Fast Sprite Decomposition from Animated Graphics
Tomoyuki Suzuki, Kotaro Kikuchi, Kota Yamaguchi
TL;DR
The paper addresses the problem of decomposing raster animated graphics into a compact sprite-based representation with static textures and per-frame affine/opacity parameters to enable interactive editing. It introduces a prior-based optimization framework, augmented by segmentation-based initialization from single-frame user annotations and an efficient rendering model, and validates it on the Crello Animation dataset. The method demonstrates improved quality/efficiency trade-offs over baselines like Layered Neural Atlases and Deformable Sprites, enabling practical editing applications such as texture replacement, sprite removal, and added rotations. This work advances editing workflows for animated graphics and provides a realistic benchmark for sprite-based decomposition in design-oriented video content.
Abstract
This paper presents an approach to decomposing animated graphics into sprites, a set of basic elements or layers. Our approach builds on the optimization of sprite parameters to fit the raster video. For efficiency, we assume static textures for sprites to reduce the search space while preventing artifacts using a texture prior model. To further speed up the optimization, we introduce the initialization of the sprite parameters utilizing a pre-trained video object segmentation model and user input of single frame annotations. For our study, we construct the Crello Animation dataset from an online design service and define quantitative metrics to measure the quality of the extracted sprites. Experiments show that our method significantly outperforms baselines for similar decomposition tasks in terms of the quality/efficiency tradeoff.
