Computer Animation

Algorithms and Techniques


  • Rick Parent, is a Professor of Computer Science and Engineering at Ohio State University, where he teaches computer graphics and computer animation. He has taught Computer Animation for over 25 years and has worked in the field for over 35. His research interests include the modeling and animating of the human figure.

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.

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Students studying computer animation in courses with an emphasis on understanding algorithms and programming. Technical directors, animators, artists, and game developers looking to understand the foundations of animation to improve studio work.


Book information

  • Published: August 2012
  • ISBN: 978-0-12-415842-9


"This text is for advanced undergraduate and beginning graduate students in computer science; it will also be of interest to graphics programmers and digital animators. Coverage is intentionally limited to practical aspects of computer algorithms and programming techniques for specifying and generating motion for graphical objects in 3D computer animation, with no discussion of theory, aesthetics, or production."--Reference and Research Book News, February 2013

Table of Contents

Chapter 1: Introduction

Chapter 2: Technical Background

Chapter 3: Interpolating Values

Chapter 4: Interpolation-Based Animation

Chapter 5: Kinematic Linkages

Chapter 6: Motion Capture

Chapter 7: Physically Based Animation

Chapter 8: Fluids: Liquids & Gases

Chapter 9: Modeling and Animating Human Figures

Chapter 10: Facial Animation

Chapter 11: Behavioral Animation

Chapter 12: Special Models for Animation

Appendix A: Rendering Issues

Appendix B: Background Information and Techniques