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Character Animation with Direct3D.
Title:
Character Animation with Direct3D.
Author:
Granberg, Carl.
ISBN:
9781584506300
Personal Author:
Physical Description:
1 online resource (448 pages)
Contents:
Acknowledgments -- About the Author -- Contents -- Introduction -- 1 Introduction to Character Animation -- What Is Character Animation? -- A Brief History of Character Animation -- Morphing Animation and Skeletal Animation -- The Soldier -- Coding Conventions -- Conclusions -- Further Reading -- 2 A Direct3D Primer -- DirectX 9 versus DirectX 10 -- STL and the D3DX Library -- Setting Up a Project in Visual Studio Express 2008 -- VC++ Directories -- Creating a New Project -- Linking DirectX Libraries -- Application Framework -- WinMain -- Creating the Window -- Basic Rendering -- Creating the DirectX Device -- Direct3D Rendering Loop -- Loading a Mesh -- Loading an Effect -- Rendering a Mesh with an Effect -- Conclusions -- Further Reading -- 3 Skinned Meshes -- Skinned Meshes Overview -- Bone Hierarchies -- The D3DXFRAME Structure -- Loading a Bone Hierarchy -- The CreateFrame() Function -- The CreateMeshContainer() Function -- The DestroyFrame() Function -- The DestroyMeshContainer() Function -- The ID3DXAllocateHierarchy -- Applying a Mesh to the Bone Hierarchy -- Software Skinning Overview -- Hardware Skinning Overview -- Software Skinning Implementation -- Hardware Skinning Implementation -- Rendering Static Meshes in Bone Hierarchies -- Conclusions -- Chapter 3 Exercises -- Further Reading -- 4 Skeletal Animation -- Keyframe Animation -- Animation Sets -- The ID3DXAnimationController Interface -- Loading the Animation Data -- Multiple Animation Controllers -- Conclusions -- Chapter 4 Exercises -- 5 Advanced Skeletal Animation Techniques -- The Track Structure -- Blending Multiple Animations -- Compressing Animation Sets -- Animation Callback Events -- Motion Capture (Mocap) -- Optical Motion Capture Systems -- Magnetic Motion Capture Systems -- Mechanical Motion Capture Systems -- Comparison of the Different Mocap Systems.

Lapland Studio Interview -- Conclusions -- Chapter 5 Exercises -- Further Reading -- 6 Physics Primer -- Introduction to Rigid Body Physics -- Forces -- The Effect of Forces on a Rigid Body -- Quaternions -- Describing the World -- The Oriented Bounding Box Class -- Physics Simulation -- Position, Velocity, and Acceleration -- The Particle -- The Spring -- Conclusions -- Chapter 6 Exercises -- Further Reading -- 7 Ragdoll Simulation -- Introduction to the Bullet Physics Engine -- Integrating the Bullet Physics Library -- Download Bullet -- Build the Bullet Libraries -- Setting Up a Custom Direct3D Project -- Hello btDynamicsWorld -- Constraints -- Constructing the Ragdoll -- Updating the Character Mesh from the Ragdoll -- Getting a Bone's Position from an OBB -- Getting a Bone's Orientation from an OBB -- Updating the Bone Hierarchy -- Conclusions -- Chapter 7 Exercises -- 8 Morphing Animation -- Basics of Morphing Animation -- Using Multiple Morph Targets -- Morphing Animation on the GPU -- Custom Vertex Formats -- Creating the Morph Vertex Declaration -- The Morphing Vertex Shader -- Combining Skeletal and Morphing Animation -- Skeletal/Morphing Vertex Format -- Skeletal/Morphing Vertex Shader -- Conclusions -- Chapter 8 Exercises -- 9 Facial Animation -- Facial Animation Overview -- Facial Expressions -- The Eye of the Beholder -- The Face Class -- Loading Multiple Targets from One .X File -- Extracting Meshes from a D3DXFRAME Hierarchy -- Implementing the Face Class -- The Face Controller Structure -- Animation Channels -- Face Factory -- Conclusions -- Chapter 9 Exercises -- 10 Making Characters Talk -- Phonemes -- Visemes -- Basics of Speech Analysis -- Sound Data -- The WAVE Format -- Automatic Lip-Syncing -- Conclusions -- Further Reading -- 11 Inverse Kinematics -- Introduction to Inverse Kinematics -- Solving the IK Problem.

Look-At Inverse Kinematics -- Two-Joint Inverse Kinematics -- Conclusions -- Chapter 11 Exercises -- Further Reading -- 12 Wrinkle Maps -- Introduction to Normal Mapping -- What Are Normal Maps? -- Encoding Normals as Color -- Putting the Normal Map to Use -- The TBN-Matrix -- Converting a Mesh to Support Normal Mapping -- The Normal Mapping Shader -- Creating Normal Maps -- Creating Normal Maps in Practice -- Specular Highlight -- Specular Maps -- Wrinkle Maps -- Conclusions -- Chapter 12 Exercises -- Further Reading -- 13 Crowd Simulation -- Flocking Behaviors -- Boids -- Introduction to Crowd Simulation -- Smart Objects -- Following a Terrain -- Conclusions -- Chapter 13 Exercises -- Further Reading -- 14 Character Decals -- Introduction to Decals -- Picking a Hardware-Rendered Mesh -- Creating Decal Geometry -- Calculating the Exact Hit Position -- Selecting Triangles for the Decal Mesh -- Copying the Skinning Information -- The CharacterDecal Class -- Calculating Decal UV Coordinates -- Conclusions -- Chapter 14 Exercises -- 15 Hair Animation -- Hair Representation -- Hair Modeling -- The Control Hair Class -- The HairPatch Class -- Growing the Hair -- Rendering the Hair Patch -- Creating a Haircut -- Animating the Control Hairs -- The Hair Class -- Conclusions -- Chapter 15 Exercises -- Further Reading -- 16 Putting It All Together -- Attaching the Head to the Body -- The Character Class -- Future Work -- Character Level-of-Detail -- Root Motion versus Non-Root Motion -- Animation Trees/Animation Graph -- Track Masks -- Separate Mesh and Animation Files -- Alan Wake Case Study -- Interview with Sami Vanhatalo, Senior Technical Artist -- Interview with Henrik Enqvist, Animation Programmer -- Final Thoughts -- Further Reading -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V.

W -- X -- Z.
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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