aduly 3d kinky cartoon drawings
Calculator animation is the process used for digitally generating animated images. The more general term estimator-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images. Modern computer animation usually uses 3D reckoner graphics to generate a 3-dimensional flick, although second reckoner graphics are still used for stylistic, depression bandwidth, and faster real-time renderings. Sometimes, the target of the animation is the calculator itself, but sometimes film too.
Computer blitheness is essentially a digital successor to cease movement techniques, but using 3D models, and traditional animation techniques using frame-past-frame animation of 2D illustrations. Computer-generated animations can too let a unmarried graphic artist to produce such content without the use of actors, expensive fix pieces, or props. To create the illusion of motility, an image is displayed on the computer monitor and repeatedly replaced by a new paradigm that is similar to it but advanced slightly in time (usually at a rate of 24, 25, or thirty frames/second). This technique is identical to how the illusion of movement is accomplished with television and movement pictures.
For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2nd figure animations, separate objects (illustrations) and divide transparent layers are used with or without that virtual skeleton. Then the limbs, eyes, oral cavity, clothes, etc. of the figure are moved past the animator on cardinal frames. The differences in appearance between cardinal frames are automatically calculated by the estimator in a procedure known equally tweening or morphing. Finally, the animation is rendered.[1]
For 3D animations, all frames must exist rendered after the modeling is complete. For 2D vector animations, the rendering process is the fundamental frame illustration process, while tweened frames are rendered equally needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium, similar digital video. The frames may also be rendered in real time as they are presented to the stop-user audience. Low bandwidth animations transmitted via the internet (eastward.g. Adobe Flash, X3D) often use software on the end-user's reckoner to render in real time as an alternative to streaming or pre-loaded high bandwidth animations.
Explanation [edit]
To trick the eye and the encephalon into thinking they are seeing a smoothly moving object, the pictures should exist fatigued at around 12 frames per second or faster.[2] (A frame is one complete epitome.) With rates above 75-120 frames per second, no improvement in realism or smoothness is perceivable due to the way the eye and the brain both process images. At rates below 12 frames per second, nearly people tin detect jerkiness associated with the cartoon of new images that detracts from the illusion of realistic movement.[three] Conventional manus-fatigued cartoon animation often uses 15 frames per second in social club to save on the number of drawings needed, but this is usually accustomed because of the stylized nature of cartoons. To produce more realistic imagery, computer animation demands higher frame rates.
Films seen in theaters in the United states of america run at 24 frames per 2d, which is sufficient to create the illusion of continuous motion. For high resolution, adapters are used.
History [edit]
Early on digital computer blitheness was adult at Bong Phone Laboratories in the 1960s by Edward East. Zajac, Frank W. Sinden, Kenneth C. Knowlton, and A. Michael Noll.[four] Other digital animation was likewise skilful at the Lawrence Livermore National Laboratory.[5]
In 1967, a computer animation named "Hummingbird" was created past Charles Csuri and James Shaffer.[6] In 1968, a calculator animation called "Kitty" was created with BESM-iv past Nikolai Konstantinov, depicting a true cat moving around.[7] In 1971, a computer blitheness chosen "Metadata" was created, showing various shapes.[8]
An early on pace in the history of computer animation was the sequel to the 1973 pic Westworld, a science-fiction film nigh a society in which robots alive and work amid humans.[9] The sequel, Futureworld (1976), used the 3D wire-frame imagery, which featured a computer-animated hand and confront both created by University of Utah graduates Edwin Catmull and Fred Parke.[10] This imagery originally appeared in their pupil film A Computer Blithe Mitt, which they completed in 1972.[11] [12]
Developments in CGI technologies are reported each year at SIGGRAPH,[thirteen] an annual conference on computer graphics and interactive techniques that is attended by thousands of computer professionals each twelvemonth.[14] Developers of reckoner games and 3D video cards strive to achieve the same visual quality on personal computers in real-time as is possible for CGI films and animation. With the rapid advocacy of existent-time rendering quality, artists began to use game engines to render non-interactive movies, which led to the fine art form Machinima.
Film and television set [edit]
"Spring", a 3D animated short film fabricated using Blender
CGI short films have been produced as independent animation since 1976.[xv] Early on examples of characteristic films incorporating CGI blitheness include the live-activeness films Star Expedition II: The Wrath of Khan and Tron (both 1982),[16] [17] and the Japanese anime movie Golgo 13: The Professional (1983).[eighteen] VeggieTales is the first American fully 3D computer animated series sold directly (made in 1993); its success inspired other animation series, such as ReBoot (1994) and Transformers: Beast Wars (1996) to adopt a fully reckoner-generated style.
The first full length estimator animated television serial was ReBoot,[19] which debuted in September 1994; the series followed the adventures of characters who lived within a computer.[twenty] The first feature-length estimator blithe film is Toy Story (1995), which was made by Disney and Pixar:[21] [22] [23] post-obit an take chances centered around anthropomorphic toys and their owners, this groundbreaking movie was also the start of many fully estimator-animated movies.[22]
The popularity of computer animation (especially in the field of special furnishings) skyrocketed during the modern era of U.S. animation.[24] Films similar Avatar (2009) and The Jungle Book (2016) use CGI for the bulk of the movie runtime, but even so incorporate man actors into the mix.[25] Computer animation in this era has achieved photorealism, to the point that figurer animated films such as The King of beasts Male monarch (2019) are able to be marketed as if they were live-action.[26] [27]
Blitheness methods [edit]
In most 3D computer animation systems, an animator creates a simplified representation of a character'southward anatomy, which is coordinating to a skeleton or stick figure.[28] They are arranged into a default position known as a bind pose, or T-Pose. The position of each segment of the skeletal model is defined by animation variables, or Avars for short. In human being and creature characters, many parts of the skeletal model correspond to the actual bones, just skeletal blitheness is too used to animate other things, with facial features (though other methods for facial animation exist).[29] The character "Woody" in Toy Story, for example, uses 700 Avars (100 in the face solitary). The computer doesn't usually return the skeletal model straight (it is invisible), but information technology does use the skeletal model to compute the exact position and orientation of that certain character, which is somewhen rendered into an prototype. Thus by changing the values of Avars over time, the animator creates motion by making the grapheme move from frame to frame.
There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly.[30] Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and permit the computer interpolate or tween between them in a process called keyframing. Keyframing puts control in the hands of the animator and has roots in hand-drawn traditional animation.[31]
In contrast, a newer method called motion capture makes use of live activity footage.[32] When computer blitheness is driven by motion capture, a real performer acts out the scene every bit if they were the character to be animated.[33] Their movement is recorded to a computer using video cameras and markers and that performance is so applied to the animated grapheme.[34]
Each method has its advantages and as of 2007, games and films are using either or both of these methods in productions. Keyframe blitheness can produce motions that would exist difficult or impossible to deed out, while motion capture can reproduce the subtleties of a particular actor.[35] For case, in the 2006 film Pirates of the Caribbean area: Dead Man'due south Chest, Bill Nighy provided the performance for the character Davy Jones. Fifty-fifty though Nighy doesn't appear in the moving picture himself, the movie benefited from his functioning past recording the nuances of his body language, posture, facial expressions, etc. Thus move capture is appropriate in situations where believable, realistic behavior and activity is required, simply the types of characters required exceed what tin be done throughout the conventional costuming.
Modeling [edit]
3D figurer blitheness combines 3D models of objects and programmed or hand "keyframed" movement. These models are synthetic out of geometrical vertices, faces, and edges in a 3D coordinate system. Objects are sculpted much like real clay or plaster, working from general forms to specific details with various sculpting tools. Unless a 3D model is intended to be a solid color, it must be painted with "textures" for realism. A bone/articulation animation organization is prepare to deform the CGI model (east.thou., to brand a humanoid model walk). In a procedure known equally rigging, the virtual marionette is given various controllers and handles for controlling movement.[36] Blitheness data can exist created using move capture, or keyframing by a human animator, or a combination of the two.[37]
3D models rigged for blitheness may contain thousands of control points — for example, "Woody" from Toy Story uses 700 specialized animation controllers. Rhythm and Hues Studios labored for 2 years to create Aslan in the movie The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, which had nigh 1,851 controllers (742 in the face alone). In the 2004 film The Day After Tomorrow, designers had to design forces of farthermost weather with the help of video references and accurate meteorological facts. For the 2005 remake of Male monarch Kong, actor Andy Serkis was used to aid designers pinpoint the gorilla's prime location in the shots and used his expressions to model "human" characteristics onto the beast. Serkis had earlier provided the vocalization and operation for Gollum in J. R. R. Tolkien's The Lord of the Rings trilogy.
Equipment [edit]
Calculator animation can be created with a computer and an animation software. Some impressive blitheness can exist achieved fifty-fifty with basic programs; notwithstanding, the rendering tin require much time on an ordinary dwelling house computer.[38] Professional animators of movies, tv and video games could make photorealistic blitheness with high item. This level of quality for film animation would take hundreds of years to create on a habitation computer. Instead, many powerful workstation computers are used.[39] Graphics workstation computers use two to 4 processors, and they are a lot more powerful than an actual dwelling calculator and are specialized for rendering. Many workstations (known as a "render farm") are networked together to finer act as a giant computer,[xl] resulting in a computer-animated movie that can be completed in about one to five years (yet, this procedure is not composed solely of rendering). A workstation typically costs $2,000-sixteen,000 with the more expensive stations being able to render much faster due to the more technologically-advanced hardware that they contain. Professionals also use digital moving picture cameras, motion/operation capture, bluescreens, film editing software, props, and other tools used for movie animation. Programs like Blender allow for people who can't afford expensive animation and rendering software to be able to piece of work in a like manner to those who use the commercial grade equipment.[41]
Facial animation [edit]
The realistic modeling of human facial features is both one of the virtually challenging and sought after elements in reckoner-generated imagery. Computer facial animation is a highly complex field where models typically include a very large number of animation variables.[42] Historically speaking, the first SIGGRAPH tutorials on Country of the art in Facial Animation in 1989 and 1990 proved to be a turning point in the field by bringing together and consolidating multiple research elements and sparked interest among a number of researchers.[43]
The Facial Action Coding System (with 46 "activeness units", "lip bite" or "squint"), which had been developed in 1976, became a popular basis for many systems.[44] As early on as 2001, MPEG-4 included 68 Face Animation Parameters (FAPs) for lips, jaws, etc., and the field has made pregnant progress since then and the use of facial microexpression has increased.[44] [45]
In some cases, an affective space, the PAD emotional state model, tin can be used to assign specific emotions to the faces of avatars.[46] In this approach, the PAD model is used as a high level emotional infinite and the lower level space is the MPEG-4 Facial Animation Parameters (FAP). A mid-level Partial Expression Parameters (PEP) infinite is then used to in a two-level construction – the PAD-PEP mapping and the PEP-FAP translation model.[47]
Realism [edit]
Joy & Heron - A typical example of realistic animation
Realism in computer blitheness tin mean making each frame look photorealistic, in the sense that the scene is rendered to resemble a photograph or make the characters' animation believable and lifelike.[48] Computer animation tin also be realistic with or without the photorealistic rendering.[49]
One of the greatest challenges in computer blitheness has been creating human characters that look and motility with the highest caste of realism. Part of the difficulty in making pleasing, realistic man characters is the uncanny valley, the concept where the human audition (upwards to a bespeak) tends to have an increasingly negative, emotional response as a human replica looks and acts more than and more than human. Films that have attempted photorealistic human characters, such as The Polar Limited,[50] [51] [52] Beowulf,[53] and A Christmas Ballad [54] [55] have been criticized as "disconcerting" and "creepy".
The goal of estimator animation is not always to emulate live action equally closely as possible, so many animated films instead feature characters who are anthropomorphic animals, legendary creatures and characters, superheroes, or otherwise have not-realistic, cartoon-like proportions.[56] Computer animation tin also be tailored to mimic or substitute for other kinds of animation, like traditional stop-movement animation (as shown in Flushed Away or The Peanuts Movie). Some of the long-standing basic principles of animation, like squash & stretch, telephone call for movement that is non strictly realistic, and such principles still come across widespread application in computer animation.[57]
Blitheness studios [edit]
Some notable producers of computer-animated feature films include:
- Fauna Logic – Films include Happy Anxiety (2006), Fable of the Guardians: The Owls of Ga'Hoole (2010), Walking with Dinosaurs (2013), The Lego Movie (2014)
- Aardman Animations – Films include Flushed Abroad (2006), Arthur Christmas (2011)
- Big Idea Entertainment – Jonah: A VeggieTales Picture (2002) and The Pirates Who Don't Do Anything: A VeggieTales Motion picture (2008)
- Bron Studios – Films include The Addams Family (2019), The Willoughbys (2020)
- Blue Sky Studios – Films include Water ice Age (2002), Robots (2005), Horton Hears a Who! (2008), Rio (2011), Ballsy (2013), The Peanuts Motion picture (2015)
- Deoxyribonucleic acid Productions – Films include Jimmy Neutron: Male child Genius (2001), Santa vs. the Snowman 3D (2002) and The Ant Cracking (2006)
- DNEG - Films includes Ron's Gone Wrong (2021)
- DreamWorks Blitheness – Films include Shrek (2001), Shark Tale (2004), Madagascar (2005), Over the Hedge (2006), Bee Movie (2007), Kung Fu Panda (2008), Monsters vs. Aliens (2009), How to Railroad train Your Dragon (2010), Ascension of the Guardians (2012), The Croods (2013), Trolls (2016), The Boss Baby (2017)
- ImageMovers – Films include The Polar Express (2004), Monster House (2006), Beowulf (2007), A Christmas Carol (2009), Mars Needs Moms (2011)
- Ilion Animation Studios — Films include Planet 51 (2009), Mortadelo and Filemon: Mission Implausible (2014) Wonder Park (2019)
- Illumination — Films include Despicable Me (2010), The Lorax (2012), Minions (2015), The Secret Life of Pets (2016), Sing (2016), The Grinch (2018), The Secret Life of Pets 2 (2019)
- Industrial Lite & Magic – Films include Rango (2011) and Foreign Magic (2015)
- Pacific Data Images – Films include Antz (1998), Shrek (2001), Shrek two (2004), Madagascar (2005), Megamind (2010), Mr. Peabody and Sherman (2014)
- Paramount Animation – Films include The SpongeBob Movie: Sponge Out of Water (2015), Monster Trucks (2017), Sherlock Gnomes (2018), Wonder Park (2019), The SpongeBob Movie: Sponge on the Run (2020; 2021)
- Pixar Animation Studios – Films include Toy Story (1995), Monsters, Inc. (2001), Finding Nemo (2003), The Incredibles (2004), Cars (2006), Ratatouille (2007), WALL-E (2008), Upwardly (2009), Inside Out (2015), Coco (2017), and Soul (2020)
- Rainmaker Studios – Films include Escape from Planet Earth (2013) and Ratchet & Clank (2016)
- Reel FX Animation Studios – Films include Costless Birds (2013) and The Book of Life (2014)
- Wizart Animation – Films include The Snow Queen (2012), Sheep and Wolves (2016)
- Shirogumi – Films include Friends: Mononoke Shima no Naki (2011), Stand by Me Doraemon (2014) and Dragon Quest: Your Story (2019)
- Foursquare Pictures – Films include Concluding Fantasy: The Spirits Within (2001)
- Sony Pictures Imageworks – Films include The Angry Birds Pic (2016), Sausage Party (2016), Over the Moon (2020)
- Triggerfish Animation Studios – Films include Zambezia (2013), Khumba (2014)
- Vanguard Animation - Films include Valiant (2005), Infinite Chimps (2008)
- Walt Disney Animation Studios – Films include Commodities (2008), Tangled (2010), Wreck-It Ralph (2012), Frozen (2013), Big Hero 6 (2014), Zootopia (2016), Moana (2016) and Raya and the Final Dragon (2021)
- Warner Blitheness Grouping – Films include The Lego Pic (2014), Storks (2016), The Lego Batman Movie (2017), Smallfoot (2018), Scoob! (2020)
- Weta Digital – Films include The Adventures of Tintin (2011) The Pawpatrol Movie (2021) Frozen ii (2019)
Web animations [edit]
The popularity of websites that let members to upload their ain movies for others to view has created a growing community of independent and amateur computer animators.[58] With utilities and programs frequently included gratuitous with modern operating systems, many users tin make their own animated movies and shorts. Several gratuitous and open-source animation software applications be every bit well. The ease at which these animations tin be distributed has attracted professional blitheness talent also. Companies such as PowToon and Vyond attempt to bridge the gap by giving amateurs admission to professional animations every bit clip art.
The oldest (most backward compatible) web-based animations are in the animated GIF format, which tin can exist uploaded and seen on the web easily.[59] However, the raster graphics format of GIF animations slows the download and frame rate, especially with larger screen sizes. The growing need for higher quality web-based animations was met by a vector graphics alternative that relied on the utilize of a plugin. For decades, Flash animations were the most popular format, until the web evolution community abandoned support for the Wink Player plugin. Web browsers on mobile devices and mobile operating systems never fully supported the Flash plugin.
Past this time, internet bandwidth and download speeds increased, making raster graphic animations more than convenient. Some of the more complex vector graphic animations had a slower frame rate due to circuitous rendering compared to some of the raster graphic alternatives. Many of the GIF and Flash animations were already converted to digital video formats, which were uniform with mobile devices and reduced file sizes via video compression engineering. However, compatibility was notwithstanding problematic as some of the popular video formats such as Apple's QuickTime and Microsoft Silverlight required plugins. YouTube, the most popular video sharing website, was as well relying on the Flash plugin to deliver digital video in the Flash Video format.
The latest alternatives are HTML5 uniform animations. Technologies such equally JavaScript and CSS animations made sequencing the movement of images in HTML5 web pages more convenient. SVG animations offered a vector graphic alternative to the original Wink graphic format, SmartSketch. YouTube offers an HTML5 culling for digital video. APNG (Animated PNG) offered a raster graphic culling to animated GIF files that enables multi-level transparency non available in GIFs.
Detailed examples and pseudocode [edit]
In 2D calculator animation, moving objects are oftentimes referred to every bit "sprites." A sprite is an epitome that has a location associated with it. The location of the sprite is changed slightly, between each displayed frame, to brand the sprite appear to movement.[60] The following pseudocode makes a sprite move from left to correct:
var int x := 0, y := screenHeight / 2; while ten < screenWidth drawBackground() drawSpriteAtXY (x, y) // draw on pinnacle of the groundwork x := 10 + 5 // move to the correct
Estimator animation uses dissimilar techniques to produce animations. Nearly oftentimes, sophisticated mathematics is used to manipulate complex 3-dimensional polygons, employ "textures", lighting and other furnishings to the polygons and finally rendering the complete prototype. A sophisticated graphical user interface may be used to create the animation and arrange its choreography. Some other technique chosen constructive solid geometry defines objects by conducting boolean operations on regular shapes, and has the advantage that animations may be accurately produced at any resolution.
Computer-assisted vis-Ă -vis calculator-generated [edit]
To animate means, figuratively, to "give life to". There are two basic methods that animators commonly use to accomplish this.
Computer-assisted blitheness is normally classed every bit two-dimensional (2D) animation. Drawings are either hand drawn (pencil to paper) or interactively drawn (on the estimator) using dissimilar assisting appliances and are positioned into specific software packages. Within the software bundle, the creator places drawings into different key frames which fundamentally create an outline of the about of import movements.[61] The estimator so fills in the "in-between frames", a procedure usually known as Tweening.[62] Computer-assisted blitheness employs new technologies to produce content faster than is possible with traditional blitheness, while still retaining the stylistic elements of traditionally fatigued characters or objects.[63]
Examples of films produced using figurer-assisted animation are The Little Mermaid, The Rescuers Down Under, Beauty and the Creature, Aladdin, The Panthera leo King, Pocahontas, The Hunchback of Notre Matriarch, Hercules, Mulan, The Road to El Dorado and Tarzan.
Computer-generated blitheness is known as three-dimensional (3D) animation. Creators blueprint an object or character with an X, a Y and a Z axis. No pencil-to-paper drawings create the mode computer-generated animation works. The object or character created will then exist taken into a software. Key-framing and tweening are likewise carried out in estimator-generated animation but so are many techniques unrelated to traditional animation. Animators can interruption physical laws past using mathematical algorithms to crook mass, force and gravity rulings. Fundamentally, fourth dimension calibration and quality could exist said to exist a preferred way to produce blitheness equally they are major aspects enhanced by using figurer-generated animation. Another positive attribute of CGA is the fact one can create a flock of creatures to human activity independently when created as a group. An animal'due south fur can be programmed to moving ridge in the wind and lie apartment when information technology rains instead of separately programming each strand of pilus.[63]
A few examples of computer-generated animation movies are Toy Story, Antz, Water ice Age, Happy Feet, Despicable Me, Frozen, and Shrek.
Run into also [edit]
- Animation
- Animation database
- Autodesk
- Avar (animation variable)
- Computer-generated imagery (CGI)
- New York Institute of Applied science Computer Graphics Lab
- Computer representation of surfaces
- Paw-Over
- Humanoid animation
- Listing of blitheness studios
- List of calculator-animated films
- List of estimator-blithe goggle box serial
- Medical animation
- Morph target animation
- Machinima (recording video from games and virtual worlds)
- Motility capture
- Procedural animation
- Ray tracing
- Rich Representation Language
- Skeletal blitheness
- Timeline of computer animation in film and television
- Virtual artifact
- Wire-frame model
- Twelve basic principles of animation
References [edit]
Citations [edit]
- ^ Sito 2013, p. 232.
- ^ Masson 1999, p. 148.
- ^ Parent 2012, pp. 100–101, 255.
- ^ Masson 1999, pp. 390–394.
- ^ Sito 2013, pp. 69–75.
- ^ "Charles Csuri, Fragmentation Animations, 1967 - 1970: Hummingbird (1967)". YouTube.
- ^ ""Kitten" 1968 computer animation". YouTube.
- ^ "Metadata 1971". YouTube.
- ^ Masson 1999, p. 404.
- ^ Masson 1999, pp. 282–288.
- ^ Sito 2013, p. 64.
- ^ Means 2011.
- ^ Sito 2013, pp. 97–98.
- ^ Sito 2013, pp. 95–97.
- ^ Masson 1999, p. 58.
- ^ "The Beginning Completely Computer-Generated (CGI) Cinematic Image Sequence in a Feature Film (1982)". HistoryofInformation.com. Jeremy Norman & Co. Retrieved 15 June 2014.
- ^ "The Making of Tron". Video Games Thespian. Vol. one, no. 1. Carnegie Publications. September 1982. pp. 50–5.
- ^ Brook, Jerry (2005). The Animated Picture show Guide . Chicago Review Printing. p. 216. ISBN1569762228.
- ^ Sito 2013, p. 188.
- ^ Masson 1999, p. 430.
- ^ Masson 1999, p. 432.
- ^ a b Masson 1999, p. 302.
- ^ "Our Story", Pixar, 1986-2013. Retrieved on 2013-02-15. "The Pixar Timeline, 1979 to Present". Pixar. Archived from the original on 2015-09-05.
- ^ Masson 1999, p. 52.
- ^ Thompson, Anne (2010-01-01). "How James Cameron's Innovative New 3D Tech Created Avatar". Popular Mechanics . Retrieved 2019-04-24 .
- ^ Fleming, Mike Jr. (October thirteen, 2016). "Disney's Live-Activeness 'Lion King' Taps Jeff Nathanson As Author". Borderline Hollywood. Archived from the original on October 15, 2016. Retrieved July ix, 2019.
- ^ Rottenberg, Josh (July 19, 2019). "'The King of beasts King': Is it animated or live-action? Information technology'southward complicated". Los Angeles Times . Retrieved Dec 13, 2021.
- ^ Parent 2012, pp. 193–196.
- ^ Parent 2012, pp. 324–326.
- ^ Parent 2012, pp. 111–118.
- ^ Sito 2013, p. 132.
- ^ Masson 1999, p. 118.
- ^ Masson 1999, pp. 94–98.
- ^ Masson 1999, p. 226.
- ^ Masson 1999, p. 204.
- ^ Parent 2012, p. 289.
- ^ Beane 2012, p. 2-15.
- ^ Masson 1999, p. 158.
- ^ Sito 2013, p. 144.
- ^ Sito 2013, p. 195.
- ^ Foundation, Blender. "blender.org - Home of the Blender project - Free and Open up 3D Creation Software". blender.org . Retrieved 2019-04-24 .
- ^ Masson 1999, pp. 110–116.
- ^ Parke & Waters 2008, p. eleven.
- ^ a b Magnenat Thalmann & Thalmann 2004, p. 122.
- ^ Pereira & Ebrahimi 2002, p. 404.
- ^ Pereira & Ebrahimi 2002, pp. threescore–61.
- ^ Paiva, Prada & Picard 2007, pp. 24–33.
- ^ Masson 1999, pp. 160–161.
- ^ Parent 2012, pp. xiv–17.
- ^ Zacharek, Stephanie (2004-11-10). "The Polar Limited". Salon . Retrieved 2015-06-08 .
- ^ Herman, Barbara (2013-10-30). "The 10 Scariest Movies and Why They Creep Us Out". Newsweek . Retrieved 2015-06-08 .
- ^ Clinton, Paul (2004-11-10). "Review: 'Polar Express' a creepy ride". CNN . Retrieved 2015-06-08 .
- ^ Digital Actors in 'Beowulf' Are Just Uncanny – New York Times, November fourteen, 2007
- ^ Neumaier, Joe (November 5, 2009). "Blah, humbug! 'A Christmas Ballad's iii-D spin on Dickens well done in parts but lacks spirit". New York Daily News . Retrieved October ten, 2015.
- ^ Williams, Mary Elizabeth (November 5, 2009). "Disney'south 'A Christmas Carol': Bah, braggadocio!". Salon.com. Archived from the original on January 11, 2010. Retrieved October 10, 2015.
- ^ Sito 2013, p. 7.
- ^ Sito 2013, p. 59.
- ^ Sito 2013, pp. 82, 89.
- ^ Kuperberg 2002, pp. 112–113.
- ^ Masson 1999, p. 123.
- ^ Masson 1999, p. 115.
- ^ Masson 1999, p. 284.
- ^ a b Roos, Dave (2013). "How Computer Animation Works". HowStuffWorks. Retrieved 2013-02-15 .
Works cited [edit]
- Beane, Andy (2012). 3D Blitheness Essentials. Indianapolis, Indiana: John Wiley & Sons. ISBN978-1-118-14748-1.
- Kuperberg, Marcia (2002). A Guide to Computer Animation: For Tv set, Games, Multimedia and Web. Focal Press. ISBN0-240-51671-0.
- Magnenat Thalmann, Nadia; Thalmann, Daniel (2004). Handbook of Virtual Humans. Wiley Publishing. ISBN0-470-02316-three.
- Masson, Terrence (1999). CG 101: A Estimator Graphics Industry Reference. Digital Fauxtography Inc. ISBN0-7357-0046-X.
- Means, Sean P. (Dec 28, 2011). "Pixar founder's Utah-fabricated Paw added to National Film Registry". The Salt Lake Tribune . Retrieved January viii, 2012.
- Paiva, Ana; Prada, Rui; Picard, Rosalind W. (2007). "Facial Expression Synthesis using PAD Emotional Parameters for a Chinese Expressive Avatar". Affective Computing and Intelligent Interaction. Lecture Notes in Informatics. Springer Science+Business Media. 4738. doi:10.1007/978-3-540-74889-2. ISBN978-iii-540-74888-5.
- Parent, Rick (2012). Computer Blitheness: Algorithms and Techniques. Ohio: Elsevier. ISBN978-0-12-415842-9.
- Pereira, Fernando C. N.; Ebrahimi, Touradj (2002). The MPEG-4 Book. New Bailiwick of jersey: IMSC Press. ISBN0-13-061621-4.
- Parke, Frederic I.; Waters, Keith (2008). Estimator Facial Animation (2d ed.). Massachusetts: A.Chiliad. Peters, Ltd. ISBN978-1-56881-448-3.
- Sito, Tom (2013). Moving Innovation: A History of Calculator Blitheness. Massachusetts: MIT Press. ISBN978-0-262-01909-five.
External links [edit]
- Media related to Computer animations at Wikimedia Commons
stamperbubtroge42.blogspot.com
Source: https://en.wikipedia.org/wiki/Computer_animation
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