A physically based approach to 2–D shape blending
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
2-D shape blending: an intrinsic solution to the vertex path problem
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Turning to the masters: motion capturing cartoons
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Shape Blending Using the Star-Skeleton Representation
IEEE Computer Graphics and Applications
Inbetweening for computer animation utilizing moving point constraints
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Re-using traditional animation: methods for semi-automatic segmentation and inbetweening
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Cartoon synthesis using constrained spreading activation network
Multimedia Tools and Applications
Interactive cartoon reusing by transfer learning
Signal Processing
Physically-based driven tree animations
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
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We present a novel method to create perpetual animations from a small set of given keyframes. Existing approaches either are limited to re-sequencing large amounts of existing image/video data, or to interpolating vector based drawings.Our approach benefits from several ideas and techniques from video textures, computer-assisted animation and motion graphs. It combines the re-sequencing of existing material with the automatic generation of new data. Furthermore, the animator can interfere with the animation process at each arbitrary moment.First, a given set of keyframes is used to automatically generate a set of in-betweens. The amount of in-betweens required, depends on a distance metric preventing possible visual discontinuities. Next, an optimised cost graph is derived from the generated frames, indicating for all keyframes how many steps are required to travel from one keyframe to another. Finally, by rearranging the generated sets of in-betweens according to the cost graph, new animations can be synthesised from the generated data.The resulting animations are smooth, broader than the input data and require no postprocessing.