LEADER 05429nam 2200673 a 450 001 9910812273203321 005 20210813162727.0 010 $a0-12-415973-7 035 $a(CKB)2670000000237707 035 $a(EBL)1016497 035 $a(OCoLC)809249105 035 $a(SSID)ssj0000747021 035 $a(PQKBManifestationID)12342156 035 $a(PQKBTitleCode)TC0000747021 035 $a(PQKBWorkID)10704811 035 $a(PQKB)10721692 035 $a(Au-PeEL)EBL1016497 035 $a(CaPaEBR)ebr10597048 035 $a(CaONFJC)MIL785124 035 $a(CaSebORM)9780124158429 035 $a(MiAaPQ)EBC1016497 035 $a(PPN)176901256 035 $a(OCoLC)842439170 035 $a(OCoLC)ocn842439170 035 $a(EXLCZ)992670000000237707 100 $a20120912d2012 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aComputer animation $ealgorithms and techniques /$fRick Parent 205 $a3rd ed. 210 $aWaltham, Mass. $cMorgan Kaufmann$d2012 215 $a1 online resource (541 p.) 225 1 $aThe Morgan Kaufmann Series in Computer Graphics 300 $aDescription based upon print version of record. 311 $a0-12-415842-0 320 $aIncludes bibliographical references and index. 327 $aFront 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 327 $a1.3.2. 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 327 $aReferences 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 327 $aImage 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 327 $aComplexity 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... 327 $aConstant acceleration: parabolic ease-in/ease-out 330 $aDriven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and... 410 4$aThe Morgan Kaufmann Series in Computer Graphics 606 $aComputer animation 615 0$aComputer animation. 676 $a006.696 676 $a006.696 700 $aParent$b Rick$01627723 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910812273203321 996 $aComputer animation$93964451 997 $aUNINA