Physically Based Video Editing

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Convincing manipulation of objects in live action videos is a difficult and often tedious task. Skilled video editors achieve this with the help of modern professional tools, but complex motions might still lack physical realism since existing tools do not consider the laws of physics. On the other hand, physically based simulation promises a high degree of realism, but typically creates a virtual 3D scene animation rather than returning an edited version of an input live action video. We propose a framework that combines video editing and physics-based simulation. Our tool assists unskilled users in editing an input image or video while respecting the laws of physics and also leveraging the image content. We first fit a physically based simulation that approximates the object's motion in the input video. We then allow the user to edit the physical parameters of the object, generating a new physical behavior for it. The core of our work is the formulation of an image-aware constraint within physics simulations. This constraint manifests as external control forces to guide the object in a way that encourages proper texturing at every frame, yet producing physically plausible motions. We demonstrate the generality of our method on a variety of physical interactions: rigid motion, multi-body collisions, clothes and elastic bodies.
Publisher
WILEY-BLACKWELL
Issue Date
2016-10
Language
English
Article Type
Article; Proceedings Paper
Citation

COMPUTER GRAPHICS FORUM, v.35, no.7, pp.421 - 429

ISSN
0167-7055
DOI
10.1111/cgf.13039
URI
http://hdl.handle.net/10203/242196
Appears in Collection
GCT-Journal Papers(저널논문)
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