Cover image for Computer Animation : Algorithms and Techniques.
Computer Animation : Algorithms and Techniques.
Title:
Computer Animation : Algorithms and Techniques.
Author:
Parent, Rick.
ISBN:
9780124159730
Personal Author:
Edition:
3rd ed.
Physical Description:
1 online resource (541 pages)
Series:
The Morgan Kaufmann Series in Computer Graphics
Contents:
Front Cover -- Computer Animation: Algorithms and Techniques -- Copyright -- Dedication -- Contents -- Preface -- Overview -- Organization of the Book -- Acknowledgments -- References -- About the Author -- Chapter 1: Introduction -- 1.1. Motion perception -- 1.2. The heritage of animation -- 1.2.1. Early devices -- 1.2.2. The early days of ``conventional ́́animation -- 1.2.3. Disney -- 1.2.4. Contributions of others -- 1.2.5. Other media for animation -- 1.3. Animation production -- 1.3.1. Principles of animation -- Simulating physics -- Designing aesthetically pleasing actions -- Effectively presenting action -- Production technique -- 1.3.2. Principles of filmmaking -- Three-point lighting -- 180 rule -- Rule of thirds -- Types of shots -- Tilt -- Framing -- Focus the viewer's attention -- 1.3.3. Sound -- 1.4. Computer animation production -- 1.4.1. Computer animation production tasks -- 1.4.2. Digital editing -- In the old days -- Digital on-line nonlinear editing -- 1.4.3. Digital video -- 1.4.4. Digital audio -- Digital musical device control -- Digital audio sampling -- 1.5. A brief history of computer animation -- 1.5.1. Early activity (pre-1980) -- 1.5.2. The middle years (the 1980s) -- 1.5.3. Animation comes of age (the mid-1980s and beyond) -- 1.6. Summary -- References -- 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. Concatenating transformations: multiplying transformation matrices -- 2.1.4. Basic transformations -- 2.1.5. Representing an arbitrary orientation -- Fixed-angle representation -- 2.1.6. Extracting transformations from a matrix -- 2.1.7. Description of transformations in the display pipeline -- Object space to world space transformation -- World space to eye space transformation.

Perspective matrix multiply -- Perspective divide -- Image to screen space mapping -- 2.1.8. Error considerations -- Accumulated round-off error -- Orthonormalization -- Considerations of scale -- 2.2. Orientation representation -- 2.2.1. Fixed-angle representation -- 2.2.2. Euler angle representation -- 2.2.3. Angle and axis representation -- 2.2.4. Quaternion representation -- Basic quaternion math -- Representing rotations using quaternions -- Rotating vectors using quaternions -- 2.2.5. Exponential map representation -- 2.3. Summary -- References -- Chapter 3: Interpolating Values -- 3.1. Interpolation -- 3.1.1. The appropriate function -- Interpolation versus approximation -- Complexity -- Continuity -- Global versus local control -- 3.1.2. Summary -- 3.2. Controlling the motion of a point along a curve -- 3.2.1. Computing arc length -- The analytic approach to computing arc length -- Estimating arc length by forward differencing -- Adaptive approach -- Estimating the arc length integral numerically -- Adaptive Gaussian integration -- Find a point that is a given distance along a curve -- 3.2.2. Speed control -- 3.2.3. Ease-in/ease-out -- Sine interpolation -- Using sinusoidal pieces for acceleration and deceleration -- Single cubic polynomial ease-in/ease-out -- Constant acceleration: parabolic ease-in/ease-out -- 3.2.4. General distance-time functions -- 3.2.5. Curve fitting to position-time pairs -- 3.3. Interpolation of orientations -- 3.3.1. Interpolating quaternions -- 3.4. Working with paths -- 3.4.1. Path following -- 3.4.2. Orientation along a path -- Use of the Frenet frame -- Camera path following -- 3.4.3. Smoothing a path -- Smoothing with linear interpolation of adjacent values -- Smoothing with cubic interpolation of adjacent values -- Smoothing with convolution kernels -- Smoothing by B-spline approximation.

3.4.4. Determining a path along a surface -- 3.4.5. Path finding -- 3.5. Chapter summary -- References -- Chapter 4: Interpolation-Based Animation -- 4.1. Key-frame systems -- 4.2. Animation languages -- 4.2.1. Artist-oriented animation languages -- 4.2.2. Full-featured programming languages for animation -- 4.2.3. Articulation variables -- 4.2.4. Graphical languages -- 4.2.5. Actor-based animation languages -- 4.3. Deforming objects -- 4.3.1. Picking and pulling -- 4.3.2. Deforming an embedding space -- Two-dimensional grid deformation -- Polyline deformation -- Global deformation -- FFD -- Composite FFDs-sequential and hierarchical -- Animated FFDs -- Deformation tools -- Moving the tool -- Moving the object -- Animating the FFD control points -- 4.4. Three-dimensional shape interpolation -- 4.4.1. Matching topology -- 4.4.2. Star-shaped polyhedra -- 4.4.3. Axial slices -- 4.4.4. Map to sphere -- 4.4.5. Recursive subdivision -- 4.5. Morphing (two-dimensional) -- 4.5.1. Coordinate grid approach -- 4.5.2. Feature-based morphing -- 4.6. Chapter summary -- References -- Chapter 5: Kinematic Linkages -- 5.1. Hierarchical modeling -- 5.1.1. Data structure for hierarchical modeling -- A simple example -- 5.1.2. Local coordinate frames -- 5.2. Forward kinematics -- 5.3. Inverse kinematics -- 5.3.1. Solving a simple system by analysis -- 5.3.2. The Jacobian -- A simple example -- 5.3.3. Numeric solutions to IK -- Solution using the inverse Jacobian -- Adding more control -- Alternative Jacobian -- Avoiding the inverse: using the transpose of the Jacobian -- Procedurally determining the angles: cyclic coordinate descent -- 5.3.4. Summary -- 5.4. Chapter summary -- References -- Chapter 6: Motion Capture -- 6.1. Motion capture technologies -- 6.2. Processing the images -- 6.3. Camera calibration -- 6.4. Three-dimensional position reconstruction.

6.4.1. Multiple markers -- 6.4.2. Multiple cameras -- 6.5. Fitting to the skeleton -- 6.6. Output from motion capture systems -- 6.7. Manipulating motion capture data -- 6.7.1. Processing the signals -- 6.7.2. Retargeting the motion -- 6.7.3. Combining motions -- 6.8. Chapter summary -- References -- Chapter 7: Physically Based Animation -- 7.1. Basic physics-a review -- 7.1.1. Spring-damper pair -- 7.2. Spring animation examples -- 7.2.1. Flexible objects -- Mass-spring-damper modeling of flexible objects -- A simple example -- 7.2.2. Virtual springs -- 7.3. Particle systems -- 7.3.1. Particle generation -- 7.3.2. Particle attributes -- 7.3.3. Particle termination -- 7.3.4. Particle animation -- 7.3.5. Particle rendering -- 7.3.6. Particle system representation -- Updating particle system status -- 7.3.7. Forces on particles -- 7.3.8. Particle life span -- 7.4. Rigid body simulation -- 7.4.1. Bodies in free fall -- A simple example -- A note about numeric approximation -- Equations of motion for a rigid body -- Orientation and rotational movement -- Center of mass -- Forces -- Momentum -- Inertia tensor -- The equations -- 7.4.2. Bodies in collision -- Colliding bodies -- Particle-plane collision and kinematic response -- The penalty method -- Testing polyhedra -- Impulse force of collision -- Computing impulse forces -- Friction -- Resting contact -- 7.4.3. Dynamics of linked hierarchies -- Constrained dynamics -- The Featherstone equations -- 7.5. Cloth -- 7.5.1. Direct modeling of folds -- 7.5.2. Physically based modeling -- 7.6. Enforcing soft and hard constraints -- 7.6.1. Energy minimization -- Three useful functions -- Useful constraints -- Point-to-fixed-point -- Point-to-point -- Point-to-point locally abutting -- Floating attachment -- Floating attachment locally abutting -- Energy constraints are not hard constraints.

7.6.2. Space-time constraints -- Space-time particle -- Numerical solution -- 7.7. Chapter summary -- References -- Chapter 8: Fluids -- 8.1. Specific fluid models -- 8.1.1. Models of water -- Still waters and small-amplitude waves -- The anatomy of waves -- Modeling ocean waves -- Finding its way downhill -- Summary -- 8.1.2. Modeling and animating clouds -- Anatomy of clouds and cloud formation -- Cloud models in CG -- 8.1.3. Modeling and animating fire -- Procedurally generated image -- Particle system approach -- Other approaches -- 8.1.4. Summary -- 8.2. Computational fluid dynamics -- 8.2.1. General approaches to modeling fluids -- Grid-based method -- Particle-based method -- Hybrid method -- 8.2.2. CFD equations -- Conservation of mass -- Conservation of momentum -- 8.2.3. Grid-based approach -- Stable fluids -- Density update -- The velocity update -- The simulation -- 8.2.4. Particle-based approaches including smoothed particle hydrodynamics -- 8.3. Chapter summary -- References -- Chapter 9: Modeling and Animating Human Figures -- 9.1. Overview of virtual human representation -- 9.1.1. Representing body geometry -- Polygonal representations -- Patch representations -- Other representations -- 9.1.2. Geometry data acquisition -- 9.1.3. Geometry deformation -- 9.1.4. Surface detail -- 9.1.5. Layered approach to human figure modeling -- Rigging -- 9.2. Reaching and grasping -- 9.2.1. Modeling the arm -- 9.2.2. The shoulder joint -- 9.2.3. The hand -- 9.2.4. Coordinated movement -- 9.2.5. Reaching around obstacles -- 9.2.6. Strength -- 9.3. Walking -- 9.3.1. The mechanics of locomotion -- Walk cycle -- Run cycle -- Pelvic transport -- Pelvic rotation -- Pelvic list -- Knee flexion -- Ankle and toe joints -- 9.3.2. The kinematics of the walk -- 9.3.3. Using dynamics to help produce realistic motion -- 9.3.4. Forward dynamic control.

9.3.5. Summary.
Abstract:
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. 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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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