Algorithms and TechniquesBy
- Rick Parent
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.
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.
Hardbound, 542 Pages
Published: August 2012
Imprint: Morgan Kaufmann
"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
Chapter 1: Introduction
Chapter 2: Technical Background
Chapter 3: Interpolating ValuesChapter 4: Interpolation-Based Animation
Chapter 5: Kinematic LinkagesChapter 6: Motion Capture
Chapter 7: Physically Based AnimationChapter 8: Fluids: Liquids & Gases
Chapter 9: Modeling and Animating Human FiguresChapter 10: Facial Animation
Chapter 11: Behavioral AnimationChapter 12: Special Models for Animation
Appendix A: Rendering IssuesAppendix B: Background Information and Techniques