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Preface | |
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About the Author | |
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Introduction | |
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Motion perception | |
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The heritage of animation | |
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Early devices | |
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The early days of "conventional" animation | |
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Disney | |
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Contributions of others | |
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Other media for animation | |
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Animation production | |
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Principles of animation | |
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Principles of filmmaking | |
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Sound | |
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Computer animation production | |
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Computer animation production tasks | |
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Digital editing | |
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Digital video | |
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Digital audio | |
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A brief history of computer animation | |
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Early activity (pre-1980) | |
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The middle years (the 1980s) | |
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Animation comes of age (the mid-1980s and beyond) | |
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Summary | |
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Technical Background | |
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Spaces and transformations | |
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The display pipeline | |
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Homogeneous coordinates and the transformation matrix | |
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Concatenating transformations: multiplying transformation matrices | |
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Basic transformations | |
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Representing an arbitrary orientation | |
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Extracting transformations from a matrix | |
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Description of transformations in the display pipeline | |
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Error considerations | |
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Orientation representation | |
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Fixed-angle representation | |
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Euler angle representation | |
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Angle and axis representation | |
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Quaternion representation | |
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Exponential map representation | |
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Summary | |
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Interpolating Values | |
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Interpolation | |
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The appropriate function | |
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Summary | |
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Controlling the motion of a point along a curve | |
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Computing arc length | |
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Speed control | |
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Ease-in/ease-out | |
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General distance-time functions | |
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Curve fitting to position-time pairs | |
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Interpolation of orientations | |
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Interpolating quaternions | |
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Working with paths | |
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Path following | |
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Orientation along a path | |
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Smoothing a path | |
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Determining a path along a surface | |
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Path finding | |
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Chapter summary | |
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Interpolation-Based Animation | |
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Key-frame systems | |
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Animation languages | |
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Artist-oriented animation languages | |
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Full-featured programming languages for animation | |
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Articulation variables | |
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Graphical languages | |
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Actor-based animation languages | |
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Deforming objects | |
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Picking and pulling | |
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Deforming an embedding space | |
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Three-dimensional shape interpolation | |
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Matching topology | |
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Star-shaped polyhedra | |
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Axial slices | |
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Map to sphere | |
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Recursive subdivision | |
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Morphing (two-dimensional) | |
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Coordinate grid approach | |
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Feature-based morphing | |
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Chapter summary | |
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Kinematic Linkages | |
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Hierarchical modeling | |
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Data structure for hierarchical modeling | |
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Local coordinate frames | |
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Forward kinematics | |
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Inverse kinematics | |
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Solving a simple system by analysis | |
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The Jacobian | |
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Numeric solutions to IK | |
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Summary | |
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Chapter summary | |
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Motion Capture | |
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Motion capture technologies | |
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Processing the images | |
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Camera calibration | |
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Three-dimensional position reconstruction | |
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Multiple markers | |
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Multiple cameras | |
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Fitting to the skeleton | |
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Output from motion capture systems | |
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Manipulating motion capture data | |
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Processing the signals | |
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Retargeting the motion | |
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Combining motions | |
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Chapter summary | |
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Physically Based Animation | |
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Basic physics-a review | |
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Spring-damper pair | |
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Spring animation examples | |
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Flexible objects | |
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Virtual springs | |
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Particle systems | |
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Particle generation | |
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Particle attributes | |
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Particle termination | |
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Particle animation | |
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Particle rendering | |
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Particle system representation | |
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Forces on particles | |
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Particle life span | |
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Rigid body simulation | |
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Bodies in free fall | |
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Bodies in collision | |
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Dynamics of linked hierarchies | |
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Cloth | |
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Direct modeling of folds | |
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Physically based modeling | |
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Enforcing soft and hard constraints | |
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Energy minimization | |
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Space-time constraints | |
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Chapter summary | |
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Fluids: Liquids and Gases | |
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Specific fluid models | |
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Models of water | |
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Modeling and animating clouds | |
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Modeling and animating fire | |
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Summary | |
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Computational fluid dynamics | |
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General approaches to modeling fluids | |
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CFD equations | |
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Grid-based approach | |
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Particle-based approaches including smoothed particle hydrodynamics | |
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Chapter summary | |
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Modeling and Animating Human Figures | |
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Overview of virtual human representation | |
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Representing body geometry | |
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Geometry data acquisition | |
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Geometry deformation | |
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Surface detail | |
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Layered approach to human figure modeling | |
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Reaching and grasping | |
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Modeling the aim | |
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The shoulder joint | |
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The hand | |
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Coordinated movement | |
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Reaching around obstacles | |
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Strength | |
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Walking | |
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The mechanics of locomotion | |
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The kinematics of the walk | |
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Using dynamics to help produce realistic motion | |
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Forward dynamic control | |
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Summary | |
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Coverings | |
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Clothing | |
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Hair | |
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Chapter summary | |
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Facial Animation | |
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The human face | |
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Anatomic structure | |
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The facial action coding system | |
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Facial models | |
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Creating a continuous surface model | |
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Textures | |
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Animating the face | |
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Parameterized models | |
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Blend shapes | |
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Muscle models | |
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Expressions | |
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Summary | |
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Lip-sync animation | |
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Articulators of speech | |
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Phonemes | |
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Coarticulation | |
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Prosody | |
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Chapter summary | |
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Behavioral Animation | |
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Primitive behaviors | |
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Flocking behavior | |
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Prey-predator behavior | |
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Knowledge of the environment | |
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Vision | |
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Memory | |
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Modeling intelligent behavior | |
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Autonomous behavior | |
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Expressions and gestures | |
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Modeling individuality: personality and emotions | |
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Crowds | |
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Crowd behaviors | |
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Internal structure | |
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Crowd control | |
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Managing n-squared complexity | |
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Appearance | |
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Chapter summary | |
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Special Models for Animation | |
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Implicit surfaces | |
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Basic implicit surface formulation | |
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Animation using implicitly defined objects | |
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Collision detection | |
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Deforming the implicit surface as a result of collision | |
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Level set methods | |
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Summary | |
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Plants | |
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A little bit of botany | |
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L-systems | |
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Animating plant growth | |
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Summary | |
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Subdivision surfaces | |
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Chapter summary | |
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Rendering Issues | |
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Background Information and Techniques | |
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Index | |