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Computer animation [electronic resource] : algorithms and techniques / 3rd ed

Computer animation [electronic resource] : algorithms and techniques / 3rd ed

자료유형
E-Book(소장)
개인저자
Parent, Rick.
서명 / 저자사항
Computer animation [electronic resource] : algorithms and techniques / Rick Parent, Ohio State University.
판사항
3rd ed.
발행사항
San Francisco, Calif. :   Morgan Kaufmann,   2012.  
형태사항
1 online resource (xvii, 515 p.) : ill.
ISBN
9780124159730 (electronic bk.) 0124159737 (electronic bk.)
요약
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 look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation * Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more.
일반주기
Title from e-Book title page.  
내용주기
Introduction -- Technical background -- Interpolating values -- Interpolation-based animation -- Kinematic linkages -- Motion capture -- Physically based animation -- Fluids: liquids and gases -- Modeling and animating human figures -- Facial animation -- Behavioral animation -- Special models for animation.
서지주기
Includes bibliographical references and index.
이용가능한 다른형태자료
Issued also as a book.  
일반주제명
Computer animation.
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ScienceDirect   URL
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082 0 0 ▼a 006.6/96 ▼2 23
084 ▼a 006.696 ▼2 DDCK
090 ▼a 006.696
100 1 ▼a Parent, Rick.
245 1 0 ▼a Computer animation ▼h [electronic resource] : ▼b algorithms and techniques / ▼c Rick Parent, Ohio State University.
250 ▼a 3rd ed.
260 ▼a San Francisco, Calif. : ▼b Morgan Kaufmann, ▼c 2012.
300 ▼a 1 online resource (xvii, 515 p.) : ▼b ill.
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references and index.
505 0 ▼a Introduction -- Technical background -- Interpolating values -- Interpolation-based animation -- Kinematic linkages -- Motion capture -- Physically based animation -- Fluids: liquids and gases -- Modeling and animating human figures -- Facial animation -- Behavioral animation -- Special models for animation.
520 ▼a 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 look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation * Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Computer animation.
856 4 0 ▼3 ScienceDirect ▼u https://oca.korea.ac.kr/link.n2s?url=http://www.sciencedirect.com/science/book/9780124158429
945 ▼a KLPA
991 ▼a E-Book(소장)

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 중앙도서관/e-Book 컬렉션/ 청구기호 CR 006.696 등록번호 E14002602 도서상태 대출불가(열람가능) 반납예정일 예약 서비스 M

컨텐츠정보

목차

Preface	p. xiii
About the Author	p. xvii
Chapter 1	Introduction	p. 1
1.1	    Motion perception	p. 2
1.2	    The heritage of animation	p. 4
1.2.1	        Early devices	p. 4
1.2.2	        The early days of "conventional" animation	p. 6
1.2.3	        Disney	p. 7
1.2.4	        Contributions of others	p. 8
1.2.5	        Other media for animation	p. 8
1.3	    Animation production	p. 9
1.3.1	        Principles of animation	p. 10
1.3.2	        Principles of filmmaking	p. 12
1.3.3	        Sound	p. 14
1.4	    Computer animation production	p. 15
1.4.1	        Computer animation production tasks	p. 16
1.4.2	        Digital editing	p. 18
1.4.3	        Digital video	p. 20
1.4.4	        Digital audio	p. 21
1.5	    A brief history of computer animation	p. 22
1.5.1	        Early activity (pre-1980)	p. 22
1.5.2	        The middle years (the 1980s)	p. 25
1.5.3	        Animation comes of age (the mid-1980s and beyond)	p. 26
1.6	    Summary	p. 29
Chapter 2	Technical Background	p. 33
2.1	    Spaces and transformations	p. 33
2.1.1	        The display pipeline	p. 34
2.1.2	        Homogeneous coordinates and the transformation matrix	p. 38
2.1.3	        Concatenating transformations: multiplying transformation matrices	p. 40
2.1.4	        Basic transformations	p. 40
2.1.5	        Representing an arbitrary orientation	p. 42
2.1.6	        Extracting transformations from a matrix	p. 46
2.1.7	        Description of transformations in the display pipeline	p. 47
2.1.8	        Error considerations	p. 48
2.2	    Orientation representation	p. 52
2.2.1	        Fixed-angle representation	p. 54
2.2.2	        Euler angle representation	p. 56
2.2.3	        Angle and axis representation	p. 57
2.2.4	        Quaternion representation	p. 58
2.2.5	        Exponential map representation	p. 60
2.3	    Summary	p. 60
Chapter 3	Interpolating Values	p. 61
3.1	    Interpolation	p. 61
3.1.1	        The appropriate function	p. 62
3.1.2	        Summary	p. 65
3.2	    Controlling the motion of a point along a curve	p. 65
3.2.1	        Computing arc length	p. 66
3.2.2	        Speed control	p. 78
3.2.3	        Ease-in/ease-out	p. 80
3.2.4	        General distance-time functions	p. 86
3.2.5	        Curve fitting to position-time pairs	p. 90
3.3	    Interpolation of orientations	p. 91
3.3.1	        Interpolating quaternions	p. 91
3.4	    Working with paths	p. 96
3.4.1	        Path following	p. 96
3.4.2	        Orientation along a path	p. 96
3.4.3	        Smoothing a path	p. 100
3.4.4	        Determining a path along a surface	p. 106
3.4.5	        Path finding	p. 108
3.5	    Chapter summary	p. 108
Chapter 4	Interpolation-Based Animation	p. 111
4.1	    Key-frame systems	p. 111
4.2	    Animation languages	p. 115
4.2.1	        Artist-oriented animation languages	p. 116
4.2.2	        Full-featured programming languages for animation	p. 116
4.2.3	        Articulation variables	p. 117
4.2.4	        Graphical languages	p. 117
4.2.5	        Actor-based animation languages	p. 118
4.3	    Deforming objects	p. 119
4.3.1	        Picking and pulling	p. 119
4.3.2	        Deforming an embedding space	p. 121
4.4	    Three-dimensional shape interpolation	p. 135
4.4.1	        Matching topology	p. 136
4.4.2	        Star-shaped polyhedra	p. 137
4.4.3	        Axial slices	p. 137
4.4.4	        Map to sphere	p. 139
4.4.5	        Recursive subdivision	p. 145
4.5	    Morphing (two-dimensional)	p. 147
4.5.1	        Coordinate grid approach	p. 147
4.5.2	        Feature-based morphing	p. 153
4.6	    Chapter summary	p. 159
Chapter 5	Kinematic Linkages	p. 161
5.1	    Hierarchical modeling	p. 162
5.1.1	        Data structure for hierarchical modeling	p. 164
5.1.2	        Local coordinate frames	p. 170
5.2	    Forward kinematics	p. 171
5.3	    Inverse kinematics	p. 172
5.3.1	        Solving a simple system by analysis	p. 173
5.3.2	        The Jacobian	p. 174
5.3.3	        Numeric solutions to IK	p. 178
5.3.4	        Summary	p. 185
5.4	    Chapter summary	p. 185
Chapter 6	Motion Capture	p. 187
6.1	    Motion capture technologies	p. 187
6.2	    Processing the images	p. 188
6.3	    Camera calibration	p. 190
6.4	    Three-dimensional position reconstruction	p. 191
6.4.1	        Multiple markers	p. 192
6.4.2	        Multiple cameras	p. 192
6.5	    Fitting to the skeleton	p. 193
6.6	    Output from motion capture systems	p. 195
6.7	    Manipulating motion capture data	p. 196
6.7.1	        Processing the signals	p. 196
6.7.2	        Retargeting the motion	p. 197
6.7.3	        Combining motions	p. 197
6.8	    Chapter summary	p. 198
Chapter 7	Physically Based Animation	p. 199
7.1	    Basic physics-a review	p. 200
7.1.1	        Spring-damper pair	p. 202
7.2	    Spring animation examples	p. 202
7.2.1	        Flexible objects	p. 202
7.2.2	        Virtual springs	p. 205
7.3	    Particle systems	p. 205
7.3.1	        Particle generation	p. 206
7.3.2	        Particle attributes	p. 207
7.3.3	        Particle termination	p. 207
7.3.4	        Particle animation	p. 207
7.3.5	        Particle rendering	p. 207
7.3.6	        Particle system representation	p. 208
7.3.7	        Forces on particles	p. 208
7.3.8	        Particle life span	p. 209
7.4	    Rigid body simulation	p. 209
7.4.1	        Bodies in free fall	p. 210
7.4.2	        Bodies in collision	p. 219
7.4.3	        Dynamics of linked hierarchies	p. 232
7.5	    Cloth	p. 235
7.5.1	        Direct modeling of folds	p. 237
7.5.2	        Physically based modeling	p. 240
7.6	    Enforcing soft and hard constraints	p. 244
7.6.1	        Energy minimization	p. 244
7.6.2	        Space-time constraints	p. 247
7.7	    Chapter summary	p. 249
Chapter 8	Fluids: Liquids and Gases	p. 251
8.1	    Specific fluid models	p. 251
8.1.1	        Models of water	p. 251
8.1.2	        Modeling and animating clouds	p. 262
8.1.3	        Modeling and animating fire	p. 268
8.1.4	        Summary	p. 270
8.2	    Computational fluid dynamics	p. 270
8.2.1	        General approaches to modeling fluids	p. 271
8.2.2	        CFD equations	p. 272
8.2.3	        Grid-based approach	p. 276
8.2.4	        Particle-based approaches including smoothed particle hydrodynamics	p. 277
8.3	    Chapter summary	p. 280
Chapter 9	Modeling and Animating Human Figures	p. 283
9.1	    Overview of virtual human representation	p. 283
9.1.1	        Representing body geometry	p. 284
9.1.2	        Geometry data acquisition	p. 285
9.1.3	        Geometry deformation	p. 286
9.1.4	        Surface detail	p. 286
9.1.5	        Layered approach to human figure modeling	p. 287
9.2	    Reaching and grasping	p. 290
9.2.1	        Modeling the aim	p. 290
9.2.2	        The shoulder joint	p. 293
9.2.3	        The hand	p. 293
9.2.4	        Coordinated movement	p. 295
9.2.5	        Reaching around obstacles	p. 296
9.2.6	        Strength	p. 297
9.3	    Walking	p. 298
9.3.1	        The mechanics of locomotion	p. 298
9.3.2	        The kinematics of the walk	p. 303
9.3.3	        Using dynamics to help produce realistic motion	p. 303
9.3.4	        Forward dynamic control	p. 308
9.3.5	        Summary	p. 308
9.4	    Coverings	p. 309
9.4.1	        Clothing	p. 309
9.4.4	        Hair	p. 309
9.5	    Chapter summary	p. 311
Chapter 10	Facial Animation	p. 317
10.1	    The human face	p. 317
10.1.1	        Anatomic structure	p. 317
10.1.2	        The facial action coding system	p. 319
10.2	    Facial models	p. 320
10.2.1	        Creating a continuous surface model	p. 322
10.2.2	        Textures	p. 325
10.3	    Animating the face	p. 327
10.3.1	        Parameterized models	p. 327
10.3.2	        Blend shapes	p. 327
10.3.3	        Muscle models	p. 329
10.3.4	        Expressions	p. 332
10.3.5	        Summary	p. 332
10.4	    Lip-sync animation	p. 333
10.4.1	        Articulators of speech	p. 333
10.4.2	        Phonemes	p. 334
10.4.3	        Coarticulation	p. 335
10.4.4	        Prosody	p. 335
10.5	    Chapter summary	p. 335
Chapter 11	Behavioral Animation	p. 339
11.1	    Primitive behaviors	p. 342
11.1.1	        Flocking behavior	p. 342
11.1.2	        Prey-predator behavior	p. 351
11.2	    Knowledge of the environment	p. 352
11.2.1	        Vision	p. 352
11.2.2	        Memory	p. 353
11.3	    Modeling intelligent behavior	p. 354
11.3.1	        Autonomous behavior	p. 354
11.3.2	        Expressions and gestures	p. 356
11.3.3	        Modeling individuality: personality and emotions	p. 357
11.4	    Crowds	p. 358
11.4.1	        Crowd behaviors	p. 359
11.4.2	        Internal structure	p. 359
11.4.3	        Crowd control	p. 360
11.4.4	        Managing n-squared complexity	p. 360
11.4.5	        Appearance	p. 361
11.5	    Chapter summary	p. 361
Chapter 12	Special Models for Animation	p. 365
12.1	    Implicit surfaces	p. 365
12.1.1	        Basic implicit surface formulation	p. 365
12.1.2	        Animation using implicitly defined objects	p. 367
12.1.3	        Collision detection	p. 368
12.1.4	        Deforming the implicit surface as a result of collision	p. 368
12.1.5	        Level set methods	p. 371
12.1.6	        Summary	p. 372
12.2	    Plants	p. 372
12.2.1	        A little bit of botany	p. 372
12.2.2	        L-systems	p. 374
12.2.3	        Animating plant growth	p. 379
12.2.4	        Summary	p. 381
12.3	    Subdivision surfaces	p. 382
12.4	    Chapter summary	p. 384
Appendix A	Rendering Issues	p. 387
Appendix B	Background Information and Techniques	p. 407
Index	p. 503

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