The tools and techniques of three- dimensional computer graphics (CG) have supposedly ushered in a new era of animated filmmaking. However, computer animation remains prohibitively slow (and therefore expensive) compared to its real-world counterparts of film and video. As a result, instead of seeing an incredible variety of CG features, the last decade has provided essentially only two types: the high-budget visual effects blockbuster and the high- budget children's movie. Why? Is it really impossible to make computer animated films quickly and cheaply? In addition to answering these questions, this course seeks to identify, develop, and use tools and techniques that provide order-of-magnitude efficiency gains in computer animation. Topics covered will include machinima, various forms of performance and motion capture, interactive digital sculpting, machine-assisted proceduralism, and others. Prerequisite: one or more courses in computer animation, computer science, and/or electrical engineering. This course satisfies Division I distribution requirements.