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Simulating cartoon style animation
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Source Non-Photorealistic Animation and Rendering archive
Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering table of contents
Annecy, France
SESSION: Animation table of contents
Pages: 133 - 138  
Year of Publication: 2002
ISBN:1-58113-494-0
Authors
Stephen Chenney  University of Wisconsin, Madison
Mark Pingel  University of Wisconsin, Madison
Rob Iverson  University of Wisconsin, Madison
Marcin Szymanski  University of Wisconsin, Madison
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
: Annecy Fesitval
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 27,   Downloads (12 Months): 165,   Citation Count: 10
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ABSTRACT

Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animator's ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the other hand, procedural models for generating motion, such as physical simulation, can create motion on the fly but are poor at stylizing movement. We start to bridge this gap with a technique that creates cartoon style deformations automatically while preserving desirable qualities of the object's appearance and motion. Our method is focused on squash-and-stretch deformations based on the velocity and collision parameters of the object, making it suitable for procedural animation systems. The user has direct control of the object's motion through a set of simple parameters that drive specific features of the motion, such as the degree of squash and stretch. We demonstrate our approach with examples from our prototype system.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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CAMPBELL, N., DALTON, C., AND MULLER, H. 2000. 4d swathing to automatically inject character into animations. In SIGGRAPH 2000 Conference Abstracts and Applications, ACM SIGGRAPH, 174. Technical sketch.
 
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OPALACH, A., AND MADDOCK, S. 1994. Disney effects using implicit surfaces. In Proceedings of the Fifth Eurographics Workshop on Animation and Simulation, Eurographics.
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PLATINUM PICTURES MULTIMEDIA INC., 2000. Motion pack plug-in. Computer program.
 
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WYVILL, B. 1997. Animation and special effects. In Introduction to Implicit Surfaces, J. Bloomenthal, Ed. Morgan Kaufmann, ch. 8, 242-269.

CITED BY  10

Collaborative Colleagues:
Stephen Chenney: colleagues
Mark Pingel: colleagues
Rob Iverson: colleagues
Marcin Szymanski: colleagues