Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
Anima II: a 3-D color animation system
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A color animation system: based on the multiplane technique
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A system for computer generated movies
ACM '72 Proceedings of the ACM annual conference - Volume 1
Computer generated animation of faces
ACM '72 Proceedings of the ACM annual conference - Volume 1
Garland's animation system (gas) a system for computer-aided keyframe animation.
Garland's animation system (gas) a system for computer-aided keyframe animation.
A differential compiler for computer animation
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A physically based approach to 2–D shape blending
SIGGRAPH '92 Proceedings of the 19th 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
Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Modeling generalized cylinders via Fourier morphing
ACM Transactions on Graphics (TOG)
Observer dependent deformations in illustration
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Inbetweening for computer animation utilizing moving point constraints
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Special problems in human movement simulation
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Computer-aided definition, manipulation and depiction of objects composed of spheres
ACM SIGGRAPH Computer Graphics
Computer-aided definition, manipulation and depiction of objects composed of spheres
ACM SIGGRAPH Computer Graphics
Re-using traditional animation: methods for semi-automatic segmentation and inbetweening
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
b-morphs between b-compatible curves in the plane
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
IBM Systems Journal
A Computer-Assisted Colorization Approach Based on Efficient Belief Propagation and Graph Matching
CIARP '09 Proceedings of the 14th Iberoamerican Conference on Pattern Recognition: Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications
A parametrically-optimized morphing scheme of polygonal meshes
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Fuzzy diffusion distance learning for cartoon similarity estimation
Journal of Computer Science and Technology
Highly stylised drawn animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
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In the last few years several systems have been written for aiding in the conventional two-dimensional animation process. The main purpose of these systems has been to let the computer produce missing drawings based on extreme drawings produced by animators. While there has been some success and a great deal of optimism, the promise of higher output and quality using a computer has not been realized. The transition from simple drawings optimized for use on the computer to the complicated and detailed drawings of quality conventional animation has been much harder than expected. The principle difficulty is that the animators drawings are really two dimensional projections of three dimensional characters as visualized in the animators head, hence information is lost, ie. one leg obscures another. The problem of making a program infer the original object from its projections is akin to extremely difficult artificial intelligence problems. Efforts to overcome this by drawing skeletons or increasing the number of overlays require more manual intervention thereby offsetting the gains of using the computer. One way to analyze an approach is to determine the average time required of an artist or operator at all stages of animation for every frame. A second problem not generally recognized is that a production animation system requires the management of hundreds of thousands of drawings, hence data base management techniques not normally found in experimental animation systems.