A hidden-surface algorithm with anti-aliasing
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
SoftCel - an application of raster scan graphics to conventional cel animation
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Synthetic texturing using digital filters
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A model for efficient and flexible image computing
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
TicTacToon: a paperless system for professional 2D animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Multiperspective panoramas for cel animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Texture mapping for cel animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A two-and-a-half-D motion-blur algorithm
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Anti-aliased line drawing using brush extrusion
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Path specification and path coherence
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Foundations and Trends® in Computer Graphics and Vision
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Technical Section: Hybrid visibility compositing and masking for illustrative rendering
Computers and Graphics
Mixed-order compositing for 3D paintings
Proceedings of the 2011 SIGGRAPH Asia Conference
Hardware transactional memory for GPU architectures
Proceedings of the 44th Annual IEEE/ACM International Symposium on Microarchitecture
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The task of assembling drawings and backgrounds together for each frame of an animated sequence has always been a tedious undertaking using conventional animation camera stands and has contributed to the high cost of animation production. In addition, the physical limitations that these camera stands place on the manipulation of the individual artwork levels restricts the total image-making possibilities afforded by traditional cartoon animation. Documents containing all frame assembly information must also be maintained. This paper presents several computer methods for assisting in the production of cartoon animation, both to reduce expense and to improve the overall quality. Merging is the process of combining levels of artwork into a final composite frame using digital computer graphics. The term “level” refers to a single painted drawing (cel) or background. A method for the simulation of any hypothetical animation camera set-up is introduced. A technique is presented for reducing the total number of merges by retaining merged groups consisting of individual levels which do not change over successive frames. Lastly, a sequence-editing system which controls precise definition of an animated sequence, is described. Also discussed is the actual method for merging any two adjacent levels and several computational and storage optimizations to speed the process.