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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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Tools for Live 2D Animation

Nora Willett
TL;DR: An interactive system that addresses the problem of triggering artwork swaps in live settings, and a framework that augments the primary motion of a character by adding secondary motion subtle movement of parts like hair, foliage or cloth that complements and emphasizes thePrimary motion.
Proceedings ArticleDOI

A pose space for squash and stretch deformation

TL;DR: This work contributes a novel technique in which the squash & stretch effect can be introduced and controlled simply by specifying examples of the desired effect at any point along an animation timeline.
Proceedings ArticleDOI

PTeacher: a Computer-Aided Personalized Pronunciation Training System with Exaggerated Audio-Visual Corrective Feedback

TL;DR: In this paper, a Computer-Aided Pronunciation Training (CAPT) system that provides personalized exaggerated audio-visual corrective feedback for mispronunciations is presented. But the effectiveness of exaggerated feedback has not been demonstrated, and it is still unclear how to define the appropriate degrees of exaggeration when interacting with individual learners.
Dissertation

Made by motion: A conceptual framework for abstracted animation derived from motion-captured movements

Van Opdenbosch, +1 more
TL;DR: The study explores the practice of generating abstract visual and temporal artefacts from motion captured dance movements that compose abstract animated short films and outlines five key considerations which should be taken into account by practitioners who use motion capture in the production of abstract animation short films.

Keyframing Particles of Physically Based Systems

TL;DR: This paper will present a way to use keyframing methods of particle motion to enhance the visual effects and user controllability of physically based particle systems using an adaptive correction methodology.
References
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Journal ArticleDOI

Some results on Tchebycheffian spline functions

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.
Proceedings ArticleDOI

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.
Book

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.
Book

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.