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E-raamat: 3D Modeling & Animation: A Primer

(Purdue University, Calumet, Hammond, Indiana, USA)
  • Formaat: 368 pages
  • Ilmumisaeg: 29-Dec-2021
  • Kirjastus: CRC Press Inc
  • Keel: eng
  • ISBN-13: 9781498764926
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  • Formaat: 368 pages
  • Ilmumisaeg: 29-Dec-2021
  • Kirjastus: CRC Press Inc
  • Keel: eng
  • ISBN-13: 9781498764926
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"Graphics, 3D modeling, and animation are the cornerstones of not only the video game industry, but also the motion picture industry, digital lighting, and many other professions. Each of these subjects (Graphics, 3D modeling, and animation) intertwine with each other and even require a sufficient understanding of mathematics and physics. While other books assume readers know these basics, '3D Modeling & Animation: A Primer' provides the fundamental building blocks in constructing new own worlds of art and 3D design. With over a hundred images, valuable review questions, and coherent instructions, Magesh Chandramouli provides the reader with an essential text in the journey to mastering Graphics and 3D modeling/animation. Animation and modeling are highly stimulating subject areas, and should not watered down by pure theory and erudite equations. Without being too generic and too detailed, the book presents to you the right amount of material to provide a firm grasp of the underlying principles. The author has not explained the concepts in a simple manner, but also presented these simplified concepts in a manner that would be engaging. Key features : Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3Dmodeling, and animation. With nearly two hundred, vibrant images to help the reader understand the designing process. Review questions at the end of each chapter that will help readers hone their understanding of the content. Author Bio: Magesh Chandramouli is a Professor of Computer Graphics Technology at Purdue University Northwest. He is currently serving as the Director of Programs of the Engineering Design Graphics Division of the American Society of Engineering Education. He was a Frederick AndrewsFellow at Purdue University, West Lafayette, where he completed his doctoral studies from the Department of Computer Graphics Technology. He received Master of Science degree from the University of Calgary, Master of Engineering from the National University of Singapore, and B.E. from the College of Engineering, Guindy, India. He has received National and International Awards for his scholarly accomplishments and his work has been published and presented in reputed journals and conferences"--

Arvustused

"If I were still teaching introductory computer graphics, I would not hesitate to use this textbook as it has just the right amount of coverage of the topic for a semester course and is presented in a highly appealing manner to engage the reader."

Gary Bertoline, PhD, Distinguished Professor of Computer Graphics Technology, Purdue University, USA

Foreword xiii
Preface xv
Acknowledgments xvii
Author xix
Chapter 1 Production Pipeline and Pre-Production 1(44)
What Will You Learn in This
Chapter?
2(1)
The Production Pipeline: Yes, It Does Take a Village
3(3)
What Is a Production Pipeline?
3(2)
Pre-Production: Laying the Foundation
5(1)
Story: Essence of Animation
6(4)
Storytelling and Visual Storytelling
10(4)
Storyboards: Role in the Production Pipeline
14(4)
The Breakdown: Story, Segment, Sequence, Scene, and Shot
18(1)
Storyboards: Elements and Functions
19(1)
Camera
20(1)
Type of Shot
20(3)
Long Shot (LS)/Extreme Long Shot (ELS)
21(1)
Medium Shot (MS)
21(1)
Medium Close-Up Shot (MCU)
21(1)
Close-Up (CU) Shot
21(1)
Extreme Close-Up (ECU) Shot
22(1)
Annotations
23(1)
Number of Sketches
24(1)
Captivating Your Audience: How to Create Better Story (Board)
24(2)
Characters
24(2)
Animatic
26(2)
Production Process
28(5)
Where Are Some Other Areas Where Models Are Used?
33(3)
Architectural Modeling and Construction Graphics
34(1)
Models for Simulation/Training
35(1)
Other Types of Models
36(1)
A Sample Checklist
36(1)
In a Nutshell
37(1)
Quiz
38(7)
Chapter 2 Conceptual Foundations: Basic Building Blocks 45(32)
What Will You Learn in This
Chapter?
46(1)
Basic Building Blocks
46(6)
Coordinates, Measurements, and Dimensions
46(2)
Cartesian Coordinate System
48(2)
Polar Coordinate System
50(2)
Points, Lines, and Polygons
52(8)
Polygons and Polylines
58(1)
Tris, Quads, and n-Gons
59(1)
Mesh
60(4)
Convex and Concave Polygons
60(2)
Normal Vector
62(2)
Transformations
64(2)
Global and Local Transformations
66(2)
Euclidean and Projective Geometry
68(2)
Polyhedron
70(1)
In a Nutshell
71(1)
Quiz
72(5)
Chapter 3 Ideation, Visual Expression, and Elements of Art 77(32)
Ideation
79(1)
Purpose (or) Function
80(1)
The AHA Moment
80(1)
I5 Technique: The Five I's of Ideation
81(3)
Dare to Imagine
82(2)
Enemies of Ideation: Impulsiveness and Imitation
84(1)
Impulsiveness
84(1)
Imitation
84(1)
Collaborative Ideation
85(1)
Elements of Art: From a "Visual Expression" Perspective
86(7)
Line
87(1)
Shape
88(1)
Form
89(1)
Value
90(2)
Space
92(1)
Illusion of Space: Depth Cues
93(3)
Depth Cue: Convergence
93(1)
Depth Cue: Overlap
94(1)
Depth Cue: Atmospheric Perspective
95(1)
Depth Cue: Foreshortening
95(1)
Texture
96(2)
Interview with an Industry Expert
98(1)
Principles of Design
99(1)
Lessons from Nature: Ideation and Visual Expression
100(2)
Shapes in Nature
100(2)
Summary
102(1)
Quiz
103(5)
Reference
108(1)
Chapter 4 Modeling - Part I: Categories and Approaches 109(30)
What Will You Learn in This
Chapter?
110(1)
Modeling Categories and Approaches
111(2)
Modeling Techniques
111(3)
Primitives
111(2)
Polygonal Modeling
113(1)
Polygonal Mesh Operations
114(7)
Extrusion
115(1)
Bevel
115(1)
Bridge
115(1)
Constructive Solid Geometry
116(5)
Box Modeling
121(3)
Part Modeling
124(1)
Hierarchy
125(2)
Deformation Operations
127(4)
Bend
129(1)
Twist
129(1)
Squash
130(1)
Stretch
130(1)
Taper
131(1)
External and Internal Navigation
131(2)
High and Low Poly-Counts: Shaded and Wireframe Views
132(1)
In a Nutshell
133(1)
Quiz
134(5)
Chapter 5 Modeling - Part II: Curve-Based and Other Modeling Techniques 139(28)
Curved Lines
140(13)
Open and Closed Curves
144(1)
Simple and Nonsimple Curves
145(1)
Upward and Downward Curves
145(1)
Interpolating versus Approximating Curves
146(1)
Splines
146(2)
Polynomials
148(1)
Bezier Curves
149(1)
B-Splines
150(1)
NURBS (Nonuniform Rational B-Splines)
151(2)
Sweeping Techniques
153(3)
Lathe
153(1)
Loft
154(1)
Subdivision Modeling
155(1)
Subdivision Surfaces
156(1)
Organic versus Hard Surface Modeling
156(3)
Free-Form 3D Modeling
158(1)
In a Nutshell
159(1)
Quiz
160(5)
Reference
165(2)
Chapter 6 Animation - Part I: Brief History and Basics 167(32)
What Will You Learn in This
Chapter?
168(1)
A Brief History: Standing on the Shoulders of Giants
168(3)
Nanos Gigantum Humeris Insidentes
171(6)
Early Innovations in Animation
177(8)
Kinetoscope
181(1)
Flip-Book
182(3)
Understanding Motion and Basic Physics
185(5)
Time, Motion, and Speed
185(4)
Translatory or Translational Motion
189(1)
Circular Motion
189(1)
Interview with Justin Green
190(2)
In a Nutshell
192(1)
Quiz
193(6)
Chapter 7 Animation - Part II: Animation Types 199(36)
What Will You Learn in This
Chapter?
200(1)
Hand-Drawn Animation
200(5)
Stop-Motion Animation
205(1)
Key Frame Animation
206(2)
One Rate Does Not Fit All
208(1)
Frame Rate and Refresh Rate
208(1)
Progressive and Interlaced Scanning
209(2)
Interpolation, Attributes, and Transformations
211(1)
Motion Capture
212(1)
Camera Animation
213(3)
Effects Animation
216(1)
Principles of Animation
216(11)
Squash and Stretch
218(1)
Anticipation
218(1)
Staging
218(2)
Straight-Ahead Action and Pose-to-Pose
220(1)
Follow-Through and Overlapping Action
221(1)
Slow-In and Slow-Out
222(1)
Arcs
222(1)
Secondary Action
223(1)
Timing
224(1)
Exaggeration
225(1)
Solid Drawing
226(1)
Appeal
227(1)
In a Nutshell
227(1)
Quiz
228(6)
Reference
234(1)
Chapter 8 Character: Design, Rigging, & Animation 235(36)
You Can Create a Character Out of Anything
236(1)
Rigging
237(7)
Forward and Inverse Kinematics
244(4)
Elements of Character Design and Posing
248(4)
Purpose
249(1)
Balance
249(3)
Posing
252(8)
Symmetry
252(1)
Silhouette
253(1)
Line of Action
254(1)
Surface Characteristics: Color/Material
254(2)
Level of Detail
256(1)
Distance from the Camera
257(1)
Speed of Character Movement
257(1)
Appeal
258(1)
Range of Motion: Facial Expressions and Gesticulations
259(1)
Modeling and Character Design: Considerations and Constraints
260(1)
Example of Scene Modeling (Effects) with Lights
260(2)
Interview with Tom Brierton, Expert in Animation and Motion Picture Visual Effects
262(2)
Bio of Tom Brierton
262(1)
Interview
262(2)
Quiz
264(7)
Chapter 9 Lighting 271(34)
Revisiting High School Physics
272(1)
Optical Properties of Lights
273(3)
Reflection
273(1)
Refraction
274(1)
Dispersion
275(1)
Material Classification Based on Light Interaction
276(1)
Color and Color Theories
277(2)
Subtractive Model
279(2)
Additive Model and Digital Lighting
281(1)
Color Attributes and HSV Model
282(1)
Objectives of Scene Lighting
283(4)
Directing the Audience
283(1)
Creating the Ambience
284(1)
Creating the Depth Perception
285(2)
Properties of CG Lights
287(1)
Placement and Orientation
287(1)
Types of CG Illumination
288(4)
Omni Light
288(1)
Spot Light
289(1)
Directional Light
289(1)
Linear Light
290(1)
Area Light
290(1)
Volume Light
291(1)
Ambient Light
292(1)
Direct and Indirect Lights
293(1)
Three-Point Lighting
294(2)
Let's Get Emotional!
296(1)
Summary and Important Considerations in Lighting
297(1)
Key Terms Used in This
Chapter
298(1)
Quiz
299(6)
Chapter 10 Form, Composition, and Rendering 305(36)
What Will You Learn in This
Chapter?
306(2)
Form and Composition
308(1)
Elements of Composition
309(4)
Perspective
310(1)
Form and Volume
311(1)
Positive Space and Negative Space
312(1)
Different Perspectives
313(1)
Linear Perspective
313(3)
Height Perspective
314(1)
Overlap Perspective
314(1)
Dwindling Size Perspective/Diminishing Size Perspective
315(1)
What's Your Angle?
316(2)
The Rule of Thirds
318(1)
Lines
318(4)
Digital Rendering
322(1)
Steps in Rendering
323(1)
Formats of Rendered Images
323(2)
Pixels, Resolution, and Bit Planes
325(1)
File Formats
326(2)
Hot Colors/Warm Colors
328(1)
Cool Colors/Background Colors
329(1)
Color Connotations
329(5)
Yellow
329(1)
Orange
330(2)
Neutral Colors
332(1)
Black
332(1)
White
333(1)
In a Nutshell
334(1)
Key Terms Used in This
Chapter
335(1)
Quiz
335(6)
Index 341
Magesh Chandramouli is a Professor of Computer Graphics Technology at Purdue University Northwest and is a Distinguished Visiting Faculty of Computer Graphics at Feng Chia University, Taiwan. He is currently serving as the Director of Programs of the Engineering Design Graphics Division of the American Society for Engineering Education. He was a Frederick Andrews Fellow at Purdue University, West Lafayette, where he completed his Ph.D. He received Master of Science from the University of Calgary, Canada, Master of Engineering from the National University of Singapore, and B.E. from College of Engineering, Guindy, India. He has received National and International awards for his scholarly accomplishments and has delivered invited lectures in reputed universities and research centers around the world.