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Computer Animation: Theory and Practice 2nd ed. 1990. Softcover reprint of the original 2nd ed. 1990 [Mīkstie vāki]

  • Formāts: Paperback / softback, 245 pages, height x width: 244x170 mm, weight: 462 g, XIII, 245 p., 1 Paperback / softback
  • Sērija : Computer Science Workbench
  • Izdošanas datums: 03-Jan-2012
  • Izdevniecība: Springer Verlag, Japan
  • ISBN-10: 4431681078
  • ISBN-13: 9784431681076
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  • Mīkstie vāki
  • Cena: 73,64 €*
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  • Formāts: Paperback / softback, 245 pages, height x width: 244x170 mm, weight: 462 g, XIII, 245 p., 1 Paperback / softback
  • Sērija : Computer Science Workbench
  • Izdošanas datums: 03-Jan-2012
  • Izdevniecība: Springer Verlag, Japan
  • ISBN-10: 4431681078
  • ISBN-13: 9784431681076
Citas grāmatas par šo tēmu:
Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra­ phics, computer animation, database management systems, and compu­ ter-aided design and manufacturing systems. Computer Science Work­ bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer graphics is growing very rapidly; only computer animation grows faster. The first edition of the book Computer Animation: Theory and Practice was released in 1985. Four years later, computer animation has exploded. Conferences on computer animation have appeared and the topic is recognized in well-known journals as a leading theme. Computer-generated film festivals now exist in each country and several thousands of films are produced each year. From a commercial point of view, the computer animation market has grown considerably. TV logos are computer-made and more and more simulations use the technique of computer animation. What is the most fascinating is certainly the development of computer animation from a research point-of-view.

Papildus informācija

Springer Book Archives
1. Introduction.-
2. Conventional Animation.- 2.1 Basic Principles of
Conventional Animation.- 2.2 How Are Cartoon Animated Films Made?.- 2.3
Multiplane and Shooting Phase.- 2.4 Some Techniques and Special Camera
Effects.- 2.5 Bar, Route, Model, and Exposure Sheets.- 2.6 Postproduction.-
2.7 Historical Background.- 2.8 Applications of Animation.-
3. Computer
Animation.- 3.1 The Role of the Computer in Animation.- 3.2 How to Classify
Computer Animation Systems?.- 3.3 Real-time vs Frame-by-frame.- 3.4 Frame
Buffer Animation and Real-time Playback.- 3.5 Systems vs Languages.-
4. The
Development of Computer Animation in Various Organizations.- 4.1 The Early
Systems: BEFLIX and EXPLOR.- 4.2 Picture-driven Animation: GENESYS.- 4.3
Analog Systems: SCANIMATE and CAESAR.- 4.4 ANIMATOR, ARTÄ, and MOP.- 4.5
Computer Animation at the National Research Council of Canada.- 4.6 Computer
Animation at Ohio State University.- 4.7 From GRASS to ZGRASS.- 4.8 New York
Institute of Technology, Lucasfilm, and Pixar.- 4.9 MAGI/Synthavision, Robert
Abel, Triple I, and Digital Effects.- 4.10 And the Others?.-
5. Keyframe and
Painting Systems.- 5.1 Computer-assisted Animation.- 5.2 The Input of
Drawings.- 5.3 In-between Calculations.- 5.4 The Laws of Animation.- 5.5
Skeleton Techniques.- 5.6 The Path of Motion and P-curves.- 5.7 In-betweening
Using Moving Point Constraints.- 5.8 Coloring Techniques.- 5.9 Paint
Systems.- 5.10 Color Simulation and Dithering.- 5.11 Gradation Techniques.-
6. Object Modeling in 3D Animation.- 6.1 What Is 3D Animation?.- 6.2 Object
Representation.- 6.3 Surface Modeling.- 6.4 Object Creation.-
7. Motion
Control in 3D Animation.- 7.1 A Classification of 3D Computer Animation
Methods.- 7.2 A Unified View.- 7.3 A Comparison of Methods.- 7.4
Three-dimensional ShapeInterpolation.- 7.5 A Case Study: The Multiple Track
Animator System.- 7.6 Parametric Keyframe Animation.- 7.7 The Use of Splines
in Keyframe Animation.- 7.8 Principles of Algorithmic Animation.- 7.9 Motion
Specification will Synchronization.-
8. Hidden Surfaces, Reflectance, and
Shading.- 8.1 Hidden Surfaces.- 8.2 Light Reflection Models.- 8.3 Surface
Shading.- 8.4 Rendering of Parametric and Patch Surfaces.- 8.5 Complex Light
Sources.-
9. Transparency, Texture, Shadows, and Anti-aliasing.- 9.1
Ray-tracing Algorithms.- 9.2 Ray-tracing Problems.- 9.3 Optimization
Techniques for Ray-tracing.- 9.4 Transparency.- 9.5 Texture.- 9.6 Fractals.-
9.7 Fuzzy Objects Modeling and Particle Systems.- 9.8 Shadows.- 9.9 Spatial
Anti-aliasing.- 9.10 Motion Blur and Temporal Anti-aliasing.-
10. Human
Modeling and Animation.- 10.1 Stick, Surface, and Volume Models.- 10.2 The
NUDES System.- 10.3 The Badler Bubbleman.- 10.4 Labanotation.- 10.5
Parametric Keyframe Animation of Articulated Bodies.- 10.6 Body Deformations
and JLD Operators.- 10.7 Hand Animation.- 10.8 Facial Animation.- 10.9 A
Three-level Approach Based on Abstract Muscles.-
11. Object-oriented and
Actor Languages and Systems.- 11.1 Classes, Modules, and Processes.- 11.2
Kays Work and SMALLTALK.- 11.3 Hewitts Actor Theory.- 11.4 LOGO and the
DIRECTOR Actor-based Animation Language.- 11.5 AS AS: The Actor/Scriptor
Animation System.- 11.6 CINEMIRA: A Language Based on Actor and Camera Data
Types.- 11.7 MĻRANIM: An Extensible Director-oriented 3D Animation System.-
12. Automatic Motion Control.- 12.1 Mechanics, Robotics, and A.I. in Computer
Animation.- 12.2 First Step: Positional Constraints and Inverse Kinematics.-
12.3 Second Step: Motion Control Using Dynamics.- 12.4 Third Step: Impact of
the Environment.- 12.5Fourth Step: Task Planning.- 12.6 Fifth Step:
Behavioral Animation.-
13. Case Studies of Computer-generated Films.- 13.1
The Film Dream Flight.- 13.2 The Film Rendez-vous ą Montréal.- 13.3 The Film
Eglantine.- 13.4 The Film Galaxy Sweetheart.- References.- Appendix:
Computer-generated Films.