Author: Nadia Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 4431682937
Category : Computers
Languages : en
Pages : 224
Book Description
Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables and discussions have been included as well as presentations of concepts and research themes such as keyframe to task-level animation, artificial intelligence, natural language and simulation for human animation, choreography, anthropometry for animated human figures, facial animation and expressions, the use of dynamic simulation, motion control and blur, and data-base oriented animation design.
State-of-the-art in Computer Animation
Author: Nadia Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 4431682937
Category : Computers
Languages : en
Pages : 224
Book Description
Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables and discussions have been included as well as presentations of concepts and research themes such as keyframe to task-level animation, artificial intelligence, natural language and simulation for human animation, choreography, anthropometry for animated human figures, facial animation and expressions, the use of dynamic simulation, motion control and blur, and data-base oriented animation design.
Publisher: Springer Science & Business Media
ISBN: 4431682937
Category : Computers
Languages : en
Pages : 224
Book Description
Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables and discussions have been included as well as presentations of concepts and research themes such as keyframe to task-level animation, artificial intelligence, natural language and simulation for human animation, choreography, anthropometry for animated human figures, facial animation and expressions, the use of dynamic simulation, motion control and blur, and data-base oriented animation design.
The Art and Science of Computer Animation
Author: Stuart Mealing
Publisher: Intellect (UK)
ISBN:
Category : Computers
Languages : en
Pages : 332
Book Description
Providing an overview of computer animation, from basic principles to more esoteric developments such as virtual reality and parametric modelling, this book is intentionally broad in scope and illuminated by many diagrams and illustrations. This book communicates teh excitement shared by those who work in this field to those who seek a comprehensive introduction.
Publisher: Intellect (UK)
ISBN:
Category : Computers
Languages : en
Pages : 332
Book Description
Providing an overview of computer animation, from basic principles to more esoteric developments such as virtual reality and parametric modelling, this book is intentionally broad in scope and illuminated by many diagrams and illustrations. This book communicates teh excitement shared by those who work in this field to those who seek a comprehensive introduction.
The Art of 3D
Author: Isaac V. Kerlow
Publisher: John Wiley & Sons
ISBN: 9780471430360
Category : Architecture
Languages : en
Pages : 470
Book Description
Publisher Description
Publisher: John Wiley & Sons
ISBN: 9780471430360
Category : Architecture
Languages : en
Pages : 470
Book Description
Publisher Description
Handbook of Computer Animation
Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 9781852335649
Category : Computers
Languages : en
Pages : 282
Book Description
Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.
Publisher: Springer Science & Business Media
ISBN: 9781852335649
Category : Computers
Languages : en
Pages : 282
Book Description
Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.
3D Animation Essentials
Author: Andy Beane
Publisher: John Wiley & Sons
ISBN: 1118239059
Category : Computers
Languages : en
Pages : 357
Book Description
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Publisher: John Wiley & Sons
ISBN: 1118239059
Category : Computers
Languages : en
Pages : 357
Book Description
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Evolutionary Art and Computers
Author: Stephen J. P. Todd
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 272
Book Description
This book is a unique insight by two of the foremost collaborators in the controversial field of human-machine creativity--which fuses modern art, mathematics, computers, and evolution.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 272
Book Description
This book is a unique insight by two of the foremost collaborators in the controversial field of human-machine creativity--which fuses modern art, mathematics, computers, and evolution.
Understanding Motion Capture for Computer Animation
Author: Alberto Menache
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Simulating Humans
Author: Norman I. Badler
Publisher: Oxford University Press, USA
ISBN: 0195073592
Category : Computers
Languages : en
Pages : 287
Book Description
The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.
Publisher: Oxford University Press, USA
ISBN: 0195073592
Category : Computers
Languages : en
Pages : 287
Book Description
The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.
Advanced Animation and Rendering Techniques
Author: Alan H. Watt
Publisher: Addison-Wesley Professional
ISBN:
Category : Computers
Languages : en
Pages : 516
Book Description
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
Publisher: Addison-Wesley Professional
ISBN:
Category : Computers
Languages : en
Pages : 516
Book Description
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
Level of Detail for 3D Graphics
Author: David Luebke
Publisher: Morgan Kaufmann
ISBN: 1558608389
Category : Computers
Languages : en
Pages : 432
Book Description
Preface -- Foreword -- Part I: Generation -- 1. Introduction -- 2. Mesh Simplification -- 3. Error Metrics -- Part II: Application -- 4. Runtime Frameworks -- 5. Catalog of Useful Algorithms -- 6. Gaming Optimizations -- 7. Terrain Level of Detail -- Part III: Advanced Issues -- 8. Perceptual Issues -- 9. Measuring Visual Fidelity -- 10. Temporal LOD -- Glossary -- BibliographyMesh simplification -- Simplification error metrics -- Run-time frameworks -- A catalog of useful algorithms -- Gaming optimizations -- Terrain level of detail -- Perceptual issues -- Measuring visual fidelity -- Temporal detail.
Publisher: Morgan Kaufmann
ISBN: 1558608389
Category : Computers
Languages : en
Pages : 432
Book Description
Preface -- Foreword -- Part I: Generation -- 1. Introduction -- 2. Mesh Simplification -- 3. Error Metrics -- Part II: Application -- 4. Runtime Frameworks -- 5. Catalog of Useful Algorithms -- 6. Gaming Optimizations -- 7. Terrain Level of Detail -- Part III: Advanced Issues -- 8. Perceptual Issues -- 9. Measuring Visual Fidelity -- 10. Temporal LOD -- Glossary -- BibliographyMesh simplification -- Simplification error metrics -- Run-time frameworks -- A catalog of useful algorithms -- Gaming optimizations -- Terrain level of detail -- Perceptual issues -- Measuring visual fidelity -- Temporal detail.