Computer Animation: Algorithms and Techniques
Autor Rick Parenten Limba Engleză Hardback – 3 oct 2012
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
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Specificații
ISBN-13: 9780124158429
ISBN-10: 0124158420
Pagini: 542
Ilustrații: Approx. 125 illustrations
Dimensiuni: 191 x 235 x 45 mm
Greutate: 1.34 kg
Ediția:3. Auflage.
Editura: ELSEVIER SCIENCE
ISBN-10: 0124158420
Pagini: 542
Ilustrații: Approx. 125 illustrations
Dimensiuni: 191 x 235 x 45 mm
Greutate: 1.34 kg
Ediția:3. Auflage.
Editura: ELSEVIER SCIENCE
Public țintă
Graphics designers and programmers, game developers, technical directors, animators and artists. Students in computer graphics and animation programs.Cuprins
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
Index
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
Index
Recenzii
"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