International Journal of Emerging Research in Science, Engineering, and Management
Vol. 2, Issue 3, pp. 42-49, March 2026.
This work is licensed under a Creative Commons Attribution 4.0 International License.
J Vaishnavi
Nagari Daisy
Balasubramanyam Hemanth Kumar
R Arif
Vecham Deepika
Department of CSE, Siddharth Institute of Engineering & Technology, Puttur, India
Abstract: A rise in interest in the ability to quickly generate digital content through the use of automated systems has created a strong need for efficient methods to create cartoony images. A hybrid machine learning and conventional cartoonification algorithm was provided to convert real-world images into appealing cartoony types of images, while maintaining all of the required image features such as edges, contours and colour blends. Unlike the popular use of Deep Learning-based approaches, such as Convolutional Neural Networks (CNNs), Neural Style Transfer (NST) and Generative Adversarial Networks (GANs), the approach does not require the computationally intensive and complex training datasets. The cartoonification pipeline was designed in modules consisting of an image preprocessing stage involving colour space changes, converting colour images to grey images, applying Median Blur Filters to reduce noise, performing Adaptive Threshold Edge Detection, Colour Quantisation Through K-Means Clustering and creating a cartoon-like effect using Bilateral Filtering to smooth the image edges. By the use of bitwise AND, combine the structural edges of the image with the Simplified Colour Regions to create the final cartoony image. Since the study and framework were independently validated and used to create consistently high-quality cartoony images with the same level of quality, the studies also demonstrated the ability of the system to perform efficiently and effectively across all image types and resolutions. The framework for the Cartoonification Pipeline was built and can run on the Desktop Computer platform; an Android mobile application was created using Kotlin that allows users to generate and use the cartoon-style images generated from their own digital images; the application demonstrates the efficiency, scalability, and performance of the cartoonification pipeline in real time and in resource-limited environments.
Keywords: Cartoon image generation, image processing, machine learning, K-Means clustering, bilateral filtering.
References:
- Y. Dong, L. Li, and L. Zheng, “TSGAN: A two-stage interpretable learning method for image cartoonization,” Neurocomputing, vol. 596, p. 127864, May 2024, doi: 10.1016/j.neucom.2024.127864.
- C. Tumer, E. Guvenoglu, and V. Tunali, “Robust Multi-Label cartoon character classification on the novel Kral Sakir dataset using deep learning techniques,” Computers, Materials & Continua/Computers, Materials & Continua (Print), vol. 85, no. 3, pp. 5135–5158, Jan. 2025, doi: 10.32604/cmc.2025.067840.
- H. Jeon, J. Shim, H. Kim, and E. Hwang, “A photo cartoonization method based on text-to-image diffusion model,” Neurocomputing, vol. 620, p. 129221, Dec. 2024, doi: 10.1016/j.neucom.2024.129221.
- Z. Qi, D. Pan, T. Niu, Z. Ying, and P. Shi, “Bridge the gap between practical application scenarios and cartoon character detection: A benchmark dataset and deep learning model,” Displays, vol. 84, p. 102793, Jul. 2024, doi: 10.1016/j.displa.2024.102793.
- A. T. Hoang et al., “Machine learning supported measurement and control for line drawing and shading of a portrait drawing robot,” Measurement, vol. 262, p. 120022, Dec. 2025, doi: 10.1016/j.measurement.2025.120022.
- H. Chen, X. Wang, and F. Shao, “Blind cartoon image quality assessment based on local structure and chromatic statistics,” Journal of Visual Communication and Image Representation, vol. 101, p. 104152, Apr. 2024, doi: 10.1016/j.jvcir.2024.104152.
- Y. Liu, Z. Qin, T. Wan, and Z. Luo, “Auto-painter: Cartoon image generation from sketch by using conditional Wasserstein generative adversarial networks,” Neurocomputing, vol. 311, pp. 78–87, May 2018, doi: 10.1016/j.neucom.2018.05.045.
- Y. Tang, “ECGAN: Translate real world to cartoon style using enhanced Cartoon Generative Adversarial Network,” Computers, Materials & Continua/Computers, Materials & Continua (Print), vol. 76, no. 1, pp. 1195–1212, Jan. 2023, doi: 10.32604/cmc.2023.039182.
- T. Zhang, Z. Zhang, W. Jia, X. He, and J. Yang, “Generating Cartoon Images from Face Photos with Cycle-Consistent Adversarial Networks,” Computers, Materials & Continua/Computers, Materials & Continua (Print), vol. 69, no. 2, pp. 2733–2747, Jan. 2021, doi: 10.32604/cmc.2021.019305.
- Z. Liang, Y. Zhuang, Y. Yang, and J. Xiao, “Retrieval-based cartoon gesture recognition and applications via semi-supervised heterogeneous classifiers learning,” Pattern Recognition, vol. 46, no. 1, pp. 412–423, Jul. 2012, doi: 10.1016/j.patcog.2012.06.025.
- M. Jalali, H. Behnam, and M. Shojaeifard, “Echocardiography image enhancement using texture-cartoon separation,” Computers in Biology and Medicine, vol. 134, p. 104535, May 2021, doi: 10.1016/j.compbiomed.2021.104535.
- F. Zhang, H. Zhao, Y. Li, Y. Wu, and X. Sun, “CBA-GAN: Cartoonization style transformation based on the convolutional attention module,” Computers & Electrical Engineering, vol. 106, p. 108575, Jan. 2023, doi: 10.1016/j.compeleceng.2022.108575.
- Z. Huang et al., “A machine learning based method for tracking of simultaneously imaged neural activity and body posture of freely moving maggot,” Biochemical and Biophysical Research Communications, vol. 727, p. 150290, Jun. 2024, doi: 10.1016/j.bbrc.2024.150290.
