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Flexible Eye Design for Japanese Animation

Published: 20 August 2020 Publication History

Abstract

Eyes are crucial in depicting the emotions and psychology of a character. In this talk, we present the eye system we developed at OLM Digital to design and control eyes for Japanese animation where they typically come in a lot of different shapes and colors. Our tool is straightforward and provides a lot of control to the users. Our artists can create elongated irises and pupils, add the cornea bump and refraction and add lighting effects like caustics and catchlights. The render pass exports the necessary information to provide the ability to adjust the final appearance at compositing time, giving a lot of creative freedom to the artists.

References

[1]
Pilar Molina Lopez and Jake Richards. 2017. The Eyes Have It: Comprehensive Eye Control for Animated Characters. In ACM SIGGRAPH 2017 Talks(Los Angeles, California) (SIGGRAPH ’17). Association for Computing Machinery, New York, NY, USA, Article 24, 2 pages. https://doi.org/10.1145/3084363.3085061
[2]
Shinji Ogaki. 2015. Shader Development at OLM. In SIGGRAPH Asia 2015 R&D in the Video Game Industry (Kobe, Japan) (SA ’15). Association for Computing Machinery, New York, NY, USA, Article 5, 2 pages. https://doi.org/10.1145/2818419.2818423
[3]
Peter-Pike J. Sloan, William Martin, Amy Gooch, and Bruce Gooch. 2001. The Lit Sphere: A Model for Capturing NPR Shading from Art. In Proceedings of Graphics Interface 2001 (Ottawa, Ontario, Canada) (GI ’01). Canadian Information Processing Society, CAN, 143–150.
  1. Flexible Eye Design for Japanese Animation

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    Published In

    cover image ACM Conferences
    SIGGRAPH '20: ACM SIGGRAPH 2020 Talks
    August 2020
    152 pages
    ISBN:9781450379717
    DOI:10.1145/3388767
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 20 August 2020

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    Author Tags

    1. character design
    2. compositing
    3. eye
    4. rendering

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