| REYNOLDS C. W.: Computer animation with scripts and actors. vol. 16, pp. 289--296. 2 |
....and functional methods to the models. The first approach consists of finding new ways of using the existing laws either directly or after simplification for motion control. 1] The major methods include keyframing, 2] functional method, 3] inverse kinematics, 3] direct and inverse dynamics,[4] [5] 6] or optimal control. 7] 8] The second approach corresponds to methods coming from various disciplines. In human animation, recent research includes walking, 9] motion of flexible torso and spine, 10] jumping, 11] ballroom dances, 12] etc. The goal of all these applications is looking for ....
C. W. Reynolds, Computer Animation with Scripts and Actors, Proceedings of Siggraph'82.
....additional visual or aural cues. 3.2.2 Interframe Movie Descriptions Interframe descriptions describe the actual contents of the image sequence, in a frame by frame manner. The computer graphics community has developed several synthetic movie scripting languages for describing their animations [Reynolds82] Feiner82] Fortin83] These languages differ in many respects, but they share several details in common: ffl The basic unit of time in the movie descriptions is the displayed frame. ffl Support for parallel (and synchronized) execution of object motion descriptions. The movie description may ....
C.W. Reynolds, "Computer Animation with Scripts and Actors", ACM Computer Graphics, Vol. 16, No. 3, July 1982, p.289.
....(e.g. an angle in a rotation) These parameters may change during the animation according to any physical law. These laws may be defined using an analytical form or using a complex process such as the solution of differential equations. Control of these laws may be given by programming as in ASAS (Reynolds 1982) and MIRA (Magnenat Thalmann and Thalmann 1983) or using an interactive director oriented approach as in the MIRANIM (Magnenat Thalmann et al. 1985) system. As an example of algorithmic animation, consider the case of a clock based on the pendulum law: a = A sin ( omega]t [phi] 1.5) A typical ....
Reynolds C.W. (1982) "Computer Animation with Scripts and Actors", Proc. SIGGRAPH'82, pp.289-296.
....and evolution. Animation by Controllers Other researchers have viewed animated characters as agents with controller programs. Reynolds described a system in which animated actors were objects (in the object oriented sense) running their methods to produce certain behaviors, called scripts (Reynolds, 1982). Reynolds also showed that many agents simultaneously running simple, identical controller programs can yield complex group behavior (Reynolds, 1987) Such behavioral animation techniques are widely used today for certain effects animation tasks. The drawback to these techniques is that the ....
....expense of low level control, which has been the main problem with high level of control approaches to computer animation. For these reasons, many researchers have turned toward computational approaches to automating the animation process. 3. 2 Behavioral Techniques Reynolds described a system in (Reynolds, 1982) that viewed an animated scene as a procedural simulation. His system involved multiple programmatic processes called actors, which controlled the appearance and motion of the visible elements of the animated scene. A more modern term for actors might be agents, or even objects (in the sense of ....
Reynolds, C. W. (1982). Computer animation with scripts and actors. volume 16, pages 289--296.
....the flow of information over time. Most approaches in simulation lack mechanisms to properly control the evolution of information. Many methods exist to control the execution of these mechanisms, but not what these mechanismproduce as output. Graphics techniques, such as those used by ASA [20] and CONDOR [10] provide such useful methods. 3 Issues to Resolve There are many difficult issues to resolve to successfully integrate computer simulation with computer graphics. Differing terminology (or lack of it) alternative aims, and dissimilar uses are a few of the many that make ....
Craig Reynolds. Computer animation with scripts and actors. In Computer Graphics, pages 289--296. ACM SIGGRAPH, July 1982.
....firstclass nor separate from the components they interconnect; thus, they are difficult to identify and to extract for reuse. In addition, most tools lack branching structures that can form conditional interactions. Most interactions are devised to operate unconditionally. UGA [29] and ASAS [24] manage interactions by passing messages among components. Interactions transpire immediately after messages pass or when special times arise, indicated by timestamps. Unlike IBAL s approach, messages passing schemes do not readily highlight the flow of information among parts. The messages, ....
REYNOLDS, C. Computer Animation with Scripts and Actors. In Computer Graphics(July 1982), ACMSIGGRAPH, pp. 289--296.
....collections of time,value pairs, commonly referred to as keyframes. Although useful, this approach, as employed by TWIXT [8] and SWAMP [2] constrains developers to specify animation at one, very low level of abstraction. Most tools for animation, such as those proffered by GROOP [14] and ASAS [20], consist of components that encapsulate geometry, time varying behaviors, and temporal progression techniques. The tools manage the interconnections among the components implicitly, or they require developers to manage the connections explicitly. Either way, the tools emphasize the reuse of ....
REYNOLDS, C. Computer Animation with Scripts and Actors. In ComputerGraphics (July 1982), ACM SIGGRAPH, pp. 289--296.
....in TBAG, Definition of reusable geometry is handled by programming language support for definition of constants of arbitrary types. TBAG: A High Level Framework for Interactive, Animated 3D Graphics Applications Conal Elliott, Greg Schechter, Ricky Yeung, and Salim Abi Ezzi SunSoft, Inc. 2550 Garcia Avenue, M S MTV10 228, Mountain View, CA 94025 USA. phone:415 336 3086,6950,1791,2141 . email: conal,gds,ryeung,salim eng.sun.com. 2 [To Appear in the SIGGRAPH 94 Conference Proceedings] Parameterized reusable geometry is handled by definition and invocation of functions that ....
....of reusable geometry is handled by programming language support for definition of constants of arbitrary types. TBAG: A High Level Framework for Interactive, Animated 3D Graphics Applications Conal Elliott, Greg Schechter, Ricky Yeung, and Salim Abi Ezzi SunSoft, Inc. 2550 Garcia Avenue, M S MTV10 228, Mountain View, CA 94025 USA. phone:415 336 3086,6950,1791,2141 . email: conal,gds,ryeung,salim eng.sun.com. 2 [To Appear in the SIGGRAPH 94 Conference Proceedings] Parameterized reusable geometry is handled by definition and invocation of functions that produce geometry. The ....
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Craig W. Reynolds. Computer Animation with Scripts and Actors. Proceedings of SIGGRAPH `82. In Computer Graphics, 289-296.
....visualization, particularly for creating animations. One of these is Alice [4] which is a 3D graphical library embedded into the Python language. Another is Obliq 3D [14] Alice has many functional similarities to Obliq 3D, which we will discuss below. The Actor Scriptor Animation System (ASAS) [17] was one of the earliest to use an interactive language approach, in this case, based on the Actor paradigm and Lisp. Other examples of systems with interactive languages are SuperGlue [11] and IRIS Explorer [15] Much of the philosophy, goals, and functionality embodied in Viz are also found in ....
C. Reynolds, Computer Animation with Scripts and Actors, Computer Graphics, Vol. 16, No. 3, July 1982, pp. 289-296.
....a programming language, and the quality of the motion is directly tied to the quality of the programmer. Furthermore, if a different motion is to be used, the program has to be completely rewritten. Script animation involves a specialized programming language that produces graphics and animation [40, 14, 47]. Its advantage is that the user can create the animation in a more structured manner so that they do not have to worry about the low level implementations. 3.2.2 Keyframe Animation Keyframe animation is one of the oldest computer animation techniques; since it was first introduced [11] it has ....
Reynolds, C. Computer Animation with Scripts and Actors. In Computer Graphics: SIGGRAPH '82 Conference Proceedings (Boston, Massachusetts, 1982), ACMSIGGRAPH, pp. 289--296.
....data files. It can be difficult to partition data files into parts and to extract only those parts that are useful. In addition, users can produce varying data files for the same animation. 4.2. 2 Interaction based Formats Interaction based file formats, such as VRML[4] shown in Figure 5) ASAS[17], and UGA[19] consist of many elements that represent state and some elements that facilitate communication. The latter elements instruct the former elements to communicate. As communications occur, elements react by changing state. Interaction based file formats generally produce longer data ....
Reynolds, C. Computer Animation with Scripts and Actors. In Computer Graphics (July 1982), ACM SIGGRAPH, pp. 289--296.
....research activity is being developed on temporal logic and temporal reasoning, like the excellent work of [Allen83] but few actually tackle the problem of scheduling long term activities in a program. Some systems have been developed for specific areas, like FORMES in music, ASAS for animation [Rey82], or CINEMIRA, another animation environment that has a notion of animated types to control variations over time [Mag85] TEMPO seems more general and more flexible, however, despite several restrictions that we hope to relieve in future versions. Research will proceed in three main directions. ....
Craig W. Reynolds, "Computer Animation with scripts and actors", in ACM SIGGRAPH 1982 Conference Proceedings (July 1982)
....terms for groups of animals; for a charming and literate discussion of such words see An Exultation of Larks. 16] This paper refers to these simulated bird like. bird oid objects generically as boids even when they represent other sorts of creatures such as schooling fish. suggesting [28, 29, 30] implementing a flock simulation based on a distributed behavioral model. Particle Systems The simulated flock described here is closely related to particle systems [27] which are used to represent dynamic fuzzy objects having irregular and complex shapes. Particle systems have been used to ....
....abstraction that combines process, procedure, and state is called an actor [12, 26, 2] An actor is essentially a virtual computer that communicates with other virtual computers by passing messages. The actor model has been proposed as a natural structure for animation control by several authors [28, 13, 29, 18]. It seems particularly apt for situations involving interacting characters and behavior simulation. In the literature of parallel and distributed computer systems, flocks and schools are given as examples of robust self organizing distributed systems [15] Behavioral Animation Traditional ....
Reynolds. C. W., "Computer Animation with Scripts and Actors," Computer Graphics, V16 #3, July 1982, (acm SIGGRAPH 82 Proceedings), pp. 289-296.
....movements. Dramatical changes, special effects and artistic flavors cannot be included. Parts of the animation usually are not re usable. Some scripting languages have been proposed as extensions of general purpose programming languages. Examples are MIRA 3D for Pascal [8] ASAS for LISP [10] or ML for C [7] But these approaches bear their difficulties to be used by animators or artist who are not skilled in writing complex programs. Often, one can find add ons of modeling software to perform scripting of simple movements such as rotations, translations or scalings. They are ....
....bear their difficulties to be used by animators or artist who are not skilled in writing complex programs. Often, one can find add ons of modeling software to perform scripting of simple movements such as rotations, translations or scalings. They are normally tuned for the specific modeler [9, 10] and cannot be applied in a more general sense. In many cases, they are not extendable and restricted to the built in functionality [11] Such scripting languages allow for a change of a value over time but there is no correlation between movements. Concepts of following, hitting, and events are ....
C. W. Reynolds. Computer Animation with Scripts and Actors. Computer Graphics (SIGGRAPH '82 Proceedings), 16(3):289--296, July 1982.
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REYNOLDS C. W.: Computer animation with scripts and actors. vol. 16, pp. 289--296. 2
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Craig W. Reynolds. Computer animation with scripts and actors. Computer Graphics, 16(3):289--296, July 1982.
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Craig W. Reynolds. Computer animation with scripts and actors. In Proc. SIGGRAPH 82, pages 289--296, July 1982.
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Craig W. Reynolds. Computer animation with scripts and actors. In Proc. SIGGRAPH 82, pages 289--296, July 1982.
No context found.
Craig W. Reynolds. Computer animation with scripts and actors. In Proc. SIGGRAPH 82, pages 289--296, July 1982.
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Reynolds, C., "Computer Animation with Scripts and Actors," Computer Graphics, 16(3), pp. 289-296 (July 1982).
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Reynolds, C., "Computer Animation with scripts and actors", ACM SIGGRAPH 1982 Conference Proceedings (July 1982).
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