PASCAL: Physics Augmented Space Canvases for Animating Locomotion
|
|
|
- Virgil Underwood
- 10 years ago
- Views:
Transcription
1 PASCAL: Physics Augmented Space Canvases for Animating Locomotion Journal: Computer Animation and Virtual Worlds Manuscript ID: draft Wiley - Manuscript type: Special Issue Paper Date Submitted by the Author: Complete List of Authors: Fei, Guangzheng; Animation School. Communication University of China Lee, Won-Sook; University of Ottawa, SITE, Faculty of Engineering Xin, Zijun; Communication University of China, Computers School Dong, Huikai; Communication University of China, Computers School Joslin, Chris; Carleton University, School of Information Technology Keywords: Sketch based animation, Space canvas, Physical simulation
2 Page of Computer Animation and Virtual Worlds PASCAL: Physics Augmented Space Canvases for Animating Locomotion Guangzheng Fei, Animation School Communication University of China Won-Sook Lee, SITE, Faculty of Engineering University of Ottawa Zijun Xin, Computers School Communication University of China Huikai Dong, Computers School Communication University of China Chris Joslin, School of Information Technology Carleton University
3 Page of Abstract We describe an animation creation system called PASCAL that supports sketch based modeling and physics augmented locomotion simultaneously. The system uses sketches and reconfigurable space canvases as basic modeling primitives and uses physics to improve the expressiveness and efficiency of several animation techniques to obtain controllable and plausible locomotion animation. The usability evaluation of the system was conducted both with professional and novice animators. Keywords: Space Canvas, physical simulation, free-form deformation, inverse kinematics
4 Page of Computer Animation and Virtual Worlds Introduction Sketches have been highly employed both in D and D animation production process. While they are considered the basic primitives for describing scenes and characters in traditional D animation production, they are also used by animators in D animation production as an aid to visual thinking during character design and scene design phase. While an animation created by a professional animator with much effort attempts to evoke a certain response in the viewer, an animation created by a novice animator often serves as a communication aid. In both cases, animators demand a system to help them to quickly create convincing animations. Professional animators spend much time studying how things move, and understanding concepts such as anticipation and squash-and-stretch that help create expressive motion. Some systems [,, ] are able to automatically generate animated movements of D/D characters through sketches. Others [] use sketches to define motion paths and motion notations in animation process. Compared with these systems, PASCAL is less concerned with creating polish animation but more concerned with accomplishing expressive animation more quickly. Though D animation has been very popular recently, traditional free-hand animation provides more artistic results. Therefore in the area of D animation, it is still true that many artists and designers keep their habit to work with free-hand when they need to form their idea. The current D technique equipped with D motion of object and camera is still comparably less popular in the early design phase due to its requirement of a good sense of
5 Page of D space and a good patience in tuning the tedious settings and parameters. From the observation of D animation production, we question ourselves why the freehand animation has been less and less popular and constantly replaced by D animation while many artists still want to use the free-hand version which is also more artistic and more expressive. We consider one of the biggest reasons is the convenience of D manipulation and free-view visualization of D scene. Therefore we take an approach starting from D drawing to the direction of D animation by helping the traditional designers to keep their skills with intuitive D interface. We consider that the traditional art production method must be kept with certain help from computers instead of replacing them by pure D animation. In this paper we present a system that uses space canvas and its associated strokes as the foundation for a representation of a scene. Our system provides the user the capabilities to organize the drawn primitives in D space, while still retaining the essence of pen-and-paper based sketching manner to utilize his/her strong D drawing skill. To ease the animation design process, we enhance the functionality of key-framing, inverse kinematics (IK) and free-form deformation (FFD) techniques by introducing physics into the animation system. The rest of the paper is organized as follows. We begin with a discussion on how our system relates to previous work. We then give an overview and a following detail description of the system in two aspects: sketch based modeling and physics augmented animation. We conclude with future directions in this research, based on the experience of animation art students using the system.
6 Page of Computer Animation and Virtual Worlds Related Work The goal of our research is not about how to transfer D free-hand drawing into a D model, but about how to increase the flexibility and extend the capability of the free-hand drawing system while still retaining the essence of pen-and-paper based drawing. Thus, our review focuses on previous research work that directly uses the strokes without trying to convert them to D models, while enhancing D design productivity and flexibility by means of introducing D capabilities. Most sketching animation systems provide either modeling or animation approach, while our system considers the both approaches in a whole animation creation process. In the following paragraph we will discuss the sketch based modeling and physics augmented animation approaches respectively. A system called DB editor [] was based on an idea to project strokes onto a userdefinable D grid. The data that represents the created scene stored as D line segments (called strokes). The rendering of the scene is done with a line-based renderer in this system. With the functionality of moving the canvas while drawing strokes, it is able to create nonplanar D strokes in their system. We found it very useful in creating conceptual models. However, as the number of D lines grows when representing a complex scene, it becomes very confusing and hard to control for designers. The inconvenience of manipulation of the canvases is another problem of this system that limits its usability. In addition, since no region-based occlusion is considered in this system, it is hardly applicable for a system where spatial layout reviewing is a major requirement, such as the D storyboarding system.
7 Page of By examining the DB editor[], Dorsey et al. [] realized its difficulty in organizing canvases and its lack of post-creation transformation or alteration of strokes, which makes the creation of a D sketch a tedious task. In order to overcome the deficiencies, they presented a system called mental canvas that uses strokes and planar canvases as basic primitives with the basic mode of input being traditional D drawing. The system allowed a designer to transfer strokes between canvases. They also introduced methods for a user to control stroke visibility. In addition, they provided a few built-in D assemblies of canvases in common arrangements: axial cross-sections, parallel stacks, and a circumferential ring. The above sketch-based modeling systems have achieved some functionality for D freehand drawing by either drawing D curves or drawing D curves on reconfigurable canvases. However, the shortcomings are also obvious. All of the above systems deal with simple lines that can carry a few stroke properties thus make it less comfortable for artists to be artistically creative. An artistic stroke contains rich properties, such as variant width, texture and transparency. To our knowledge, Baecker s Genesys [] was the first informal animation sketching tool to use sketching for both creating objects and demonstrating motion. Genesys demonstrated that a computer could make an animator s work easier by capturing in-between frames from sketched input. Davis et. al [] present a general-purpose sketching system called K-Sketch that allows ordinary computer users to create informal D animations from sketches. The system is simple enough for novice animator to create explanatory animation, but it is far from a
8 Page of Computer Animation and Virtual Worlds professional tool to create expressive animation. Chenney et. al [] have presented a mixed dynamic and kinematic model for simulating cartoon style squash-and-stretch motions in real time. They allow designer to easily specify particular styles of the motion. In next section, we will give an overview of our system that is designed for creating expressive animation, where both sketch based modeling and physics augmented animation are supported. System Overview Since the complexity of conventional animation design tools mainly comes from their focus on precise details, one might be willing to sacrifice some precision and detail for ease of use and shorter completion time. Sketching is such an approach that has often been used to simplify the animation process in some design tools in order to make animation more accessible to non-professionals or to let professional animators focus on more creative part of their works. The sketching operations are often used as basic design tools for modeling objects and/or creating motions in these animation creation systems. Our aim is to provide an animation tool, which is convenient for artists who prefer to free-hand drawing to create D like artistic works. In our system a user is allowed to create planar and curved canvases and place them in D space with six degrees of freedom. Freehand strokes are drawn on each canvas by the user. In this way, our system extends the D
9 Page of artistic sketching to D, while strives to preserve the degree of expression, imagination, and simplicity of use in D drawing. Shortly, our system allows a user to draw on manipulable canvases in D space. Our system also supports some physics augmented animation functionalities to achieve plausible and controllable object movements in the scene. Camera movements in D space are also supported in our system. While sharing some basic idea with DB editor [] and mental canvas [] in the modeling approach, our system defers from them in the following aspects: Stroke representation: Strokes in our system are represented as triangle strips rather than curve lines in the other systems. Our representation of strokes is more suitable for carrying various artistic properties. Region occlusion: Since a stroke is defined as a triangle strip in our system, user can easily create a region by overlapping wide strokes with various transparencies. All of the above mentioned systems except the mental canvas overlooked this functionality, thus might cause visual confusion when viewing a complex scene. The mental canvas system used a rasterized occlusion map for region occlusion, which would suffer from resolution problem when viewing the content on a canvas from a close distance. Supported canvases: Both planar canvases and curved canvases are supported in our system. The system also supports user-definable polyhedral canvases to allow designers to choose from for some common arrangements. Furthermore, a user is allowed to create a group of canvases and bind them together to create a canvas assembly, or to export them for
10 Page of Computer Animation and Virtual Worlds future use. Animation: Both object and camera movements are supported in our system. A novel physics augmented animation approach is presented in the system, which improves not only the performance but also the expressiveness in animation creation process. We will give a detail description of this method in the section of physics augmented locomotion. Sketch Based Modeling In this section, we mainly focus on the several aspects that are deferent from the other sketch based modeling systems as mentioned in the previous section. Stoke Representation Similar to the approach presented in [], we generate a triangle strip to represent the stroke, where the medial axis is defined by the sketch curve and the width of the stroke is either previously defined by the user or automatically determined by the pressure value of the tablet pen. First, the D sketch curve is projected onto the selected canvas to become the medial axis. Second, two offset curves on both sides of the projected curve (medial axis) are generated according to the width value. Both curves are subdivided into line segments and the vertices of the segments are then connected to form the triangle strip. Texture coordinates for these vertices are automatically generated at the same time. Although simply defined, designers are already able to create artistic graphic using these
11 Page of strokes just by changing the provided parameters: width, texture and transparency, as shown in Figure. All the strokes can be transformed within canvases after creation. For example, they can be translated or scaled along the two axes of the canvas and rotated about the axis perpendicular to the canvas at a given point. Our system supports stroke grouping. Once grouped, all strokes are transformed together with their relative positions preserved. As a comparison, in mental canvas system [], grouping functionality is only supported in canvas level. Thus makes it less efficient to reuse strokes within canvas. Strokes are allowed to intersect each other so as to give enough freedom for designers to draw arbitrary artistic works. Obviously, when the strokes are drawn on a same planar canvas, all the generated vertices lie in the same plane. This may cause serious aliasing problem at intersectional regions, as we can see from the left side of Figure. The system can automatically offset the top stroke vertices at the intersectional region a little bit above to eliminate this artifact. Region Occlusion Since each stroke can have an associated transparency, it is free for the designers to choose either to blend the current stroke with the previously drawn strokes or to paint on top of them in an overlay mode.
12 Page of Computer Animation and Virtual Worlds In either case, when the designer keeps drawing strokes in one particular region, especially when a wide stroke has been chosen, he/she may produce a region filled with strokes which can occlude the behind strokes. As our stroke is represented as a triangle strip, it is easier in our system to create a filled region than in the other systems, by providing a larger width for the stroke. In order to improve system performance, we provide a functionality to reduce the number of triangles in this region by first calculating an outline of the region, removing the original triangles and then re-triangulating the outline area. The region occlusion problem is solved in the way that the designer is able to avoid visual confusion when viewing a complex scene. The view dependent opacity for strokes and one-sidedness for canvas is also useful as suggested in mental canvas system [] to help deal with the stroke visibility issue. Canvas Creation and Object Management Canvas management is a basic functionality in our system to extend the D sketch to D. In our system, both planar and non-planar canvases are supported. Planar canvases are represented by their positions and orientations. Optional parameters such as texture, onesidedness, and billboard information are also provided. There are two types of non-planar canvases. The first type is generated from a user-specified stroke. Once a stroke curve is drawn on a canvas and a width of the non-planar canvas is given by a subsequential mouse movement away from (may or may not be perpendicular to the canvas) the canvas, the stroke
13 Page of curve will be first subdivided into line segments with a pre-defined constant interval. To avoid narrow canvas, a width under a certain threshold is rejected; in our system this value is set to be three times of the pre-defined constant interval. The second type of non-planar canvas is the polyhedral canvas, created by grouping a set of planar canvases or imported from any simple-shaped polyhedral object. Similar to strokes, canvases can also be grouped and ungrouped. Canvases and the associated strokes in a same group will be transformed together. Once a canvas is created in the system, it can be transformed in a way same as any CAD programs. For example, the user can transform canvases by moving along or rotate about their local coordinate axes, optionally using a single-axis constraint along any of the three coordinate axes. We provide interface widgets also similar to a CAD program to help perform these transformations. Stroke-Canvas Intersection Once an active canvas is selected, a user can sketch on D screen, which evokes the system to calculate the projective strokes on the active canvas. Since both the planar and the nonplanar canvases are finally defined by one or more planes, the projection of a stroke to a canvas is always performed by calculating the intersection between a plane/planes and a ray shooting from each D point of the curve drawn on screen following view direction. A planar canvas is considered to have infinite size, so that any intersection of the ray and
14 Page of Computer Animation and Virtual Worlds the plane can be accepted as a resulted projection. A bounding-box for the selection purpose is regenerated once the stroke has been projected out of the extent. A non-planar canvas consists of some planar facets. The intersection is performed first by checking the intersection between the ray and each plane that the planar facet belongs to, and then by checking whether the intersection point is inside the facet. Only the intersection point that lies within a facet will be accepted as a real intersection to be recorded as the projection of the D point on the canvas. All facets of a canvas will be traversed until a projection is found. To connect points across two adjacent facets, the intermediate point on the edge between these two facets is calculated to ensure the shortest path to connect these three points. Two successive points that do not lie within one facet or two adjacent facets due to an abrupt move in sketching are rejected to avoid connection problems. Once a projective curve is generated, it is converted into a triangle strip in the way discussed in the above subsection for stroke representation. Physics Augmented Locomotion An important functionality of our system is that we allow a user to define motions for both the objects and the camera. As for the object motion, we utilize the physics in a novel way to enhance the several traditional animation techniques, such as key-framing, inverse kinematics, and free-form deformation to obtain some improvements in expressiveness. In order to keep the what you see is what you get feeling for the designer, the camera does not
15 Page of visually appear in the scene. The transformation of the camera can be obtained implicitly when the user interactively changes the view. Physics augmented key-framing Traditional key-frame techniques require the designer to set the transformation for each key frame, thus make it very tedious in creating a compound motion. In our system, instead of starting from scratch to assign transformation for each keyframe, we allow the designer to first assign physical properties for the objects and then run the physics engine to obtain a motion sequence. Keyframes are then automatically extracted from the motion sequence, which can be further tailored by the designer for better artistic result. With the help of physical simulation, the designer can have a plausible motion to start from without a tedious tuning process or an expensive motion capture equipment. The system utilizes the motion recording approach to capture the simulated motion sequence. The recorded motion curves are approximated by piecewise Hermite curves by solving a dynamic programming problem []. The control points of the Hermite curves are used to define the keyframes, which are then provided for the designer to modify the motion, or to add detail for artistic purpose. Moreover, a time-warping tool is provided to synchronize the movements when multiple objects exist in the system.
16 Page of Computer Animation and Virtual Worlds Physics augmented inverse kinematics According to some animators, a natural arm swing contains a major swing of the upper and lower arms and a subtle accompanying hand motion. There is nice little overlap of the hands at each end of the swing, where the hand requires to maintain an arc, as shown in Figure. As we know, principles of physics govern the dynamic behaviors of objects in the physical world. By observation of the hand movements carefully, we found that the arc of the hand movement at each end of the swing comes from the inertial property of the hand. Therefore, we combine physics and IK together to obtain higher efficiency and better performance in such case, where, for example, the motion of the upper and lower arms can be specified by IK while the accompanying motion of hands can be computed by the physics engine. In this way, we maintain both the convenient interaction and the correct physics at the same time to give designers an intuitive grasp of the object. Physics augmented free-form deformation Squash-and-stretch is a common technique applied to character motion in cartoon style expressive animations. The technique to automatically create the standard squash-and-stretch effects in computer animation helps bring life to the animated characters. The typical scenario is that when a character or a vehicle hit one surface or have a sudden stop, the object tends to perform a flexible deformation rather than a rigid one. Free-form deformations (FFDs) [, ] are the most versatile and powerful tools for
17 Page of representing and modeling flexible objects. Faloutsos et al. [] presented dynamic freeform deformations that extended the use of FFDs to a dynamic setting. Inspired by this approach, we apply a dynamic FFD to the free-hand sketch to obtain the squash-and-stretch effect, where mass, inertial properties and internal forces are assigned to the deformable object to allow it to perform free-form deformation. Some research suggests volume (or area in D case) preserving deformation methods for deformation of incompressible D object. Our system can be easily extended by implementing such an approach as introduced by Weng et. al []. Figure gives an example of the motion sequence of a car runs in a road, drops off a cliff and makes a sudden stop at the lower ground, where we can see the squash-and-stretch effect clearly when the car hits the lower ground and when it makes the sudden stop afterwards. Experimental Results Our system runs on a desktop workstation optionally with a pressure sensitive input tablet. The system can be executed at interactive rates. A scene created in the system is rendered exactly the same as the designer has drawn. There is no change in shading when the view is changed, since no lighting information is applied to the scene. In other words, the scene will remain in the D drawing style when it is manipulated. As a result, the designer gains a what you see is what you get experience when using with our system. Through several user studies over several months, our system has obtained feedback say-
18 Page of Computer Animation and Virtual Worlds ing that it provides significant advantages over both D drawing systems and D modeling and animation systems. Compared with D drawing systems, our system has the freedom for designers to continuously change the viewpoint. As we can see from Figure, once the scene is drawn, we can view the scene from different view directions as in any D programs, while retaining a sketchy style all the time. Compared with D modeling and animation systems, our system keeps the sense of traditional D drawing style very well. Designers do not have to follow the tedious D modeling, texturing, and lighting process to obtain a final result. The sketchy style of objects provided by our system can hardly be achieved by rendering D models in any traditional D programs even with some powerful non-photorealistic rendering functionalities. Besides, the D performance of our system is not limited to the current implementation. Any advanced functionality in D painting system could be introduced into our system to improve the drawing quality. Moreover, the functionality of physics augmented locomotion promotes both the efficiency and expressiveness in animation creation process. Figure and Figure show another two results created by the animation art students. The quality of the animation produced in our system is quite acceptable. The students were pleased with the results they were able to achieve using our system, with only a shallow learning curve. The results here were created by the users familiar with some D modeling programs in order to compare our system with the D animation creation process. However, some novice animators also tried our system and gave quite good feedback about the usability.
19 Page of Discussion and Future Work This paper has presented a novel system for D animation creation using space canvases for free-hand drawing and using physics for augmenting animation creation. To our knowledge, it is the first system that designers have been able to create a D animation in the way almost same as D drawing, while with D capabilities in manipulating both the objects and the camera. The system is able to create rather complicated scene which consists of only free-hand drawn strokes. All the strokes are drawn in D space with the help of either planar or non-planar manipulable canvases. Designers are allowed to draw strokes without facing the difficulty to deal with a polygonal mesh or the inflexibility of a parametric pipeline. The novel use of physics in our system introduces more expressiveness to the system without requiring much effort from the designer. Our approach suggests several interesting avenues for future work. The animation on strokes can be more articulated focusing on intuitive user gestures. Noticing that, when the camera moves around a fixed planar canvas, the sliced appearance of the canvas may be seen at certain angles which may destroy the D impression of the whole scene. We suppose an approach that automatically creates novel view out of existing views may be utilized to give bigger freedom for the designer to go for full-d feeling.
20 Page of Computer Animation and Virtual Worlds Acknowledgements We would like to thank Yi Zheng, Jing Jin and other animation art students for experimenting with the system and creating the examples in this paper. This project was partly supported by NSFC grant (No. 00). References [] M. Thorne, D. Burke, M. van de Panne, Motion doodle: an interface for sketching character motion, Proc. of SIGGRAPH 0, 0, pp.. [] J. Davis, M. Agrawala, E. Chuang, Z. Popovic, D. Salesin, A sketching interface for articulated figure animation, In Proceedings of the 0 ACM SIGGRAPH/Eurographics symposium on computer animation, 0, pp.. [] F. Sumi, M. Nakajima, A production method of reusing existing D animation sequences, In Proc. Computer Graphics International 0, pp.. [] D. Bourguignon, M. -P. Cani, G. Drettakis, Drawing for illustration and annotation in d, In Proc. Computer Graphics Forum, Blackwell Publishers, A. Chalmers and T.-M. Rhyne, Eds., vol., In Proc. EUROGRAPHICS, 0, pp.. [] K. Kallio, DB editor: Projective d sketching with line-based rendering, In Proc. Eurographics Workshop on Sketch-Based Interfaces and Modeling, 0, pp. 0.
21 Page of [] J. Dorsey, S. Xu, G. Smedresman, H. E. Rushmeier, L. McMillan, The mental canvas: A tool for conceptual architectural design and analysis, In Proc. Pacific Conference on Computer Graphics and Applications, 0, pp. 0. [] R. Baecker, Picture-Driven Animation, In Proc. AFIPS Spring Joint Computer Conference, (), pp.. [] R. C. Davis, B. Colwell, J. A. Landay, K-sketch: a kinetic sketch pad for novice animators, In Proc. SIGCHI, 0, pp.. [] S. Chenney, M. Pingel, R. Iverson, M. Szymanski, Simulating cartoon style animation, In Proc. NPAR 0, Annecy, France, 0, pp.. [] A. Hertzmann, Painterly rendering with curved brush strokes of multiple sizes, ACM Press/ACM SIGGRAPH, New York, M. Cohen, Ed.,, pp. 0. [] M. Plass, M. Stone, Curve-fitting with piecewise parametric cubics, In Proc. ACM SIGGRAPH,, pp.. [] T. W. Sederberg, S. R. Parry, Free-Form Deformation of Solid Geometric Models, In Proc. SIGGRAPH,, pp.. [] S. Coquillart, Extended Free-Form Deformation: A sculpturing Tool for D Geometric Modeling, In Proc. SIGGRAPH 0, 0, pp..
22 Page of Computer Animation and Virtual Worlds [] P. Faloutsos, M. van de Panne, D. Terzopoulos, Dynamic Free-Form Deformations for Animation Synthesis, IEEE Transactions on Visualization and Computer Graphics,, vol., pp.. [] Y. Weng, W. Xu, Y. Wu, K. Zhou, B. Guo D shape deformation using nonlinear least squares optimization. The Visual Computer (-), 0, pp. 0.
23 Page of Figure : A scene created in our system by an animation student using free-hand drawing.
24 Page of Computer Animation and Virtual Worlds Figure : Strokes represented as triangle strips.
25 Page of Figure : Aliasing caused by stroke intersection and the solution.
26 Page of Computer Animation and Virtual Worlds Figure : A typical sequence of an arm swing.
27 Page of Figure : Squash-and-stretch effect of the car.
28 Page of Computer Animation and Virtual Worlds Figure : A glass table and several chairs shown in different views.
29 Page of Figure : A lady in traditional dress walking in a marble road with a woody surrounding.
30 Page of Computer Animation and Virtual Worlds Figure : A fairy flying across a peaceful lake.
31 Page of Dr. Guangzheng Fei is an associate professor in the Animation School of Communication University of China. He received his PhD from Institute of Software, Chinese Academy of Sciences, China. His research interests include computer graphics, computer animation, virtual reality and computer game. He has published over 0 peer reviewed conference and journal papers.
32 Page of Computer Animation and Virtual Worlds Dr. Won-Sook Lee, associate professor in the School of Information Technology and Engineering, Faculty of Engineering at University of Ottawa, Canada, received her PhD from the University of Geneva, Switzerland. She has wide experience in the field of computer graphics and related application areas such as computer animation, computer game, virtual reality, and medical imaging as well as haptic graphics. She has over 0 peer reviewed publications.
33 Page of Zijun Xin is a graduate student majored in computer application at Computer School, Communication University of China. He received his bachelor degree in statistics at the Science School of Beijing Institute of Technology. His research interests are computer graphics, computer animation, and human-computer interaction.
34 Page of Computer Animation and Virtual Worlds Huikai Dong is a graduate student major in Computer Application at Computer School, Communication University of China. He received his B.S degree major in Electronic Information Engineering at College of Physics and Electronics, Shanxi University. His research interest includes computer graphics, computer animation, and human-computer interaction.
35 Page of Dr. Chris Joslin is an assistant professor at the School of Information Technology, Carleton University. He received his PhD from the University of Geneva, Switzerland. He is a member of the Canadian Advisory Committee for Standards Council Canada, where he advises on matters arising for Canada s position for the International Standards Organisation (ISO) and also contributed methods on Device Benchmarking to the standard MPEG- Digital Item Adaptation (DIA). He has published numerous conference and journal articles in the area of media adaptation, medical preoperative planning, and collaborative virtual reality systems. His research interests have extended towards facial animation and media compression.
A Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
Enhanced LIC Pencil Filter
Enhanced LIC Pencil Filter Shigefumi Yamamoto, Xiaoyang Mao, Kenji Tanii, Atsumi Imamiya University of Yamanashi {[email protected], [email protected], [email protected]}
An Interactive method to control Computer Animation in an intuitive way.
An Interactive method to control Computer Animation in an intuitive way. Andrea Piscitello University of Illinois at Chicago 1200 W Harrison St, Chicago, IL [email protected] Ettore Trainiti University of
Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.
Graphic Design Active Layer- When you create multi layers for your images the active layer, or the only one that will be affected by your actions, is the one with a blue background in your layers palette.
The 3D rendering pipeline (our version for this class)
The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization
Introduction to Computer Graphics
Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 [email protected] www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics
VRSPATIAL: DESIGNING SPATIAL MECHANISMS USING VIRTUAL REALITY
Proceedings of DETC 02 ASME 2002 Design Technical Conferences and Computers and Information in Conference Montreal, Canada, September 29-October 2, 2002 DETC2002/ MECH-34377 VRSPATIAL: DESIGNING SPATIAL
FACIAL RIGGING FOR 3D CHARACTER
FACIAL RIGGING FOR 3D CHARACTER Matahari Bhakti Nendya 1, Eko Mulyanto Yuniarno 2 and Samuel Gandang Gunanto 3 1,2 Department of Electrical Engineering, Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University
Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University Presented by: Harish CS-525 First presentation Abstract This article presents
Fundamentals of Computer Animation
Fundamentals of Computer Animation Principles of Traditional Animation How to create maximum impact page 1 How to create maximum impact Early animators worked from scratch to analyze and improve upon silence
Maya 2014 Basic Animation & The Graph Editor
Maya 2014 Basic Animation & The Graph Editor When you set a Keyframe (or Key), you assign a value to an object s attribute (for example, translate, rotate, scale, color) at a specific time. Most animation
This week. CENG 732 Computer Animation. Challenges in Human Modeling. Basic Arm Model
CENG 732 Computer Animation Spring 2006-2007 Week 8 Modeling and Animating Articulated Figures: Modeling the Arm, Walking, Facial Animation This week Modeling the arm Different joint structures Walking
Understand the Sketcher workbench of CATIA V5.
Chapter 1 Drawing Sketches in Learning Objectives the Sketcher Workbench-I After completing this chapter you will be able to: Understand the Sketcher workbench of CATIA V5. Start a new file in the Part
Working With Animation: Introduction to Flash
Working With Animation: Introduction to Flash With Adobe Flash, you can create artwork and animations that add motion and visual interest to your Web pages. Flash movies can be interactive users can click
Program of Study. Animation (1288X) Level 1 (390 hrs)
Program of Study Level 1 (390 hrs) ANI1513 Life Drawing for Animation I (60 hrs) Life drawing is a fundamental skill for creating believability in our animated drawings of motion. Through the use of casts
Interactive Computer Graphics
Interactive Computer Graphics Lecture 18 Kinematics and Animation Interactive Graphics Lecture 18: Slide 1 Animation of 3D models In the early days physical models were altered frame by frame to create
A Novel Multitouch Interface for 3D Object Manipulation
A Novel Multitouch Interface for 3D Object Manipulation Oscar Kin-Chung Au School of Creative Media City University of Hong Kong [email protected] Chiew-Lan Tai Department of Computer Science & Engineering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam [email protected] Mike Bailey [email protected] San Diego Supercomputer Center University of California San Diego Abstract With
An Instructional Aid System for Driving Schools Based on Visual Simulation
An Instructional Aid System for Driving Schools Based on Visual Simulation Salvador Bayarri, Rafael Garcia, Pedro Valero, Ignacio Pareja, Institute of Traffic and Road Safety (INTRAS), Marcos Fernandez
Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008.
COMP60321 Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE M.Sc. in Advanced Computer Science Computer Animation Friday 18 th January 2008 Time: 09:45 11:45 Please answer any THREE Questions
C O M P U C O M P T U T E R G R A E R G R P A H I C P S Computer Animation Guoying Zhao 1 / 66 /
Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related
An introduction to 3D draughting & solid modelling using AutoCAD
An introduction to 3D draughting & solid modelling using AutoCAD Faculty of Technology University of Plymouth Drake Circus Plymouth PL4 8AA These notes are to be used in conjunction with the AutoCAD software
Fundamentals of Computer Animation
Fundamentals of Computer Animation Production Pipeline page 1 Producing an Animation page 2 Producing an Animation 3DEM Flybys http://www.visualizationsoftware.com/3dem/flybys.html page 3 Producing an
CG T17 Animation L:CC, MI:ERSI. Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner)
CG T17 Animation L:CC, MI:ERSI Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner) Suggested reading Shirley et al., Fundamentals of Computer Graphics, 3rd
Freehand Sketching. Sections
3 Freehand Sketching Sections 3.1 Why Freehand Sketches? 3.2 Freehand Sketching Fundamentals 3.3 Basic Freehand Sketching 3.4 Advanced Freehand Sketching Key Terms Objectives Explain why freehand sketching
3D6B Editor: Projective 3D Sketching with Line-Based Rendering
Eurographics Workshop on Sketch-Based Interfaces and Modeling (2005) Takeo Igarashi, Joaquim A. Jorge (Editors) 3D6B Editor: Projective 3D Sketching with Line-Based Rendering Kiia Kallio Media Lab, University
Character Animation Tutorial
Character Animation Tutorial 1.Overview 2.Modelling 3.Texturing 5.Skeleton and IKs 4.Keys 5.Export the character and its animations 6.Load the character in Virtools 7.Material & texture tuning 8.Merge
Solid Edge structural frames and weldments
Solid Edge structural frames and weldments White Paper Intelligent, process-specific applications that speed time to manufacturing. White Paper Solid Edge structural frames and weldments 2 Contents Solid
3D Modeling, Animation, and Special Effects ITP 215x (2 Units)
3D Modeling, Animation, and Special Effects ITP 215x (2 Units) Fall 2008 Objective Overview of developing a 3D animation from modeling to rendering: Basics of surfacing, lighting, animation, and modeling
Teaching Methodology for 3D Animation
Abstract The field of 3d animation has addressed design processes and work practices in the design disciplines for in recent years. There are good reasons for considering the development of systematic
Automatic 3D Reconstruction via Object Detection and 3D Transformable Model Matching CS 269 Class Project Report
Automatic 3D Reconstruction via Object Detection and 3D Transformable Model Matching CS 69 Class Project Report Junhua Mao and Lunbo Xu University of California, Los Angeles [email protected] and lunbo
Texture Screening Method for Fast Pencil Rendering
Journal for Geometry and Graphics Volume 9 (2005), No. 2, 191 200. Texture Screening Method for Fast Pencil Rendering Ruiko Yano, Yasushi Yamaguchi Dept. of Graphics and Computer Sciences, Graduate School
ACE: Illustrator CC Exam Guide
Adobe Training Services Exam Guide ACE: Illustrator CC Exam Guide Adobe Training Services provides this exam guide to help prepare partners, customers, and consultants who are actively seeking accreditation
Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.
CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation
Computer Aided Liver Surgery Planning Based on Augmented Reality Techniques
Computer Aided Liver Surgery Planning Based on Augmented Reality Techniques Alexander Bornik 1, Reinhard Beichel 1, Bernhard Reitinger 1, Georg Gotschuli 2, Erich Sorantin 2, Franz Leberl 1 and Milan Sonka
Animation. Persistence of vision: Visual closure:
Animation Persistence of vision: The visual system smoothes in time. This means that images presented to the eye are perceived by the visual system for a short time after they are presented. In turn, this
D animation. Advantages of 2-D2. Advantages of 3-D3. Related work. Key idea. Applications of Computer Graphics in Cel Animation.
Page 1 Applications of Computer Graphics in Cel Animation 3-D D and 2-D 2 D animation Adam Finkelstein Princeton University COS 426 Spring 2003 Homer 3-D3 Homer 2-D2 Advantages of 3-D3 Complex lighting
Overview of the Adobe Flash Professional CS6 workspace
Overview of the Adobe Flash Professional CS6 workspace In this guide, you learn how to do the following: Identify the elements of the Adobe Flash Professional CS6 workspace Customize the layout of the
N. Burtnyk and M. Wein National Research Council of Canada
ntroduction Graphics and mage Processing nteractive Skeleton Techniques for Enhancing Motion Dynamics in Key Frame Animation N. Burtnyk and M. Wein National Research Council of Canada A significant increase
A method of generating free-route walk-through animation using vehicle-borne video image
A method of generating free-route walk-through animation using vehicle-borne video image Jun KUMAGAI* Ryosuke SHIBASAKI* *Graduate School of Frontier Sciences, Shibasaki lab. University of Tokyo 4-6-1
Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1
Graphics Computer Animation 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr 1 Computer Animation What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects
Twelve. Figure 12.1: 3D Curved MPR Viewer Window
Twelve The 3D Curved MPR Viewer This Chapter describes how to visualize and reformat a 3D dataset in a Curved MPR plane: Curved Planar Reformation (CPR). The 3D Curved MPR Viewer is a window opened from
Solving Simultaneous Equations and Matrices
Solving Simultaneous Equations and Matrices The following represents a systematic investigation for the steps used to solve two simultaneous linear equations in two unknowns. The motivation for considering
SimFonIA Animation Tools V1.0. SCA Extension SimFonIA Character Animator
SimFonIA Animation Tools V1.0 SCA Extension SimFonIA Character Animator Bring life to your lectures Move forward with industrial design Combine illustrations with your presentations Convey your ideas to
Creating 2D Drawings from 3D AutoCAD Models
Creating 2D Drawings from 3D AutoCAD Models David Piggott CrWare, LP GD205-2P This class explores the various techniques in creating 2D part and assembly drawings from 3D AutoCAD models. As part of the
Programming 3D Applications with HTML5 and WebGL
Programming 3D Applications with HTML5 and WebGL Tony Parisi Beijing Cambridge Farnham Köln Sebastopol Tokyo Table of Contents Preface ix Part I. Foundations 1. Introduction 3 HTML5: A New Visual Medium
Be visual all the time, and be verbal when labeling because explanations help clarify ideas.
Great visual thinkers throughout history have kept records of their ideas in one form or another. (Leonardo da Vinci s sketchbooks are world famous.) Idea logs are an integral part of visual thinking and
animation animation shape specification as a function of time
animation animation shape specification as a function of time animation representation many ways to represent changes with time intent artistic motion physically-plausible motion efficiency control typically
Computer Animation. CS 445/645 Fall 2001
Computer Animation CS 445/645 Fall 2001 Let s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues to consider: Is the goal to replace or augment the artist?
INTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
CG: Computer Graphics
CG: Computer Graphics CG 111 Survey of Computer Graphics 1 credit; 1 lecture hour Students are exposed to a broad array of software environments and concepts that they may encounter in real-world collaborative
Non-Photorealistic Rendering of Hair for Animated Cartoons
Non-Photorealistic Rendering of Hair for Animated Cartoons Martin Côté Pierre-Marc Jodoin Charles Donohue Victor Ostromoukhov Department of Computer Science and Operations Research Université de Montréal
We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model
CHAPTER 4 CURVES 4.1 Introduction In order to understand the significance of curves, we should look into the types of model representations that are used in geometric modeling. Curves play a very significant
3D Modeling, Animation, Compositing, and Special Effects ITP 215x (2 Units)
3D Modeling, Animation, Compositing, and Special Effects ITP 215x (2 Units) Objective Concepts Prerequisites/ Recommended Preparation Instructor Contacting the Instructor Overview of developing a 3D animation
CS 4204 Computer Graphics
CS 4204 Computer Graphics Computer Animation Adapted from notes by Yong Cao Virginia Tech 1 Outline Principles of Animation Keyframe Animation Additional challenges in animation 2 Classic animation Luxo
Robot Task-Level Programming Language and Simulation
Robot Task-Level Programming Language and Simulation M. Samaka Abstract This paper presents the development of a software application for Off-line robot task programming and simulation. Such application
Selecting the Best Approach to Teach 3D Modeling to Technical College Engineering
Paper ID #12358 Selecting the Best Approach to Teach 3D Modeling to Technical College Engineering Students Dr. Farzin Heidari, Texas A&M University, Kingsville c American Society for Engineering Education,
Lecture Notes, CEng 477
Computer Graphics Hardware and Software Lecture Notes, CEng 477 What is Computer Graphics? Different things in different contexts: pictures, scenes that are generated by a computer. tools used to make
Design document Goal Technology Description
Design document Goal OpenOrienteering Mapper is a program to draw orienteering maps. It helps both in the surveying and the following final drawing task. Support for course setting is not a priority because
Geometric Constraints
Simulation in Computer Graphics Geometric Constraints Matthias Teschner Computer Science Department University of Freiburg Outline introduction penalty method Lagrange multipliers local constraints University
VR4D: An Immersive and Collaborative Experience to Improve the Interior Design Process
VR4D: An Immersive and Collaborative Experience to Improve the Interior Design Process Amine Chellali, Frederic Jourdan, Cédric Dumas To cite this version: Amine Chellali, Frederic Jourdan, Cédric Dumas.
Graphic Design. Location: Patterson Campus - Bldg. K. Program Information. Occupational Choices. Average Full-Time Wage.
Graphic Design 178 Graphic Design Location: Patterson Campus - Bldg. K Program Information Graphic Design is a vital component of the communications people receive each day. Personal, professional, business,
ANIMATION I :: SYLLABUS
ANIMATION I :: SYLLABUS ARTS 4060 Spring 2013 Tuesdays and Fridays, 10:00 am to 11:50 am Sage, VAST Studio, 2411 Professor: Silvia Ruzanka Office: Sage 4202 Office Hours: By appointment or Mon. 2-4 Email:
In mathematics, there are four attainment targets: using and applying mathematics; number and algebra; shape, space and measures, and handling data.
MATHEMATICS: THE LEVEL DESCRIPTIONS In mathematics, there are four attainment targets: using and applying mathematics; number and algebra; shape, space and measures, and handling data. Attainment target
Introduction to Computer Graphics. Reading: Angel ch.1 or Hill Ch1.
Introduction to Computer Graphics Reading: Angel ch.1 or Hill Ch1. What is Computer Graphics? Synthesis of images User Computer Image Applications 2D Display Text User Interfaces (GUI) - web - draw/paint
How To Draw In Autocad
DXF Import and Export for EASE 4.0 Page 1 of 9 DXF Import and Export for EASE 4.0 Bruce C. Olson, Dr. Waldemar Richert ADA Copyright 2002 Acoustic Design Ahnert EASE 4.0 allows both the import and export
Multivariate data visualization using shadow
Proceedings of the IIEEJ Ima and Visual Computing Wor Kuching, Malaysia, Novembe Multivariate data visualization using shadow Zhongxiang ZHENG Suguru SAITO Tokyo Institute of Technology ABSTRACT When visualizing
Modelling 3D Avatar for Virtual Try on
Modelling 3D Avatar for Virtual Try on NADIA MAGNENAT THALMANN DIRECTOR MIRALAB UNIVERSITY OF GENEVA DIRECTOR INSTITUTE FOR MEDIA INNOVATION, NTU, SINGAPORE WWW.MIRALAB.CH/ Creating Digital Humans Vertex
ClarisWorks 5.0. Graphics
ClarisWorks 5.0 Graphics Level 1 Training Guide DRAFT Instructional Technology Page 1 Table of Contents Objectives... Page 3 Course Description and Organization... Page 4 Technology Requirements... Page
Scooter, 3 wheeled cobot North Western University. PERCRO Exoskeleton
Scooter, 3 wheeled cobot North Western University A cobot is a robot for direct physical interaction with a human operator, within a shared workspace PERCRO Exoskeleton Unicycle cobot the simplest possible
INSTRUCTOR WORKBOOK Quanser Robotics Package for Education for MATLAB /Simulink Users
INSTRUCTOR WORKBOOK for MATLAB /Simulink Users Developed by: Amir Haddadi, Ph.D., Quanser Peter Martin, M.A.SC., Quanser Quanser educational solutions are powered by: CAPTIVATE. MOTIVATE. GRADUATE. PREFACE
New Media production week 9
New Media production week 9 How to Make an Digital Animation [email protected] Hardware PC or Mac with high resolution graphics and lots of RAM Peripherals such as graphics tablet Digital Camera (2D,
How SolidWorks Speeds Consumer Product Design
white paper How SolidWorks Speeds Consumer Product Design inspiration SUMMARY SolidWorks Premium bridges the gap between industrial design and engineering by providing powerful surfacing capabilities,
SPINDLE ERROR MOVEMENTS MEASUREMENT ALGORITHM AND A NEW METHOD OF RESULTS ANALYSIS 1. INTRODUCTION
Journal of Machine Engineering, Vol. 15, No.1, 2015 machine tool accuracy, metrology, spindle error motions Krzysztof JEMIELNIAK 1* Jaroslaw CHRZANOWSKI 1 SPINDLE ERROR MOVEMENTS MEASUREMENT ALGORITHM
Go to contents 18 3D Visualization of Building Services in Virtual Environment
3D Visualization of Building Services in Virtual Environment GRÖHN, Matti Gröhn; MANTERE, Markku; SAVIOJA, Lauri; TAKALA, Tapio Telecommunications Software and Multimedia Laboratory Department of Computer
Trimble Realworks Software
TECHNICAL NOTES Trimble Realworks Software A Powerful 3D Laser Scanning Office Software Suite DESIGNED FOR TODAY S MULTIFACETED SCANNING PROFESSIONAL, TRIMBLE REALWORKS IS A POWERFUL OFFICE SOFTWARE THAT
Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007
Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total
2.5 Physically-based Animation
2.5 Physically-based Animation 320491: Advanced Graphics - Chapter 2 74 Physically-based animation Morphing allowed us to animate between two known states. Typically, only one state of an object is known.
Traditional Drawing Tools
Engineering Drawing Traditional Drawing Tools DRAWING TOOLS DRAWING TOOLS 1. T-Square 2. Triangles DRAWING TOOLS HB for thick line 2H for thin line 3. Adhesive Tape 4. Pencils DRAWING TOOLS 5. Sandpaper
Figure 2.1: Center of mass of four points.
Chapter 2 Bézier curves are named after their inventor, Dr. Pierre Bézier. Bézier was an engineer with the Renault car company and set out in the early 196 s to develop a curve formulation which would
Chapter 1. Introduction. 1.1 The Challenge of Computer Generated Postures
Chapter 1 Introduction 1.1 The Challenge of Computer Generated Postures With advances in hardware technology, more powerful computers become available for the majority of users. A few years ago, computer
Short Presentation. Topic: Locomotion
CSE 888.14 Advanced Computer Animation Short Presentation Topic: Locomotion Kang che Lee 2009 Fall 1 Locomotion How a character moves from place to place. Optimal gait and form for animal locomotion. K.
Computer Aided Systems
5 Computer Aided Systems Ivan Kuric Prof. Ivan Kuric, University of Zilina, Faculty of Mechanical Engineering, Department of Machining and Automation, Slovak republic, [email protected] 1.1 Introduction
ART A. PROGRAM RATIONALE AND PHILOSOPHY
ART A. PROGRAM RATIONALE AND PHILOSOPHY Art education is concerned with the organization of visual material. A primary reliance upon visual experience gives an emphasis that sets it apart from the performing
B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.
B2.53-R3: COMPUTER GRAPHICS NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. 2. PART ONE is to be answered in the TEAR-OFF ANSWER
technical notes trimble realworks software
technical notes trimble realworks software A POWERFUL 3D LASER SCANNING OFFICE SOFTWARE SUITE Designed for today s multifaceted scanning professional, Trimble RealWorks is a powerful office software that
Parametric Technology Corporation. Pro/ENGINEER Wildfire 4.0 Design Animation Concepts Guide
Parametric Technology Corporation Pro/ENGINEER Wildfire 4.0 Design Animation Concepts Guide Copyright 2007 Parametric Technology Corporation. All Rights Reserved. User and training guides and related documentation
A HYBRID APPROACH FOR AUTOMATED AREA AGGREGATION
A HYBRID APPROACH FOR AUTOMATED AREA AGGREGATION Zeshen Wang ESRI 380 NewYork Street Redlands CA 92373 [email protected] ABSTRACT Automated area aggregation, which is widely needed for mapping both natural
Autodesk Revit Architecture 2011 Professional Massmodeling Rendering Video Tutorial
Autodesk Revit Architecture 2011 Professional Massmodeling Rendering Video Tutorial Instructor Handout Created by: Marvi Basha, Klaus Hyden und Philipp Müller Autodesk Student Experts TU Graz September
Technical What s New. Autodesk Alias Product Line
Autodesk Alias Product Line Purpose-built for industrial designers and creative professionals, digital modelers/sculptors, and automotive/transportation designers, the Autodesk Alias 2010 product line
Optical Illusions Essay Angela Wall EMAT 6690
Optical Illusions Essay Angela Wall EMAT 6690! Optical illusions are images that are visually perceived differently than how they actually appear in reality. These images can be very entertaining, but
Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine
Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine The Blender Game Engine This week we will have an introduction to the Game Engine build
Creating Your Own 3D Models
14 Creating Your Own 3D Models DAZ 3D has an extensive growing library of 3D models, but there are times that you may not find what you want or you may just want to create your own model. In either case
SkillsUSA 2014 Contest Projects 3-D Visualization and Animation
SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before
Anime Studio Debut 10 Create Your Own Cartoons & Animations!
Anime Studio Debut 10 Create Your Own Cartoons & Animations! Anime Studio Debut is your complete animation program for creating 2D movies, cartoons, anime or cut out animations. This program is fun, easy,
