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[WTH+06]  Cartoon Motion Blur for 3D Animation

Wheeler:2006:CMB (In proceedings)
Author(s)Wheeler A., Thiel J. and Hart G.
Title« Cartoon Motion Blur for 3D Animation »
InACM SIGGRAPH 2006 Conference Abstracts and Applications (SIGGRAPH Sketch, July 30--August 3, 2006, Boston, Massachusetts, USA)
Year2006
PublisherACM Press
AddressNew York

Abstract
As computer-animated feature films divert from realism, the creative demands of directors and films change. A stylized or cartoon approach to motion blur in 3D animation is needed to support the exaggerated animation and visual style. Existing methods such as 3d motion blur, or 2d curved motion blur are expensive and the latitude for refining these results are limited. Three innovative particle-based techniques for stylized motion blur, developed and expanded over the course of three CG film productions, are presented here. Two are essentially point-based rendering methods, while the third includes simulated particles.

BibTeX code
@inproceedings{Wheeler:2006:CMB,
  opteditor = {},
  optpostscript = {},
  optorganization = {},
  author = {Andy Wheeler and Joanne Thiel and Greg Hart},
  optkey = {},
  optannote = {},
  optseries = {},
  address = {New York},
  localfile = {papers/Wheeler.2006.CMB.pdf},
  optisbn = {},
  publisher = {ACM Press},
  optkeywords = {},
  doi = {http://doi.acm.org/10.1145/1179849.1179968},
  optmonth = {},
  optciteseer = {},
  opturl = {},
  optpages = {},
  optcrossref = {},
  optwww = {},
  booktitle = SIGGRAPH2006ABSTR,
  optvolume = {},
  optnumber = {},
  abstract = {As computer-animated feature films divert from realism, the
              creative demands of directors and films change. A stylized or
              cartoon approach to motion blur in 3D animation is needed to
              support the exaggerated animation and visual style. Existing
              methods such as 3d motion blur, or 2d curved motion blur are
              expensive and the latitude for refining these results are limited.
              Three innovative particle-based techniques for stylized motion
              blur, developed and expanded over the course of three CG film
              productions, are presented here. Two are essentially point-based
              rendering methods, while the third includes simulated particles.},
  title = {{C}artoon {M}otion {B}lur for {3D} {A}nimation},
  year = {2006},
}

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