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.read more
Citations
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Anime hair motion design from animation database
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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.
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La fusión de realidad y ficción en las acciones promocionales no convencionales de Pixar
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Slices of Time - Appraising the Use of Dynamics in Design
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Warping to enhance 3D user interfaces
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References
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Some results on Tchebycheffian spline functions
George Kimeldorf,Grace Wahba +1 more
TL;DR: This article derived explicit solutions to problems involving Tchebycheffian spline functions using a reproducing kernel Hilbert space which depends on the smoothness criterion, but not on the form of the data, to solve explicitly Hermite-Birkhoff interpolation and smoothing problems.
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Distributed ray tracing
TL;DR: Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
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Stochastic sampling in computer graphics
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.