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Computer Animation Algorithms and Techniques

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ISBN-10: 0124158420

ISBN-13: 9780124158429

Edition: 3rd 2012

Authors: Rick Parent

List price: $69.95
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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…    
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Book details

List price: $69.95
Edition: 3rd
Copyright year: 2012
Publisher: Elsevier Science & Technology Books
Publication date: 10/4/2012
Binding: Hardcover
Pages: 542
Size: 8.00" wide x 9.50" long x 1.75" tall
Weight: 2.816
Language: English

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…    

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