05429nam 2200673 a 450 991081227320332120210813162727.00-12-415973-7(CKB)2670000000237707(EBL)1016497(OCoLC)809249105(SSID)ssj0000747021(PQKBManifestationID)12342156(PQKBTitleCode)TC0000747021(PQKBWorkID)10704811(PQKB)10721692(Au-PeEL)EBL1016497(CaPaEBR)ebr10597048(CaONFJC)MIL785124(CaSebORM)9780124158429(MiAaPQ)EBC1016497(PPN)176901256(OCoLC)842439170(OCoLC)ocn842439170 (EXLCZ)99267000000023770720120912d2012 uy 0engurcn|||||||||txtccrComputer animation algorithms and techniques /Rick Parent3rd ed.Waltham, Mass. Morgan Kaufmann20121 online resource (541 p.)The Morgan Kaufmann Series in Computer GraphicsDescription based upon print version of record.0-12-415842-0 Includes bibliographical references and index.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 technique1.3.2. 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. SummaryReferences 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 divideImage 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 approximationComplexity 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-outDriven 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...The Morgan Kaufmann Series in Computer GraphicsComputer animationComputer animation.006.696006.696Parent Rick1627723MiAaPQMiAaPQMiAaPQBOOK9910812273203321Computer animation3964451UNINA