1.

Record Nr.

UNINA9910785546603321

Autore

Parent Rick

Titolo

Computer animation [[electronic resource] ] : algorithms and techniques / / Rick Parent

Pubbl/distr/stampa

Waltham, Mass., : Morgan Kaufmann, 2012

ISBN

0-12-415973-7

Edizione

[3rd ed.]

Descrizione fisica

1 online resource (541 p.)

Collana

The Morgan Kaufmann Series in Computer Graphics

Disciplina

006.696

Soggetti

Computer animation

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Front Cover; Computer Animation: Algorithms and Techniques; Copyright; Dedication; Contents; Preface; Overview; Organization of the Book; Acknowledgments; References; About the Author; Chapter 1: Introduction; 1.1. Motion perception; 1.2. The heritage of animation; 1.2.1. Early devices; 1.2.2. The early days of ``conventional ́ ́ animation; 1.2.3. Disney; 1.2.4. Contributions of others; 1.2.5. Other media for animation; 1.3. Animation production; 1.3.1. Principles of animation; Simulating physics; Designing aesthetically pleasing actions; Effectively presenting action; Production technique

1.3.2. Principles of filmmaking Three-point lighting; 180 rule; Rule of thirds; Types of shots; Tilt; Framing; Focus the viewer's attention; 1.3.3. Sound; 1.4. Computer animation production; 1.4.1. Computer animation production tasks; 1.4.2. Digital editing; In the old days; Digital on-line nonlinear editing; 1.4.3. Digital video; 1.4.4. Digital audio; Digital musical device control; Digital audio sampling; 1.5. A brief history of computer animation; 1.5.1. Early activity (pre-1980); 1.5.2. The middle years (the 1980's); 1.5.3. Animation comes of age (the mid-1980's and beyond); 1.6. Summary

References Chapter 2: Technical Background; 2.1. Spaces and transformations; 2.1.1. The display pipeline; 2.1.2. Homogeneous coordinates and the transformation matrix; 2.1.3. Concatenating transformations: multiplying transformation matrices; 2.1.4. Basic transformations; 2.1.5. Representing an arbitrary orientation; Fixed-angle representation; 2.1.6. Extracting transformations from a matrix;



2.1.7. Description of transformations in the display pipeline; Object space to world space transformation; World space to eye space transformation; Perspective matrix multiply; Perspective divide

Image to screen space mapping 2.1.8. Error considerations; Accumulated round-off error; Orthonormalization; Considerations of scale; 2.2. Orientation representation; 2.2.1. Fixed-angle representation; 2.2.2. Euler angle representation; 2.2.3. Angle and axis representation; 2.2.4. Quaternion representation; Basic quaternion math; Representing rotations using quaternions; Rotating vectors using quaternions; 2.2.5. Exponential map representation; 2.3. Summary; References; Chapter 3: Interpolating Values; 3.1. Interpolation; 3.1.1. The appropriate function; Interpolation versus approximation

Complexity Continuity; Global versus local control; 3.1.2. Summary; 3.2. Controlling the motion of a point along a curve; 3.2.1. Computing arc length; The analytic approach to computing arc length; Estimating arc length by forward differencing; Adaptive approach; Estimating the arc length integral numerically; Adaptive Gaussian integration; Find a point that is a given distance along a curve; 3.2.2. Speed control; 3.2.3. Ease-in/ease-out; Sine interpolation; Using sinusoidal pieces for acceleration and deceleration; Single cubic polynomial ease-in/ease-out...

Constant acceleration: parabolic ease-in/ease-out

Sommario/riassunto

Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming.    In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and...