The Art of 3D Computer Animation and Effects / Edition 4

The Art of 3D Computer Animation and Effects / Edition 4

by Isaac V. Kerlow
ISBN-10:
0470084901
ISBN-13:
9780470084908
Pub. Date:
04/13/2009
Publisher:
Wiley
ISBN-10:
0470084901
ISBN-13:
9780470084908
Pub. Date:
04/13/2009
Publisher:
Wiley
The Art of 3D Computer Animation and Effects / Edition 4

The Art of 3D Computer Animation and Effects / Edition 4

by Isaac V. Kerlow
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Overview

Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide

This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects—from creative development and preproduction to finished animation.

Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented—including VFX and animated feature movies, games, and TV commercials—by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world.

This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing.

Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.

  • Unique focus on creative development and production issues
  • Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach
  • The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration
  • Over 700 full-color images
  • Encyclopedic timeline and production pipelines

Product Details

ISBN-13: 9780470084908
Publisher: Wiley
Publication date: 04/13/2009
Edition description: 4th ed.
Pages: 512
Sales rank: 679,949
Product dimensions: 7.40(w) x 9.10(h) x 1.20(d)

About the Author

ISAAC KERLOW is a director and animation expert with years of development and production experience, including over a decade at The Walt Disney Company in Los Angeles, California. He creates films and art projects working with interdisciplinary teams at the Earth Observatory of Singapore, and is a longtime active member of SIGGRAPH and the Visual Effects Society.

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Table of Contents

Preface x

Section I. Introduction

Chapter 1 Animation, Visual Effects, and Technology in Context 3

Summary 3

1.1 A Digital Creative Environment 3

1.2 The Development of the Technology 5

1.3 Visual Milestones: 1960–1989 16

1.4 Visual Milestones: 1990–1999 23

1.5 Visual Milestones: 2000–Today 31

1.6 Timeline Charts 36

Key Terms 48

Chapter 2 Creative Development and the Digital Process 49

Summary 49

2.1 Storytelling 49

2.2 Character Design 58

2.3 Visual and Look Development 59

2.4 Production Strategies 60

2.5 The Digital Computer Animation Studio 65

2.6 Creative, Technical, and Production Teams 69

2.7 The Production Process of Computer Animation 77

2.8 Getting Started 86

Key Terms 90

Section II. Modeling

Chapter 3 Modeling Concepts 93

Summary 93

3.1 Space, Objects, and Structures 93

3.2 Building with Numbers 96

3.3 Vertices, Edges, and Facets 98

3.4 Moving Things Around 99

3.5 File Formats for Modeling 104

3.6 Getting Ready 106

Key Terms 114

Chapter 4 Modeling Techniques 115

Summary 115

4.1 Introduction 115

4.2 Curved Lines 116

4.3 Geometric Primitives 118

4.4 Sweeping 121

4.5 Free-Form Objects 123

4.6 Basic Modeling Utilities 126

4.7 Real-Time Polygonal Models 132

Key Terms 138

Chapter 5 Advanced Modeling and RiggingTechniques 139

Summary 139

5.1 Free-Form Curved Surfaces 139

5.2 Subdivision Surfaces 145

5.3 Logical Operators and Trimmed Surfaces 146

5.4 Advanced Modeling Utilities 147

5.5 Procedural Descriptions and Physical Simulations 149

5.6 Photogrammetry and Image-Based Modeling 157

5.7 Animation Rigging and Hierarchical Structures 158

5.8 Getting Ready 163

Key Terms 166

Section III. Rendering

Chapter 6 Rendering Concepts 169

Summary 169

6.1 Lights, Camera, and Materials 169

6.2 Color Models 172

6.3 Steps in the Rendering Process 175

6.4 Hidden Surface Removal 177

6.5 Z-Buffer 178

6.6 Ray Tracing 179

6.7 Global Illumination and Radiosity 181

6.8 Image-Based Lighting 183

6.9 Non-Photorealistic Rendering 188

6.10 Hardware Rendering 190

6.11 File Formats for Rendered Images 194

6.12 Getting Ready 196

Key Terms 201

Chapter 7 The Camera 203

Summary 203

7.1 Types of Cameras 203

7.2 The Pyramid of Vision 204

7.3 Types of Camera Shots 208

7.4 Types of Camera Lenses 214

7.5 Camera Animation 216

7.6 Getting Ready 217

Key Terms 220

Summary 221

Chapter 8 Lighting 221

8.1 Lighting Strategies and Mood 221

8.2 Types of Light Sources 226

8.3 Basic Components of a Light Source 230

8.4 Lighting the Scene 235

8.5 Basic Positions of Light Sources 241

8.6 Getting Ready 244

Key Terms 249

Summary 251

Chapter 9 Shading and Surface Characteristics 251

9.1 Surface Shading Techniques 251

9.2 Surface Shaders and Multi-Pass Rendering 254

9.3 Image Mapping 256

9.4 Surface Reflectivity 267

9.5 Surface Color 274

9.6 Surface Texture 276

9.7 Surface Transparency 280

9.8 Environment-Dependent Shading 281

9.9 Getting Ready 284

Key Terms 292

Section IV. Animation And Effects

Chapter 10 Principles of Animation 295

Summary 295

10.1 The Craft of Animation 295

10.2 The Twelve Principles 305

10.3 Half-a-Dozen More Principles 310

10.4 Character Development 318

10.5 Storyboarding 326

Key Terms 331

Chapter 11 Computer Animation Techniques 333

Summary 333

11.1 Keyframe Interpolation and Parameter Curves 333

11.2 Forward Kinematics and Model Animation 337

11.3 Camera Animation 343

11.4 Light Animation 348

11.5 Hierarchical Character Animation 352

11.6 Two- and Three-Dimensional Integration 356

11.7 Animation File Formats 358

11.8 Getting Ready 358

Key Terms 361

Chapter 12 Advanced Computer Animation Techniques 363

Summary 363

12.1 Inverse Kinematics 363

12.2 Performance Animation and Motion Capture 366

12.3 Dynamics Simulations 374

12.4 Procedural Animation 382

12.5 Facial Animation 390

12.6 Crowd Animation 394

12.7 Interactive Animation 396

Key Terms 404

Chapter 13 Visual Effects Techniques 405

Summary 405

13.1 Basic Concepts of Digital Visual Effects 405

13.2 Camera Tracking 413

13.3 Rotoscoping 414

13.4 Blue and Green Screens 414

13.5 Set and Character Extensions 419

13.6 Computer-Generated Particles 420

13.7 Crowd Replication 420

13.8 Three-Dimensional Morphing 421

13.9 Motion Control 422

13.10 Motion Capture and Virtual Characters 423

13.11 Photogrammetry 423

13.12 Practical Effects 424

Key Terms 426

Section V. Compositing and Output

Chapter 14 Retouching, Compositing, and Color Grading 429

Summary 429

14.1 Basic Concepts of Image Manipulation 429

14.2 Image Retouching 437

14.3 Image Compositing and Blending 442

14.4 Image Sequencing 447

14.5 Color Grading 452

Key Terms 454

Summary 455

Chapter 15 Image Resolution and Output 455

15.1 Basic Concepts of Digital Output 455

15.2 Image Resolution 456

15.3 Image File Formats and Aspect Ratios 463

15.4 Output on Paper 469

15.5 Output on Photographic Media 471

15.6 Output on Video 472

15.7 Output on Digital Media 475

15.8 Output on Three-Dimensional Media 478

Key Terms 480

Index 481

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