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The CS 838 Reader

WARNING: This is the first part of the reader. There is more. I Just haven't assembled it yet!

The papers repository is NOT on the web. (A small number of them are, and are linked to from the this page.). The papers archive is on AFS in ~cs838-1/public/Reader (thats P:/course/cs838-gleicher/public/Reader for those of you in Windows land). There you will find not only PDFs for the reader, but for the supplemental readings as well.

Principles of Animation

[Lasseter87] Principles of Traditional Animation Applied to 3D Computer Animation. John Lasseter. SIGGRAPH 87.

History and Systems

[Catmull72] A System for Computer Generated Movies. Ed Catmull. Proceedings of the 1972 ACM Annual Conference.

[BW76] Interactive Skeleton Techniques for Enhancing Motion Dynamics in Key Frame Animation. N. Burtnyk and Marceli Wein. CACM, October 1976.

[Litwin91] Inkwell: A System for 2 1/2 D Animation. Peter Litwinowicz. SIGGRAPH '91.

Another great "food for thought" paper is Accessible animation and customizable graphics via simplicial configuration modeling.

Tom Ngo, Doug Cutrell, Jenny Dana, Bruce Donald, Lorie Loeb and Shunhui Zhu. SIGGRAPH '00.

I included this on the reader last year. The paper is a bit hard to read. I think that our paper that extends this work is a little clearer.

Lucas Kovar and Michael Gleicher. Simplicial Families of Drawings. Proceedings UIST '01.

 

Film and Cinematography

The primary reading is a film book so that you can get the vocabulary and basic ideas of what film is about.

[HB96] Movies in the Minds Eye. Hochberg and Brooks. from Post-Theory, edited by Boardwell and Carroll.

Rotations and Kinematics

[Grassia00] Motion Editing Fundamentals. F. Sebastian Grassia SIGGRAPH 2000 Course Notes: Motion Editing, Principles, Practice and Promise.

Another good paper to get you thinking about linear transformations is Matrix Animation and Polar Decomposition by Shoemake and Duff (from Graphics Interface '92). This is interesting food for thought, although not necessarily something you should try to do.

[Shoemake85] Animating Rotations With Quaternion Curves Ken Shoemake SIGGRAPH '85

Note: there are many other (possibly better) references for quaternions. I include Shoemake '85 since it is really the paper that got the graphics community started with them, and is the thing that is most often referred to. I highly recommend Ken's notes on quaternions. Two other things that are worth mentioning are a 1998 article in Game Developer magazine (online) and the appendix to Matt Antone's thesis.

[Grassia98] Practical Parameterization of Rotations Using the Exponential Map F. Febastian Grassia Journal of Graphics Tools, 1998

[Maciejewski90] Dealing with the Ill-Conditioned Equations of Motion for Articulated Figures. Anthony Maciejewski. IEEE CG&A, May 1990

[TGB00] D. Tolani, A. Goswami, and N. Badler: "Real-time inverse kinematics techniques for anthropomorphic limbs." Graphical Models 62 (5), Sept. 2000, pp. 353-388.

Human Figure Animation

[Book1] Animation from Observation: Chapter 1. (unfinished draft of an unfinished book chapter) Michael Gleicher.

There is a "paper" version of this that appear as Animation from Observation: Motion Capture and Motion Editing. Michael Gleicher. Computer Graphics, 1999. It might also be interesting.

[Perlin94] Real-time Responsive Animation with Personality. Ken Perlin. IEEE Transactions on Visualization and Computer Graphics 1994.

[MFGD99] Computer Animation of Human Walking: a Survey. Multon, Fance, Cani-Gascuel, and Debunne. Journal of Visualization and Computer Animation, 1999

[Hodgins95] Animating Human Athletics. Jessica Hodgins, Wayne Wooten, David Brogan, and James O'Brien. SIGGRAPH '95

Motion Capture and Motion Editing

[Shin01] Computer Puppetry, and Importance-Based Approach. Shin, Lee, Gleicher, and Shin. ACM TOG, April 2002.

[Book13] A Simple Motion Capture Processor. (from my still unwritten book).

[BookEdit] Motion Editing Techniques. (a chapter from a book even before it was going to be "my" book)

[BW95] Motion Signal Processing. Armin Bruderlin and Lance Williams. SIGGRAPH '95

[WP95] Motion Warping. Andy Witkin and Zoran Popovic. SIGGRAPH '95.

[Gleicher98] Retargetting Motion to New Characters. Michael Gleicher. SIGGRAPH '98.

[LS99] A Hierarchical Approach to Interactive Motion Editing for Human-like Figures. Jehee Lee and Sung-Yong Shin. SIGGRAPH '99.

In the past, I have included Popovic's physically-based editing, and some of my own papers. I would recommend that everyone look at my Path Editing paper, or my paper comparing constraint-based editing techniques. It was really a toss-up not to include these.

Character Display

[Lewis00] Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation. John Lewis, Matt Cordner, Nickson Fong. SIGGRAPH '00.

Physics

The best introduction to this stuff is Andy Witkin and David Baraff's course notes. I have included the basic pieces here.

An Introduction to Physically-Based Modeling.
[WB-1] Chapter B: Differential Equation Basics
[WB-2] Chapter C: Particle System Dynamics
[WB-3] Chapter F: Constrained Dynamics
Andrew Witkin and David Baraff. SIGGRAPH Course Notes (1995-2000).

Beyond that, there is a lot of different things. I will probably choose some subset of them as the course progresses, depending on what people are interested in. Three that will definitely be required are:

[Miller88] The Motion Dynamics of Snakes and Worms. Gavin Miller. SIGGRAPH '88.

Check out his web page about the robots he's built like this!

[Reeves83] Particle Systems: A Technique for Modeling a Class of Fuzzy Objects. William Reeves. ACM ToG, 1983.

This is a really seminal paper.

[BW98] Large Steps in Cloth Simulation. David Baraff and Andy Witkin. SIGGRAPH '98

This paper is nice since it really tells you what you need to do to do this. It is the basis of a bunch of commercial software.

Other Stuff

This is just the beginning. I haven't picked out papers for facial animation, constraints, control, physical phenomena (fluids), geometry, ...

 

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