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arXiv:2504.12240

Cobra: Efficient Line Art COlorization with BRoAder References

The comic production industry requires reference-based line art colorization with high accuracy, efficiency, contextual consistency, and flexible control. A comic page often involves diverse characters, objects, and backgrounds, which complicates the coloring process. Despite advancements in diffusion models for image generation, their application in line art colorization remains limited, facing challenges related to handling extensive reference images, time-consuming inference, and flexible control. We investigate the necessity of extensive contextual image guidance on the quality of line art colorization. To address these challenges, we introduce Cobra, an efficient and versatile method that supports color hints and utilizes over 200 reference images while maintaining low latency. Central to Cobra is a Causal Sparse DiT architecture, which leverages specially designed positional encodings, causal sparse attention, and Key-Value Cache to effectively manage long-context references and ensure color identity consistency. Results demonstrate that Cobra achieves accurate line art colorization through extensive contextual reference, significantly enhancing inference speed and interactivity, thereby meeting critical industrial demands. We release our codes and models on our project page: https://zhuang2002.github.io/Cobra/.

arXiv:2503.16948

MagicColor: Multi-Instance Sketch Colorization

We present \textit{MagicColor}, a diffusion-based framework for multi-instance sketch colorization. The production of multi-instance 2D line art colorization adheres to an industry-standard workflow, which consists of three crucial stages: the design of line art characters, the coloring of individual objects, and the refinement process. The artists are required to repeat the process of coloring each instance one by one, which is inaccurate and inefficient. Meanwhile, current generative methods fail to solve this task due to the challenge of multi-instance pair data collection. To tackle these challenges, we incorporate three technical designs to ensure precise character detail transcription and achieve multi-instance sketch colorization in a single forward. Specifically, we first propose the self-play training strategy to solve the lack of training data. Then we introduce an instance guider to feed the color of the instance. To achieve accurate color matching, we present fine-grained color matching with edge loss to enhance visual quality. Equipped with the proposed modules, MagicColor enables automatically transforming sketches into vividly-colored images with accurate consistency and multi-instance control. Experiments on our collected datasets show that our model outperforms existing methods regarding chromatic precision. Specifically, our model critically automates the colorization process with zero manual adjustments, so novice users can produce stylistically consistent artwork by providing reference instances and the original line art. Our code and additional details are available at https://yinhan-zhang.github.io/color

arXiv:2501.08332

MangaNinja: Line Art Colorization with Precise Reference Following

Derived from diffusion models, MangaNinjia specializes in the task of reference-guided line art colorization. We incorporate two thoughtful designs to ensure precise character detail transcription, including a patch shuffling module to facilitate correspondence learning between the reference color image and the target line art, and a point-driven control scheme to enable fine-grained color matching. Experiments on a self-collected benchmark demonstrate the superiority of our model over current solutions in terms of precise colorization. We further showcase the potential of the proposed interactive point control in handling challenging cases, cross-character colorization, multi-reference harmonization, beyond the reach of existing algorithms.

arXiv:2412.14173

AniDoc: Animation Creation Made Easier

The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above process by harnessing the potential of increasingly powerful generative AI. Using video diffusion models as the foundation, AniDoc emerges as a video line art colorization tool, which automatically converts sketch sequences into colored animations following the reference character specification. Our model exploits correspondence matching as an explicit guidance, yielding strong robustness to the variations (e.g., posture) between the reference character and each line art frame. In addition, our model could even automate the in-betweening process, such that users can easily create a temporally consistent animation by simply providing a character image as well as the start and end sketches. Our code is available at: https://yihao-meng.github.io/AniDoc_demo.

arXiv:2410.19424공식 코드 · Papers with Code

Paint Bucket Colorization Using Anime Character Color Design Sheets

Line art colorization plays a crucial role in hand-drawn animation production, where digital artists manually colorize segments using a paint bucket tool, guided by RGB values from character color design sheets. This process, often called paint bucket colorization, involves two main tasks: keyframe colorization, where colors are applied according to the character's color design sheet, and consecutive frame colorization, where these colors are replicated across adjacent frames. Current automated colorization methods primarily focus on reference-based and segment-matching approaches. However, reference-based methods often fail to accurately assign specific colors to each region, while matching-based methods are limited to consecutive frame colorization and struggle with issues like significant deformation and occlusion. In this work, we introduce inclusion matching, which allows the network to understand the inclusion relationships between segments, rather than relying solely on direct visual correspondences. By integrating this approach with segment parsing and color warping modules, our inclusion matching pipeline significantly improves performance in both keyframe colorization and consecutive frame colorization. To support our network's training, we have developed a unique dataset named PaintBucket-Character, which includes rendered line arts alongside their colorized versions and shading annotations for various 3D characters. To replicate industry animation data formats, we also created color design sheets for each character, with semantic information for each color and standard pose reference images. Experiments highlight the superiority of our method, demonstrating accurate and consistent colorization across both our proposed benchmarks and hand-drawn animations.

arXiv:2307.05760

Line Art Colorization of Fakemon using Generative Adversarial Neural Networks

This work proposes a complete methodology to colorize images of Fakemon, anime-style monster-like creatures. In addition, we propose algorithms to extract the line art from colorized images as well as to extract color hints. Our work is the first in the literature to use automatic color hint extraction, to train the networks specifically with anime-styled creatures and to combine the Pix2Pix and CycleGAN approaches, two different generative adversarial networks that create a single final result. Visual results of the colorizations are feasible but there is still room for improvement.

arXiv:2207.06095공식 코드 · Papers with Code

Eliminating Gradient Conflict in Reference-based Line-Art Colorization

Reference-based line-art colorization is a challenging task in computer vision. The color, texture, and shading are rendered based on an abstract sketch, which heavily relies on the precise long-range dependency modeling between the sketch and reference. Popular techniques to bridge the cross-modal information and model the long-range dependency employ the attention mechanism. However, in the context of reference-based line-art colorization, several techniques would intensify the existing training difficulty of attention, for instance, self-supervised training protocol and GAN-based losses. To understand the instability in training, we detect the gradient flow of attention and observe gradient conflict among attention branches. This phenomenon motivates us to alleviate the gradient issue by preserving the dominant gradient branch while removing the conflict ones. We propose a novel attention mechanism using this training strategy, Stop-Gradient Attention (SGA), outperforming the attention baseline by a large margin with better training stability. Compared with state-of-the-art modules in line-art colorization, our approach demonstrates significant improvements in Fr\'echet Inception Distance (FID, up to 27.21%) and structural similarity index measure (SSIM, up to 25.67%) on several benchmarks. The code of SGA is available at https://github.com/kunkun0w0/SGA .

arXiv:2006.13717

Artist-Guided Semiautomatic Animation Colorization

There is a delicate balance between automating repetitive work in creative domains while staying true to an artist's vision. The animation industry regularly outsources large animation workloads to foreign countries where labor is inexpensive and long hours are common. Automating part of this process can be incredibly useful for reducing costs and creating manageable workloads for major animation studios and outsourced artists. We present a method for automating line art colorization by keeping artists in the loop to successfully reduce this workload while staying true to an artist's vision. By incorporating color hints and temporal information to an adversarial image-to-image framework, we show that it is possible to meet the balance between automation and authenticity through artist's input to generate colored frames with temporal consistency.

arXiv:2004.06718

Line Art Correlation Matching Feature Transfer Network for Automatic Animation Colorization

Automatic animation line art colorization is a challenging computer vision problem, since the information of the line art is highly sparse and abstracted and there exists a strict requirement for the color and style consistency between frames. Recently, a lot of Generative Adversarial Network (GAN) based image-to-image translation methods for single line art colorization have emerged. They can generate perceptually appealing results conditioned on line art images. However, these methods can not be adopted for the purpose of animation colorization because there is a lack of consideration of the in-between frame consistency. Existing methods simply input the previous colored frame as a reference to color the next line art, which will mislead the colorization due to the spatial misalignment of the previous colored frame and the next line art especially at positions where apparent changes happen. To address these challenges, we design a kind of correlation matching feature transfer model (called CMFT) to align the colored reference feature in a learnable way and integrate the model into an U-Net based generator in a coarse-to-fine manner. This enables the generator to transfer the layer-wise synchronized features from the deep semantic code to the content progressively. Extension evaluation shows that CMFT model can effectively improve the in-between consistency and the quality of colored frames especially when the motion is intense and diverse.

arXiv:1908.05840공식 코드 · Papers with Code

Tag2Pix: Line Art Colorization Using Text Tag With SECat and Changing Loss

Line art colorization is expensive and challenging to automate. A GAN approach is proposed, called Tag2Pix, of line art colorization which takes as input a grayscale line art and color tag information and produces a quality colored image. First, we present the Tag2Pix line art colorization dataset. A generator network is proposed which consists of convolutional layers to transform the input line art, a pre-trained semantic extraction network, and an encoder for input color information. The discriminator is based on an auxiliary classifier GAN to classify the tag information as well as genuineness. In addition, we propose a novel network structure called SECat, which makes the generator properly colorize even small features such as eyes, and also suggest a novel two-step training method where the generator and discriminator first learn the notion of object and shape and then, based on the learned notion, learn colorization, such as where and how to place which color. We present both quantitative and qualitative evaluations which prove the effectiveness of the proposed method.

arXiv:1808.03240공식 코드 · Papers with Code

User-Guided Deep Anime Line Art Colorization with Conditional Adversarial Networks

Scribble colors based line art colorization is a challenging computer vision problem since neither greyscale values nor semantic information is presented in line arts, and the lack of authentic illustration-line art training pairs also increases difficulty of model generalization. Recently, several Generative Adversarial Nets (GANs) based methods have achieved great success. They can generate colorized illustrations conditioned on given line art and color hints. However, these methods fail to capture the authentic illustration distributions and are hence perceptually unsatisfying in the sense that they often lack accurate shading. To address these challenges, we propose a novel deep conditional adversarial architecture for scribble based anime line art colorization. Specifically, we integrate the conditional framework with WGAN-GP criteria as well as the perceptual loss to enable us to robustly train a deep network that makes the synthesized images more natural and real. We also introduce a local features network that is independent of synthetic data. With GANs conditioned on features from such network, we notably increase the generalization capability over "in the wild" line arts. Furthermore, we collect two datasets that provide high-quality colorful illustrations and authentic line arts for training and benchmarking. With the proposed model trained on our illustration dataset, we demonstrate that images synthesized by the presented approach are considerably more realistic and precise than alternative approaches.