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Computer Animation -  Rick Parent

Computer Animation (eBook)

Algorithms and Techniques

(Autor)

eBook Download: PDF
2007 | 2. Auflage
624 Seiten
Elsevier Science (Verlag)
978-0-08-055385-6 (ISBN)
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Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing.
* New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more!
* Companion site with animation clips drawn from research & entertainment and code samples
* Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Rick Parent is an Associate Professor at Ohio State University, where he teaches computer graphics and computer animation. His research in computer animation focuses on its relation to modeling and animating the human figure, with special emphasis on geometric modeling and implicit surfaces. Rick earned a Ph.D. in computer science from Ohio State University and a Bachelor's degree in computer science from the University of Dayton. In 1977, he was awarded 'Outstanding Ph.D. Thesis Award' (one of four given nationally) by the NCC. He has served on numerous SIGGRAPH committees, in addition to the Computer Graphics International 2000 Program Committee and the Computer Animation '99 Program Committee and is on the editorial board of the Visual Computer Journal.
Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more!- Companion site with animation clips drawn from research & entertainment and code samples- Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Front Cover 1
In Praise of Computer Animation: Algorithms and Techniques 2
The Morgan Kaufmann Series in Computer Graphics 5
Computer Animation 6
Copyright 7
About the Author 9
Contents 10
Preface 20
Chapter 1. Introduction 24
1.1 Perception 25
1.2 The Heritage of Animation 27
1.3 Animation Production 38
1.4 Computer Animation Production 41
1.5 A Brief History of Computer Animation 49
1.6 Chapter Summary 58
References 58
Chapter 2. Technical Background 62
2.1 Spaces and Transformations 62
2.2 Orientation Representation 84
2.3 Chapter Summary 93
References 93
Chapter 3. Interpolating Values 96
3.1 Interpolation 96
3.2 Controlling the Motion of a Point Along a Curve 101
3.3 Interpolation of Orientations 132
3.4 Working with Paths 138
3.5 Chapter Summary 152
References 152
Chapter 4. Interpolation-Based Animation 154
4.1 Key-Frame Systems 155
4.2 Animation Languages 159
4.3 Deforming Objects 163
4.4 Three-dimensional Shape Interpolation 181
4.5 Morphing (Two-dimensional) 193
4.6 Chapter Summary 206
References 206
Chapter 5. Kinematic Linkages 210
5.1 Hierarchical Modeling 212
5.2 Forward Kinematics 221
5.3 Inverse Kinematics 223
5.4 Chapter Summary 238
References 238
Chapter 6. Motion Capture 240
6.1 Motion Capture Technologies 241
6.2 Processing the Images 242
6.3 Camera Calibration 244
6.4 Three-Dimensional Position Reconstruction 245
6.5 Fitting to the Skeleton 248
6.6 Output from Motion Capture Systems 250
6.7 Manipulating Motion Capture Data 251
6.8 Chapter Summary 253
References 254
Chapter 7. Physically Based Animation 256
7.1 Basic Physics—A Review 257
7.2 Spring Meshes 260
7.3 Particle Systems 264
7.4 Rigid Body Simulation 269
7.5 Enforcing Soft and Hard Constraints 299
7.6 Chapter Summary 306
References 306
Chapter 8. Fluids: Liquids & Gases
8.1 Specific Fluid Models 311
8.2 Computational Fluid Dynamics 337
8.3 Chapter Summary 344
References 345
Chapter 9. Modeling and Animating Human Figures 348
9.1 Overview of Virtual Human Representation 349
9.2 Reaching and Grasping 356
9.3 Walking 365
9.4 Getting Dressed Up 376
9.5 Chapter Summary 386
References 386
Chapter 10. Facial Animation 392
10.1 The Human Face 393
10.2 Facial Models 395
10.3 Animating the Face 403
10.4 Lip-Sync Animation 409
10.5 Chapter Summary 412
References 413
Chapter 11. Modeling Behavior 416
11.1 Knowing the Environment 417
11.2 Aggregate Behavior 419
11.3 Primitive Behaviors 421
11.4 Modeling Intelligent Behavior 433
11.5 Crowd Management 438
11.6 Chapter Summary 440
References 440
Chapter 12. Special Models for Animation 444
12.1 Implicit Surfaces 444
12.2 Plants 452
12.3 Subdivision Surfaces 464
12.4 Chapter Summary 465
References 466
Appendix A. Rendering Issues 468
A.1 Double Buffering 469
A.2 Compositing 469
A.3 Displaying Moving Objects: Motion Blur 481
A.4 Drop Shadows 484
A.5 Billboarding and Impostors 489
A.6 Summary 490
References 491
Appendix B. Background Information and Techniques 492
B.1 Vectors and Matrices 492
B.2 Geometric Computations 503
B.3 Transformations 530
B.4 Denevit and Hartenberg Representation for Linked Appendages 536
B.5 Interpolating and Approximating Curves 542
B.6 Randomness 560
B.7 Physics Primer 565
B.8 Numerical Integration Techniques 577
B.9 Standards for Moving Pictures 584
B.10 Camera Calibration 593
References 598
Index 600
Color Plate 618

Erscheint lt. Verlag 1.11.2007
Sprache englisch
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Informatik Grafik / Design Film- / Video-Bearbeitung
Mathematik / Informatik Informatik Software Entwicklung
Informatik Weitere Themen CAD-Programme
ISBN-10 0-08-055385-0 / 0080553850
ISBN-13 978-0-08-055385-6 / 9780080553856
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