Matis Hudon

About Matis Hudon

I obtained my engineering Degree in Electronic (specialized in Multimedia Technologies) from ENSEIRB-MATMECA graduate school of engineering. I obtained my PhD at the University of Rennes 1 at IRISA Rennes France in collaboration with Technicolor Rennes France. My research interests are computer vision, acquisition, geometry enhancement and up-sampling techniques, photorealistic and non-photorealistic rendering. I am currently focusing on 2D animation techniques.

Deep Normal Estimation for Automatic Shading of Hand-Drawn Characters

In this paper (Pre-Print) we present a new fully automatic pipeline for generating shading effects on hand-drawn characters. Our method takes as input a single digitized sketch of any resolution and outputs a dense normal map estimation suitable for rendering without requiring any human input. At the heart of our method lies a deep residual, encoder-decoder convolutional network. The input sketch is first sampled using several equally sized 3-channel windows, with each window capturing a local area of interest at 3 different scales. Each window is then passed through the previously trained network for normal estimation. Finally, network outputs are arranged together to form a full-size normal map of the input sketch. We also present an efficient and effective way to generate a rich set of training data. Resulting renders offer a rich quality without any effort from the 2D artist. We show both quantitative and qualitative results demonstrating the effectiveness and quality of our network and method.

Implementation

Code Implemented using Tensorflow, available soon.

Additional results

 

Related publications

https://www.scss.tcd.ie/~hudonm/publication/deep-normal-estimation-for-automatic-shading-of-hand-drawn-characters/

2D Shading for Cel Animation

In this paper we present a semi-automatic method for creating shades and self-shadows in cel animation. Besides producing attractive images, shades and shadows provide important visual cues about depth, shapes, movement and lighting of the scene. In conventional cel animation, shades and shadows are drawn by hand. As opposed to previous approaches, this method does not rely on a complex 3D reconstruction of the scene: its key advantages are simplicity and ease of use. The tool was designed to stay as close as possible to the natural 2D creative environment and therefore provides an intuitive and user-friendly interface. Our system creates shading based on hand-drawn objects or characters, given very limited guidance from the user. The method employs simple yet very efficient algorithms to create shading directly out of drawn strokes. We evaluate our system through a subjective user study and provide qualitative comparison of our method versus existing professional tools and state of the art.

Implementation

Code Implemented in Pencil 2D, available soon.

Additional results

 

Related publications

https://www.scss.tcd.ie/~hudonm/publication/2d-shading-for-cel-animation/