Pub. Date:
Elsevier Science
Computer Animation: Algorithms and Techniques / Edition 3

Computer Animation: Algorithms and Techniques / Edition 3

by Rick ParentRick Parent
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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 extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.

  • Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code
  • Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique
  • Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation
  • Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more

Product Details

ISBN-13: 9780124158429
Publisher: Elsevier Science
Publication date: 09/12/2012
Edition description: New Edition
Pages: 542
Product dimensions: 7.80(w) x 9.30(h) x 1.50(d)

About the Author

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.

Table of Contents

1. Introduction

1.1 Perception
1.2 The Heritage of Animation
1.3 Animation Production
1.4 Computer Animation Production
1.5 A Brief History of Computer Animation
1.6 Chapter Summary

2. Technical Background

2.1 Spaces and Transformations
2.2 Orientation Representation
2.3 Chapter Summary

3. Interpolation

3.1 Interpolating Values
3.2 Controlling the Motion of a Point Along a Curve
3.3 Interpolation of Orientations
3.4 Working with Paths
3.5 Chapter Summary

4. Interpolation -Based Animation

4.1 Key-Frame Systems
4.2 Animation Languages
4.3 Deforming Objects
4.4 3D Shape Interpolation
4.5 Morphing (2D)
4.6 Chapter Summary

5. Kinematic Linkages

5.1 Hierarchical Modeling
5.2 Forward Kinematics
5.3 Inverse Kinematics
5.4 Chapter Summary

6. Motion Capture

6.1 Motion Capture Technologies
6.2 Processing the Images
6.3 Camera Calibration
6.4 3D Position Reconstruction
6.5 Fitting to the Skeleton
6.6 Output from Motion Capture Systems
6.7 Manipulating Motion Capture Data
6.8 Chapter Summary

7. Physically Based Animation

7.1 Basic Physics - A Review
7.2 Spring Meshes
7.3 Particle Systems
7.4 Rigid Body Simulation
7.5 Enforcing Soft and Hard Constraints
7.6 Chapter Summary

8. Fluids: Liquids & Gases

8.1 Specific Fluid Models
8.2 Computational Fluid Dynamics
8.3 Chapter Summary

9. Modeling and Animating Human Figures

9.1 Overview of Virtual Human Representation
9.2 Reaching and Grasping
9.3 Walking
9.4 Getting Dressed Up
9.5 Chapter Summary

10. Facial Animation

10.1 The Human Face
10.2 Facial Models
10.3 Animating the Face
10.4 Lip-Sync Animation
10.5 Chapter Summary

11. Modeling Behavior

11.1 Knowing the Environment
11.2 Aggregate Behavior
11.3 Primitive Behaviors
11.4 Modeling Intelligent Behavior
11.5 Crowd Management
11.6 Chapter Summary

12. Special Models for Animation

12.1 Implicit Surfaces
12.2 Plants
12.3 Subdivision Surfaces
12.4 Chapter Summary

App A. Rendering Issues

A.1 Double Buffering
A.2 Compositing
A.3 Displaying Moving Objects: Motion Blur
A.4 Drop Shadows
A.5 Billboarding and Impostors
A.6 Summary

App B. Background Information and Techniques

B.1 Vectors and Matrices
B.2 Geometric Computations
B.3 Transformations
B.4 Denevit and Hartenberg Representation for Linked Appendages
B.5 Interpolating and Approximating Curves
B.6 Randomness
B.7 Physics Primer
B.8 Numerical Integration Techniques
B.9 Standards for Moving Pictures
B.10 Camera Calibration

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