@inproceedings{Chenney:2002:SCS,
optnote = {},
optorganization = {},
author = {Stephen Chenney and Mark Pingel and Rob Iverson and Marcin
Szymanski},
optkey = {},
optannote = {},
optseries = {},
editor = {Adam Finkelstein},
address = {New York},
localfile = {papers/Chenney.2002.SCS.pdf},
publisher = {ACM Press},
doi = {http://doi.acm.org/10.1145/508530.508553},
optmonth = {},
citeseer = {http://citeseer.nj.nec.com/503024.html},
optcrossref = {},
booktitle = NPAR2002,
optstatus = {OK},
optvolume = {},
optnumber = {},
title = {{S}imulating {C}artoon {S}tyle {A}nimation},
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. },
year = {2002},
pages = {133--138},
}
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