Chapter 1 - Introduction
1.2 The Heritage of Animation
1.2.1 Early Devices
1.2.2 The Early Days of "Conventional" Animation
1.2.4 Contributions of Others
1.2.5 Other Media for Animation
1.2.6 Principles of Computer Animation
1.3 Animation Production
1.3.1 Computer Animation Production Tasks
1.3.2 Digital Editing
1.3.3 Digital Video
1.4 A Brief History of Computer Animation
1.4.1 Early Activity
1.4.2 The Middle Years
1.5 Chapter Summary
Chapter 2 - Technical Background
2.1 Spaces and Transformations
2.1.1 The Display Pipeline
2.1.2 Homogeneous Coordinates and the Transformation Matrix
2.1.3 Compounding Transformations: Multiplying Transformation Matrices
2.1.4 Basic Transformations
2.1.5 Representing an Arbitrary Orientation
2.1.6 Extracting Transformations from a Matrix
2.1.7 Description of Transformations in the Display Pipeline
2.1.8 Round-off Error Considerations
2.2 Orientation Representation
2.2.1 Fixed Angle Representation
Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.
- Expert instruction from a pace-setting computer graphics researcher.
- Provides in-depth coverage of established and emerging animation algorithms.
- For readers who lack a strong scientific background, introduces the necessary concepts from mathematics and physics.
- Illustrates advanced programming techniques with highly detailed working examples.
- Via the companion Web site, provides lecture notes from the author's course for professors, example animations based on the programs covered in the book, Java applets, and links to relevant Web sites.
- Special contributions from Dave S. Ebert on Natural Phenomena in Chapter 5
- Special contributions from Scott King, Meg Geroch, Doug Roble, and Matt Lewis on Articulated Figures in Chapter 6.
Computer science students and computer programmers interested in programming techniques used to produce computer animation. Titles include: Technical directors, modelers, graphics programmers, animators, and computer graphics researchers, students, and hobbyists.
- No. of pages:
- © Morgan Kaufmann 2002
- 13th August 2001
- Morgan Kaufmann
- eBook ISBN:
- Hardcover ISBN:
"This book is hands-down my recommendation on the technical aspects of computer animation techniques. It's both a broad overview of the field, as well as a handy reference. I expect it to be a common sight on the bookshelves of students, teachers, graphics researchers, and practitioners in the field." —Larry Gritz, Exluna/Nvidia
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 Committee and is on the editorial board of the Visual Computer Journal.
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.