Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
ISBN: 1447123395
Category : Computers
Languages : en
Pages : 319
Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
Advanced Methods in Computer Graphics
Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
ISBN: 1447123395
Category : Computers
Languages : en
Pages : 319
Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
Publisher: Springer Science & Business Media
ISBN: 1447123395
Category : Computers
Languages : en
Pages : 319
Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
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.
Advanced Computer Animation
Computer Animation
Author: Rick Parent
Publisher: Elsevier
ISBN: 0080553850
Category : Computers
Languages : en
Pages : 626
Book Description
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
Publisher: Elsevier
ISBN: 0080553850
Category : Computers
Languages : en
Pages : 626
Book Description
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
Automatic Generation of Computer Animation
Author: Ruqian Lu
Publisher: Springer
ISBN: 3540455906
Category : Computers
Languages : en
Pages : 386
Book Description
We are both fans of watching animated stories. Every evening, before or after d- ner, we always sit in front of the television and watch the animation program, which is originally produced and shown for children. We find ourselves becoming younger while immerged in the interesting plot of the animation: how the princess is first killed and then rescued, how the little rat defeats the big cat, etc. But what we have found in those animation programs are not only interesting plots, but also a big chance for the application of computer science and artificial intelligence techniques. As is well known, the cost of producing animated movies is very high, even with the use of computer graphics techniques. Turning a story in text form into an animated movie is a long and complicated procedure. We came to the c- clusion that many parts of this process could be automated by using artificial - telligence techniques. It is actually a challenge and test for machine intelligence. So we decided to explore the possibility of a full life cycle automation of c- puter animation generation. By full life cycle we mean the generation process of computer animation from a children s story in natural language text form to the final animated movie. It is of course a task of immense difficulty. However, we decided to try our best and to see how far we could go.
Publisher: Springer
ISBN: 3540455906
Category : Computers
Languages : en
Pages : 386
Book Description
We are both fans of watching animated stories. Every evening, before or after d- ner, we always sit in front of the television and watch the animation program, which is originally produced and shown for children. We find ourselves becoming younger while immerged in the interesting plot of the animation: how the princess is first killed and then rescued, how the little rat defeats the big cat, etc. But what we have found in those animation programs are not only interesting plots, but also a big chance for the application of computer science and artificial intelligence techniques. As is well known, the cost of producing animated movies is very high, even with the use of computer graphics techniques. Turning a story in text form into an animated movie is a long and complicated procedure. We came to the c- clusion that many parts of this process could be automated by using artificial - telligence techniques. It is actually a challenge and test for machine intelligence. So we decided to explore the possibility of a full life cycle automation of c- puter animation generation. By full life cycle we mean the generation process of computer animation from a children s story in natural language text form to the final animated movie. It is of course a task of immense difficulty. However, we decided to try our best and to see how far we could go.
Character Rigging and Advanced Animation
Author: Purushothaman Raju
Publisher: Apress
ISBN: 1484250370
Category : Computers
Languages : en
Pages : 290
Book Description
Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you’ll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario. The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019. The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs. On completing Character Rigging and Advance Animation, you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion. What You Will Learn Understand the 12 principles of animationSet up an animation-ready character rig from scratchMaster the deformation tools available for animation Who This Book Is For Readers who are familiar with 3ds Max at a basic level and are looking at getting into character rigging and animation.
Publisher: Apress
ISBN: 1484250370
Category : Computers
Languages : en
Pages : 290
Book Description
Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you’ll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario. The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019. The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs. On completing Character Rigging and Advance Animation, you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion. What You Will Learn Understand the 12 principles of animationSet up an animation-ready character rig from scratchMaster the deformation tools available for animation Who This Book Is For Readers who are familiar with 3ds Max at a basic level and are looking at getting into character rigging and animation.
Advanced Computer Graphics
Author: Robert Douglas Parslow
Publisher: Springer Science & Business Media
ISBN: 1461346061
Category : Computers
Languages : en
Pages : 1194
Book Description
Computer graphics is no longer merely a technique of promise. The case studies in this book prove that it is a technique which has already identified itself with progress in an astonishingly wide range of app lications, to the extent that it has been necessary to group many chapters into sections dealing with specific categories, such as the design of electrical circuits, civil engineering, architecture, nuclear and space science and text editing. In the last couple of years, computer graphics has blossomed out from the stage in which it was confined almost exclusively to the large scale industries of aircraft and automobile engineering. It has also developed additional advantages, mote than the simple idea of doing the same thing more quickly. Now the technique offers entirely new ways of doing old things, with consequent greater efficiency and accuracy; and it also brings a way of doing new things, which were previously not possible. In the introduction to their paper in Part 12, Armit and Forrest state: "We do not discuss those systems which are merely computer versions of existing design methods, but rather those systems which make use of techniques for design which are beyond the possibilities of conventional drafting." Similarly, Ranaweer3; and Leckie end their paper in Part 4 with the comment: "Thus the man and the machine can work as a team to arrive at a solution better than that which can be arrived at by either one alone".
Publisher: Springer Science & Business Media
ISBN: 1461346061
Category : Computers
Languages : en
Pages : 1194
Book Description
Computer graphics is no longer merely a technique of promise. The case studies in this book prove that it is a technique which has already identified itself with progress in an astonishingly wide range of app lications, to the extent that it has been necessary to group many chapters into sections dealing with specific categories, such as the design of electrical circuits, civil engineering, architecture, nuclear and space science and text editing. In the last couple of years, computer graphics has blossomed out from the stage in which it was confined almost exclusively to the large scale industries of aircraft and automobile engineering. It has also developed additional advantages, mote than the simple idea of doing the same thing more quickly. Now the technique offers entirely new ways of doing old things, with consequent greater efficiency and accuracy; and it also brings a way of doing new things, which were previously not possible. In the introduction to their paper in Part 12, Armit and Forrest state: "We do not discuss those systems which are merely computer versions of existing design methods, but rather those systems which make use of techniques for design which are beyond the possibilities of conventional drafting." Similarly, Ranaweer3; and Leckie end their paper in Part 4 with the comment: "Thus the man and the machine can work as a team to arrive at a solution better than that which can be arrived at by either one alone".
Computer Animation Complete
Author: Rick Parent
Publisher: Morgan Kaufmann
ISBN: 0123785642
Category : Computers
Languages : en
Pages : 591
Book Description
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. - Expert instruction from a variety of pace-setting computer graphics researchers. - Provides in-depth coverage of established and emerging animation algorithms. - For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. - A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.
Publisher: Morgan Kaufmann
ISBN: 0123785642
Category : Computers
Languages : en
Pages : 591
Book Description
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. - Expert instruction from a variety of pace-setting computer graphics researchers. - Provides in-depth coverage of established and emerging animation algorithms. - For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. - A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.
Advanced RenderMan
Author: Anthony A. Apodaca
Publisher: Morgan Kaufmann
ISBN: 9781558606180
Category : Computers
Languages : en
Pages : 592
Book Description
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.
Publisher: Morgan Kaufmann
ISBN: 9781558606180
Category : Computers
Languages : en
Pages : 592
Book Description
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.
Advanced Methods in Computer Graphics
Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
ISBN: 1447123409
Category : Computers
Languages : en
Pages : 316
Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
Publisher: Springer Science & Business Media
ISBN: 1447123409
Category : Computers
Languages : en
Pages : 316
Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.