KARMA: a system for storyboard animation
ACM SIGGRAPH Computer Graphics
Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH Computer Graphics
Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Digital Representations of Human Movement
ACM Computing Surveys (CSUR)
Direct manipulation of interactive character skins
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Three-dimensional representations for computer graphics and computer vision
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
The problems of computer-assisted animation
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Animaatiokone: an installation for creating clay animation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction capture and synthesis
ACM SIGGRAPH 2006 Papers
Fast stochastic optimization for articulated structure tracking
Image and Vision Computing
Procedural representation of three-dimensional objects
IBM Journal of Research and Development
Realistic skeleton driven skin deformation
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Hi-index | 0.00 |
With the recent developments in fast hidden surface algorithms and a method for smooth shading of half-tone pictures, it has become feasible to generate useful movies with the computer. This paper describes a system used to make computer generated movies. It also explains the methods used to attempt to solve the problems of object representation, object manipulation, concurrent motion, and ease of specifying motion. The system was first used to make a movie of a hand that lasts for little more than a minute.