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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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Journal ArticleDOI

Automatic expressive deformations for implying and stylizing motion

TL;DR: An animation tool is presented that takes skeleton-driven 3D computer animations and generates expressive deformations to the character geometry and provides a novel solution to the problem of implied motion in non-photorealistic imagery.
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Audio-visual speech comprehension in noise with real and virtual speakers

TL;DR: It is suggested that audiovisual integration supports speech comprehension independently of children's social perception of the speaker, and virtual speakers’ potential in research and pedagogical applications is discussed.
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Control of a Free-swimming Fish Using Fuzzy Logic.

TL;DR: A framework for animating and controlling articulated bodies in a fluid simulation by simulating an autonomous fish in various situations and allowing the fish to automatically control its locomotion while taking into account the changing fluid forces.
Proceedings ArticleDOI

The Willful Marionette: Exploring Responses to Embodied Interaction

TL;DR: It is shown that participants' descriptions of their interactions vary along two axes: whether they or the marionette was perceived as leading the interaction, and whether they constructed a social or a technical mindset.
References
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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.
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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.
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.