct term). Normally there is a person who draws keyframes at a much lower framerate. Other animators then fill in the frames between to increase the framerate.

They're called inbetweens or tweens. According to recent HN article, they are outsourced to South Korea. Generating them with algorithm would be interesting, but often incorrect and against artist wishes. For example, objects in motion sometimes needs to be blurred; some characters need to have ghost duplicates; shapes get distorted and exaggerated.

I think at this moment it is not possible to instruct algorithm to take additional suggestions (artist ideas) into consideration when creating output image.

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#46
post #39

Can someone knowledgeable estimate, how far are we from rendering this in 60 frames per second? Can't wait to try it as a post-processing layer in game development.

A paper called Precomputed Real-Time Texture Synthesis with Markovian Generative Adversarial Networks ( http://arxiv.org/abs/1604.04382 ) uses a different approach with similar results and runs about 500 times faster giving 0.25M pixel images at 25Hz. It also seems to result in less randomness from frame to frame https://www.youtube.com/watch?v=PRD8LpPvdHI Code at https://github.com/chuanli11/MGANs

Thanks a lot! That's exactly the kind of comment I love HN for.

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#47
post #38

There is something that escapes me regarding this very cool neural style transfer technique. One would expect it to need at least three starting images: the one to transform, the one used as a source for the style, and a non-styled version of the source. This last one should give the network hints on how to transform the unstyled version in the styled one. For example, what does a straight line end up being in the st…

It's right that it needs additional information to distinguish style from content, but they get that from selected layers from established, pre-trained neural nets for image recognition. I don't entirely understand why it works myself, but it seems to.

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#49
post #37

Earlier quoted context omitted.

Funny! That's exactly how I think of Picasso's work.

Have you seen Guernica in Madrid?

Or for that matter, his "training period" works. I'm not a fan of abstract (Guernica, of course, is a symbol) and he was a very fine painter even taking off the weird eyes-out-of-face stuff he did (which is not to say it is bad, but it's not my style).

Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso

#50
post #40

I remember watching an interview with the creators of South Park in which they described the transition from animating using cardboard cutouts to a system with CorelDraw and other pieces of software which helped speed up the process. The bulk of the efficiency improvement came from carefully defining all the frequently used objects (characters, houses) once with movable components, and reusing those objects in the pe…

Another interesting problem would be the generation of filler pictures (I don't know the correct term). Normally there is a person who draws keyframes at a much lower framerate. Other animators then fill in the frames between to increase the framerate.

That's the problem with animation using bitmaps (or physical artwork): the in-betweens have to be manually drawn. Hence much animation is outsourced to studios - typically in Korea, and occasionally Japan - consisting of armies of animators and artists.

With vector graphics - where the lines and fills are mathematical objects - automatic 'tweening' becomes possible. Anime Studio (http://my.smithmicro.com/anime-studio-2D-animation-software....) is the zenith of this tech; there's also Synfig (http://www.synfig.org/cms/) and CACANi (https://cacani.sg/).

In Anime Studio it's possible to add all kinds of effects (including filter effects and motion blur) to animations, and to mix pure vector animation with cutout, or even frame-by-frame, animation.

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