TL;DR: A computer language based upon actor semantics designed especially for computer graphics and animation that is built upon MacLisp and compatible with Lisp-Logo is described.
Abstract: This paper describes a computer language based upon actor semantics designed especially for computer graphics and animation. The thesis that animation is best facilitated by considering each entity on the display screen as an independent process is discussed and demonstrated by examples. The system is built upon MacLisp and is compatible with Lisp-Logo. The language is designed to be used by both very sophisticated programmers and by school children.
TL;DR: Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.
Abstract: A significant increase in the capability for controlling motion dynamics in key frame animation is achieved through skeleton control. This technique allows an animator to develop a complex motion sequence by animating a stick figure representation of an image. This control sequence is then used to drive an image sequence through the same movement. The simplicity of the stick figure image encourages a high level of interaction during the design stage. Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.
TL;DR: A conversational extensible system for the animation of shaded images is described, implemented on a minicomputer, where the animator can sketch images and movements freehand, or can define them algorithmically via the Smalltalk language.
Abstract: The terms "conversational" and "extensible" are defined and shown to be useful properties of computer animation systems. A conversational extensible system for the animation of shaded images is then described. With this system, implemented on a minicomputer, the animator can sketch images and movements freehand, or can define them algorithmically via the Smalltalk language. The system is itself implemented in Smalltalk, and hence can be easily extended or mcdified to suit the animator's personal style.
TL;DR: A concept of general purpose systems which generate, store, retrieve, process and display raster-scan format images is developed, which has application to many areas including computer animation, medicine, computerized picture libraries and the study of the mechanisms of visual perception.
Abstract: A concept of general purpose systems which generate, store, retrieve, process and display raster-scan format images is developed. The general purpose nature of such systems allows the handling of static and dynamic images from multiple sources as well as system synthesized images while precluding the use of special function hardware. A particular system implementation is described. The implementationwas accomplished with standard digital computer and video hardware with the exception of one special hybrid subsystem. Most of the equipment belongs to the digital computer class with the only video hardware being a standard broadcast television receiver. The system has application to many areas including computer animation, medicine, computerized picture libraries and the study of the mechanisms of visual perception. Problems and future developments are discussed.This research was supported in part by the National Science Foundation Division of Mathematical and Computer Sciences under grant DCR 74-00768A01.
TL;DR: This paper dwells on on-line, real-time, color rasterscan, digital techniques and associated videotapes, and presents the specific application of a "veridical memory" approach to computer graphics.
Abstract: Three generally accepted facts are:1. Computers are getting cheap and fast enough to do cost-effective graphics on line and in real time;2. The future of computer graphics is in raster scan;3. Computer animation is emerging as a volatile art form and as a medium for scientific communication.Concurrently, we find computer animation somewhat polluted and distorted by1. The illusionary immediacies of analog techniques;2. The line gestalt of computer output microfilm;3. The transformational paradigm of the 4 by 4 matrix.In contrast, this paper dwells on on-line, real-time, color rasterscan, digital techniques and associated videotapes. Accompanying illustrations present the specific application of a "veridical memory" approach to computer graphics, distinguished from other similar efforts by:1. A 90 nano-second, writable control store;2. Noncontiguous and variable bits per pixel;3. Minicomputer support of PL/1, LISP, and LOGO;4. Advanced graphical input techniques;5. Hardware priorities indigenous to cell animation;6. Production of color hard copy.Results indicate an opportunity for complex descriptions and displays1. In which the message is not the medium;2. Through which color assumes a new role;3. With which the user works without a typeable genre;4. About which our wildest fantasies offer only modest extrapolation.Inasmuch as our work on animation is just beginning, this paper does not take a rigorous posture. Instead, we submit a collage of output, classify some of our errors, and outline likely solutions.
TL;DR: A particular system which was designed to these requirements is described and a novel feature of the language is that it uses a block diagram description of the images and the motion.
Abstract: Computer animation has great potential for the production of instructional aids. However, the sophistication of modern computer animation systems may be inappropriate in the educational environment, which has special requirements of low cost, simplicity and accessibility. A particular system which was designed to these requirements is described. A novel feature of the language is that it uses a block diagram description of the images and the motion. The experience of two years of using this system as a production tool is summarized.
TL;DR: Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.
Abstract: A significant increase in the capability for controlling motion dynamics in key frame animation is achieved through skeleton control. This technique allows an animator to develop a complex motion sequence by animating a stick figure representation of an image. This control sequence is then used to drive an image sequence through the same movement. The simplicity of the stick figure image encourages a high level of interaction during the design stage. Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.