Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Dynamic deformation of solid primitives with constraints
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
V-Clip: fast and robust polyhedral collision detection
ACM Transactions on Graphics (TOG)
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Dynamic Free-Form Deformations for Animation Synthesis
IEEE Transactions on Visualization and Computer Graphics
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Cartoon rendering of smoke animations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Non-photorealistic rendering techniques for motion in computer games
Computers in Entertainment (CIE) - First anniversary issue
Depicting Dynamics Using Principles of Visual Art and Narrations
IEEE Computer Graphics and Applications
Rendering cartoon-style motion cues in post-production video
Graphical Models - Special issue: Vision and computer graphics
ACM SIGGRAPH 2006 Papers
Automatic expressive deformations for stylizing motion
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Learned deformable skeletons for motion capture based animation
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Video motion analysis for the synthesis of dynamic cues and Futurist art
Graphical Models - Special issue on the vision, video and graphics conference 2005
Motion cues for illustration of skeletal motion capture data
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Perceptual evaluation of cartoon physics: accuracy, attention, appeal
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Video Paintbox: The fine art of video painting
Computers and Graphics
ACM SIGGRAPH 2010 papers
An animation bilateral filter for slow-in and slow-out effects
Graphical Models
E-IMPACT: exaggerated illustrations using multi-perspective animation control tree structure
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Anticipation effect generation for character animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
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Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animator's ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the other hand, procedural models for generating motion, such as physical simulation, can create motion on the fly but are poor at stylizing movement. We start to bridge this gap with a technique that creates cartoon style deformations automatically while preserving desirable qualities of the object's appearance and motion. Our method is focused on squash-and-stretch deformations based on the velocity and collision parameters of the object, making it suitable for procedural animation systems. The user has direct control of the object's motion through a set of simple parameters that drive specific features of the motion, such as the degree of squash and stretch. We demonstrate our approach with examples from our prototype system.