A Study on Inbetweening Algorithm for Computer Animation

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  • コンピュータアニメーションの中割りアルゴリズムに関する一考察
  • コンピュータアニメーション ノ ナカワリ アルゴリズム ニ カンスル イチ コウサツ

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Abstract Computer animation is now used widely in the entertainment, and is also being applied in education, industry, scientific research, and so forth. By the way, animation is, Iiterally, to bring to life. Thus, it is important for animation to think about shape, position, structure, color, quality, and texture of an object, and even changes in lighting, rendering, and camerawork. Especially, it is of very importance to outline an object. In general, however, the animator must draw a lot of frames of the object, and spend much time and labor. Therefore, computerized inbetweening methods for animation have been proposed. Above all, the Miura inbetweening algorithm is very famous. However, this algorithm has a problem which appropriate frames are not produced from two keyframes in the case of reducing data. In this paper, we propose a revised algorithm in order to improve such a weak point.

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