1. Introduction --;2. Conventional Animation --;2.1 Basic Principles of Conventional Animation --;2.2 How Are Cartoon Animated Films Made? --;2.3 Multiplane and Shooting Phase --;2.4 Some Techniques and Special Camera Effects --;2 5 Bar, Route, Model and Exposure Sheets --;2.6 Postproduction --;2 7 Historical Background --;2 8 Applications of Animation --;3. Computer Animation --;3 1 The Role of the Computer in Animation --;3.2 How to Classify Computer Animation Systems? --;3.3 Real-time vs. Frame-by-frame --;3.4 Frame Buffer Animation and Real-time Playback --;3 5 Systems vs. Languages --;4. The Development of Computer Animation in Various Organizations --;4.1 The Early Systems: BEFLIX and EXPLOR --;4.2 Picture-driven Animation: GENESYS --;4.3 Analog Systems· SCANIMATE and CAESAR --;4.4 ANIMATOR, ARTA and MOP --;4.5 Computer Animation at the National Research Council of Canada --;4.6 Computer Animation at Ohio State University --;4.7 From GRASS to ZGRASS --;4.8 New York Institute of Technology and Lucasfilm --;4.9 MAGI/Synthavision, Robert Abel, Triple I and Digital Effects --;4.10 And the Others? --;5. Key Frame and Painting Systems --;5.1 Computer-assisted Animation --;5.2 The Input of Drawings --;5.3 In-between Calculations --;5.4 The Laws of Animation --;5.5 Skeleton Techniques --;5.6 The Path of Motion and P-curves --;57 In-betweening Using Moving Point Constraints --;5.8 Coloring Techniques --;5.9 Paint Systems --;5.10 Color simulation and Dithering --;5.11 Gradation Techniques --;5.12 A Case Study: The Multiple Track Animator System --;6. Modeled Animation --;6.1 What Is Modeled Animation? --;6.2 Object Modeling --;6 3 Object Creation --;6.4 Motion Specification --;7. Hidden Surfaces, Reflectance and Shading --;7.1 Hidden Surfaces --;7.2 Light Reflection Models --;7 3 Shading --;7.4 Structured Shaded Graphical Types --;7.5 Rendering of Parametric and Patch Surfaces --;8. Transparency, Texture, Shadows and Anti-aliasing --;8.1 Ray-tracing Algorithms --;8 2 Transparency --;8.3 Texture --;8 4 Fractals --;8 5 Fuzzy Objects Modeling and Particle Systems --;8 6 Shadows --;8 7 Spatial Anti-aliasing --;8 8 Motion Blur and Temporal Anti-aliasing --;9. Human Modeling and Animation --;9.1 Stick, Surface and Volume Models --;9 2 The NUDES System --;9 3 The Badler Bubbleman --;9 4 Labanotation --;9.5 Hand Representation --;9.6 Facial Animation --;10. Object-oriented and Actor Languages and Systems --;10 1 Classes, Modules and Processes --;10 2 Kay's Work and SMALLTALK --;10.3 Hewitt's Actor Theory --;10.4 LOGO and the DIRECTOR Actor-based Animation Language --;10.5 ASAS· The Actor/Scriptor Animation System --;10.6 CINEMIRA: A Language Based on Actor and Camera Data Types --;10.7 MIRANIM· An Extensible Director-oriented 3D Animation System --;11. Case Studies --;11.1 Decor with Bridges and Houses --;11.2 Computer Animation of a Robotic Arm --;11.3 An Example of the Design of a Camera Path --;11.4 A Scene with a Shaded Corvette --;11.5 Fireworks --;12. A Case Study: Dream Flight --;12.1 Why Dream Flight? --;12.2 Scenario and Storyboard --;12.3 Decor Creation --;12.4 Actors and Dynamic Objects in the Forest --;12.5 Seascape --;12.6 Undersea Scene --;12.7 The Organization of a Scene and Shooting --;References --;Appendix A: Computer Animation Organizations and Teams --;Appendix B: Computer Animation Systems and Languages --;Appendix C: Computer-generated Films.