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Descripción

Computer Animation: Algorithms and Techniques, Fourth Edition surveys computer algorithms and programming techniques for specifying and generating motion for graphical objects, that is, computer animation. It is primarily concerned with three-dimensional (3D) computer animation. In this 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. As in previous editions, the book addresses practical issues, provides accessible techniques, and offers straightforward implementations.

  • Describes the key mathematical and algorithmic foundations of animation that provide students with a deep understanding and control of techniques covered
  • Includes a companion website with contemporary animation examples drawn from research and entertainment, sample animations, and example code
  • Explains the algorithms used for path following, hierarchical kinematic modeling, rigid body dynamics, flocking behavior, particle systems, collision detection, and more

1. Chapter 1. Introduction - p. 1 2. Chapter 2. Math foundations - p. 45 3. 2.1 Scalars and vectors - p. 45 4. 2.2 Matrices - p. 50 5. 2.3 Coordinate systems and transformations - p. 56 6. 2.4 Orientation representation - p. 64 7. 2.5 Chapter summary - p. 75 8. 2.6 Exercises - p. 76 9. Chapter 3. Objects in Space - p. 81 10. Chapter 4. Interpolation: computing “in-between” values - p. 95 11. 4.1 Animation, sampling, and time - p. 95 12. 4.2 Interpolation - p. 98 13. 4.3 Controlling the motion of a point along a curve - p. 108 14. 4.4 Interpolation of orientations - p. 137 15. 4.5 Working with paths - p. 144 16. 4.6 Chapter summary - p. 158 17. 4.7 Exercises - p. 158 18. Chapter 5. Physics-based movement - p. 161 19. 5.1 Why physics? - p. 161 20. 5.2 Physically based animation - p. 161 21. 5.3 Simulating rigid bodies - p. 162 22. 5.4 Physics engines - p. 163 23. 5.6 Modeling rigid body dynamics - p. 166 24. 5.7 Particle systems - p. 175 25. 5.8 Nonrigid bodies (flexible) - p. 180 26. 5.9 Enforcing soft and hard constraints - p. 185 27. 5.10 More advanced concepts - p. 209 28. 5.11 Chapter summary - p. 210 29. 5.12 Exercises - p. 210 30. Chapter 6. Controlling objects “intelligently” - p. 215 31. Chapter 7. Basic animation techniques - p. 253 32. Chapter 8. Acquiring animation data - p. 313 33. Chapter 9. Modeling and animating human figures - p. 345 34. Chapter 10. Facial animation - p. 383 35. Chapter 11. Fluids, liquids, and gases - p. 413 36. Chapter 12. The future of animation - p. 453 37. Appendix. Background Information and Techniques - p. 459 38. 1 Vectors and matrices - p. 459 39. 2 Geometric computations - p. 469 40. 3 Transformations - p. 489 41. 4 Denavit and Hartenberg representation for linked appendages - p. 500 42. 5 Interpolating and approximating curves - p. 507 43. 6 Randomness - p. 523 44. 7 Physics primer - p. 529 45. 8 Numerical integration techniques - p. 541 46. 9 Optimization - p. 547 47. 10 Standards for moving pictures - p. 552 48. 11 Camera calibration - p. 561 49. Index - p. 567

Descripcion
Descripción

Computer Animation: Algorithms and Techniques, Fourth Edition surveys computer algorithms and programming techniques for specifying and generating motion for graphical objects, that is, computer animation. It is primarily concerned with three-dimensional (3D) computer animation. In this 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. As in previous editions, the book addresses practical issues, provides accessible techniques, and offers straightforward implementations.

  • Describes the key mathematical and algorithmic foundations of animation that provide students with a deep understanding and control of techniques covered
  • Includes a companion website with contemporary animation examples drawn from research and entertainment, sample animations, and example code
  • Explains the algorithms used for path following, hierarchical kinematic modeling, rigid body dynamics, flocking behavior, particle systems, collision detection, and more

1. Chapter 1. Introduction - p. 1 2. Chapter 2. Math foundations - p. 45 3. 2.1 Scalars and vectors - p. 45 4. 2.2 Matrices - p. 50 5. 2.3 Coordinate systems and transformations - p. 56 6. 2.4 Orientation representation - p. 64 7. 2.5 Chapter summary - p. 75 8. 2.6 Exercises - p. 76 9. Chapter 3. Objects in Space - p. 81 10. Chapter 4. Interpolation: computing “in-between” values - p. 95 11. 4.1 Animation, sampling, and time - p. 95 12. 4.2 Interpolation - p. 98 13. 4.3 Controlling the motion of a point along a curve - p. 108 14. 4.4 Interpolation of orientations - p. 137 15. 4.5 Working with paths - p. 144 16. 4.6 Chapter summary - p. 158 17. 4.7 Exercises - p. 158 18. Chapter 5. Physics-based movement - p. 161 19. 5.1 Why physics? - p. 161 20. 5.2 Physically based animation - p. 161 21. 5.3 Simulating rigid bodies - p. 162 22. 5.4 Physics engines - p. 163 23. 5.6 Modeling rigid body dynamics - p. 166 24. 5.7 Particle systems - p. 175 25. 5.8 Nonrigid bodies (flexible) - p. 180 26. 5.9 Enforcing soft and hard constraints - p. 185 27. 5.10 More advanced concepts - p. 209 28. 5.11 Chapter summary - p. 210 29. 5.12 Exercises - p. 210 30. Chapter 6. Controlling objects “intelligently” - p. 215 31. Chapter 7. Basic animation techniques - p. 253 32. Chapter 8. Acquiring animation data - p. 313 33. Chapter 9. Modeling and animating human figures - p. 345 34. Chapter 10. Facial animation - p. 383 35. Chapter 11. Fluids, liquids, and gases - p. 413 36. Chapter 12. The future of animation - p. 453 37. Appendix. Background Information and Techniques - p. 459 38. 1 Vectors and matrices - p. 459 39. 2 Geometric computations - p. 469 40. 3 Transformations - p. 489 41. 4 Denavit and Hartenberg representation for linked appendages - p. 500 42. 5 Interpolating and approximating curves - p. 507 43. 6 Randomness - p. 523 44. 7 Physics primer - p. 529 45. 8 Numerical integration techniques - p. 541 46. 9 Optimization - p. 547 47. 10 Standards for moving pictures - p. 552 48. 11 Camera calibration - p. 561 49. Index - p. 567

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