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Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

John Lasseter
- Vol. 21, Iss: 4, pp 35-44
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TLDR
The basic principles of traditional 2D hand drawn animation and their application to 3D computer animation are described and how these principles evolved is described.
Abstract
This paper describes the basic principles of traditional 2D hand drawn animation and their application to 3D computer animation. After describing how these principles evolved, the individual principles are detailed, addressing their meanings in 2D hand drawn animation and their application to 3D computer animation. This should demonstrate the importance of these principles to quality 3D computer animation.

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Citations
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Anime hair motion design from animation database

TL;DR: A new method to animate anime-like hair motion that allows users to use existing cel character animation sequences and re-use existing anime sequences as input to animate another character as if both characters existed in the same environment is described.

The Expression of Gender in Synthetic Actors: Modeling and Motion Control Over Invariant Perceptual Cues Leading to Gender Recognition

TL;DR: McLaughlin and Van Baerle as mentioned in this paper proposed a perception-based strategy for communicating the gender of computer animated characters, motivated by the idea that effective character animation involves the expression of character traits through motion, in an effort to more fully characterize the dynamic information which leads to the perception of gender.
Journal ArticleDOI

La fusión de realidad y ficción en las acciones promocionales no convencionales de Pixar

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Proceedings ArticleDOI

Slices of Time - Appraising the Use of Dynamics in Design

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Proceedings ArticleDOI

Warping to enhance 3D user interfaces

TL;DR: A standard set of 3D direct manipulation operations have been extended to include animated visual feedback to add substance, operation cues for the user and constraint visualisation.
References
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TL;DR: In this article, it was shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and that frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.
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Distributed ray tracing

TL;DR: In this paper, the directions of the rays are distributed according to the analytic function they sample, which can incorporate fuzzy phenomena, such as penumbras, translucency, and fuzzy reflections.
Journal ArticleDOI

Stochastic sampling in computer graphics

TL;DR: It is shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.