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| 020 | ▼a 9780124159730 (electronic bk.) | |
| 020 | ▼a 0124159737 (electronic bk.) | |
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| 050 | 0 0 | ▼a TR897.7 ▼b .P36 2012 |
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| 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 |
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
