Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
LISP
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Synchronization in actor systems
POPL '77 Proceedings of the 4th ACM SIGACT-SIGPLAN symposium on Principles of programming languages
POPL '75 Proceedings of the 2nd ACM SIGACT-SIGPLAN symposium on Principles of programming languages
Understanding Natural Language
Understanding Natural Language
Glide: a language for design information systems
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Computing with text-graphic forms
LFP '80 Proceedings of the 1980 ACM conference on LISP and functional programming
A high level language extension for creating and controlling dynamic pictures
The papers of the ACM symposium on Graphic languages
An extended Algol-60 for Shaded Computer Graphics
The papers of the ACM symposium on Graphic languages
Towards the design of an intrinsically graphical language
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A structure from manipulation for text-graphic objects
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
An Interpreter for Extended Lambda Calculus
An Interpreter for Extended Lambda Calculus
An actor-based computer animation language
UODIGS '76 Proceedings of the ACM/SIGGRAPH Workshop on User-oriented Design of Interactive Graphics Systems
The Calculi of Lambda Conversion. (AM-6) (Annals of Mathematics Studies)
The Calculi of Lambda Conversion. (AM-6) (Annals of Mathematics Studies)
SIMULA 67 common base language, (Norwegian Computing Center. Publication)
SIMULA 67 common base language, (Norwegian Computing Center. Publication)
A differential compiler for computer animation
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Managing geometric complexity with enhanced procedural models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
CHI '87 Proceedings of the SIGCHI/GI Conference on Human Factors in Computing Systems and Graphics Interface
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
FRAMES: Software tools for modeling, rendering and animation of 3D scenes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The USC system factory project
ACM SIGSOFT Software Engineering Notes
Control of a virtual actor: the roach
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Reusable motion synthesis using state-space controllers
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Processes in a functional animation system
FPCA '89 Proceedings of the fourth international conference on Functional programming languages and computer architecture
P3D: a Lisp-based format for representing general 3D models
Proceedings of the 1990 ACM/IEEE conference on Supercomputing
Inkwell: A 2-D animation system
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
TBAG: a high level framework for interactive, animated 3D graphics applications
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The state of computer animation
ACM SIGGRAPH Computer Graphics
Using discrete event modeling for effective computer animation control
WSC '91 Proceedings of the 23rd conference on Winter simulation
ActiveText: a method for creating dynamic and interactive texts
Proceedings of the 12th annual ACM symposium on User interface software and technology
Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control
SIGGRAPH '85 Proceedings of the 12th 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
A physically realistic framework for the generation of high-level animation controllers
Proceedings of the 2nd international symposium on Smart graphics
Obliq-3D: A High-Level, Fast-Turnaround 3D Animation System
IEEE Transactions on Visualization and Computer Graphics
An Object-Oriented Approach to the Solid Modeling of Empirical Data
IEEE Computer Graphics and Applications
A Language for Molecular Visualization
IEEE Computer Graphics and Applications
Behavioral Simulation Based on Knowledge Objects
ECOOP '87 Proceedings of the European Conference on Object-Oriented Programming
VW '00 Proceedings of the Second International Conference on Virtual Worlds
Modelling the computer animation process for parallel environments
CA '95 Proceedings of the Computer Animation
Creating animations using virtual reality ThatcherWorld: a case study
CA '95 Proceedings of the Computer Animation
AniLan --- An Animation Language
CA '96 Proceedings of the Computer Animation
Modeling motion blur in computer-generated images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
The message is the medium: Multiprocess structuring of an interactive paint program
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Arctic: A functional language for real-time control
LFP '84 Proceedings of the 1984 ACM Symposium on LISP and functional programming
A scenario language to orchestrate virtual world evolution
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
On creating animated presentations
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Reusable Interactions for Animation
ICSR '98 Proceedings of the 5th International Conference on Software Reuse
ACM SIGPLAN Notices
Understanding of stories for animation
COLING '88 Proceedings of the 12th conference on Computational linguistics - Volume 2
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
SSIML/Components: a visual language for the abstract specification of 3D components
Proceedings of the eleventh international conference on 3D web technology
The Story Picturing Engine---a system for automatic text illustration
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
The path-transition paradigm: a practical methodology for adding animation to program interfaces
Journal of Visual Languages and Computing
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A technique and philosophy for controlling computer animation is discussed. Using the Actor/Scriptor Animation System (ASAS) a sequence is described by the animator as a formal written SCRIPT, which is in fact a program in an animation/graphic language. Getting the desired animation is then equivalent to “debugging” the script. Typical images manipulated with ASAS are synthetic, 3D perspective, color, shaded images. However, the animation control techniques are independent of the underlying software and hardware of the display system, so apply to other types (still, B&W, 2D, line drawing ...). Dynamic (and static) graphics are based on a set of geometric object data types and a set of geometric operators on these types. Both sets are extensible. The operators are applied to the objects under the control of modular animated program structures. These structures (called actors) allow parallelism, independence, and optionally, synchronization, so that they can render the full range of the time sequencing of events. Actors are the embodiment of imaginary players in a simulated movie. A type of animated number can be used to drive geometric expressions (nested geometrical operators) with dynamic parameters to produce animated objects. Ideas from programming styles used in current Artificial Intelligence research inspired the design of ASAS, which is in fact an extension to the Lisp programming environment. ASAS was developed in an academic research environment and made the transition to the “real world” of commercial motion graphics production.