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Study on Animation Engine Based on Frame Chain and Woodcut

  • Shuang Zhang
Conference paper
Part of the Lecture Notes in Electrical Engineering book series (LNEE, volume 205)

Abstract

In this paper we first present our local cubic spline interpolation algorithm that will be applied to model anime character. Unlike global algorithms which need to solve the interpolation over whole control points every time a vertex is moved, our method performs a constant number of iteration that affects only a small number of control points over time. And then we provide our approach to the dynamic timeline of Anime Engine, frame chain and woodcut, and show how to apply them into our application of 2D key frame based animation. We also present our new Anime Engine system with the new kind of dynamic timeline and layers.

Keywords

Animation engine Frame chain Woodcut 

References

  1. 1.
    Sun N, Ayabe T, Okumura K (2008) An animation engine with the cubic spline interpolation. In: IEEE the fourth international conference on intelligent information hiding and multimedia signal processing, vol 245 pp:109–112Google Scholar
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    Sun N, Ayabe T, Nishizaki T (2010) Efficient spline interpolation curve modeling. In: IEEE the third international conference on intelligent information hiding and multimedia signal processing, vol 2 pp:59–62Google Scholar
  3. 3.
    Minemura Y (2010) Computer graphics with java (Japanese). Morikita, Japan 21:73–93Google Scholar

Copyright information

© Springer-Verlag London 2013

Authors and Affiliations

  1. 1.Department of Information EngineeringLiaoning Provincial College of CommunicationsLiaoningChina

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