In the late 1970s, the work turned in the direction of increased
complexity of modeling and animation and visual accuracy.
Wayne Carlson worked with Rodger Wilson and Bob Marshall to
expand the procedural animation capabilities introduced by
Newell of University of Utah, and also developed an expanded
surface modeling environment as part of his PhD research.
Frank Crow ( Interval Research) arrived from the University
of Texas and worked with approaches to increased scene description
and rendering capabilities and continued his work with shadows
and antialiasing that were started at the University of Utah.
He later went to Xerox PARC, and then to Interval Research.

Dave Zeltzer (David Sarnoff
Research Center) developed goal-directed motion description
capabilities for skeletal and creature animation. Julian Gomez
(Lego) developed TWIXT, a track-based keyframe animation system.

Mark Howard (Sun Microsystems) designed and built a controllable
frame buffer that allowed real-time playback of animation
tests. This frame buffer was the mainstay of the image creation
and representation capabilities at CGRG and later at Cranston/Csuri
Productions. Don Stredney (the
Ohio Supercomputer Center) pushed the limits of the systems
to develop complex anatomical models. Other important work
done during this period included Snoot and Muttly by Susan
Van Baerle (LambSoft)
and Doug Kingsbury (Lamb &
Co.), Trash by John Donkin (Blue
Sky), Tuber's Two-Step by Chris Wedge (one of the founders
of Blue Sky),
Vision Obious by Ruedy Leeman (Alpine View Images), early
character animation by Michael Girard and George Karl, and
animations by Susan Amkraut, Marsha McDevitt, Thuy Tran, Kevin
Reagh, Anne Seidman, Tom Hutchinson (ILM), Bill Sadler and
others.
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