Preface |
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xix | |
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1 | (38) |
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2 | (2) |
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The Heritage of Animation |
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4 | (11) |
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5 | (2) |
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The Early Days of ``Conventional'' Animation |
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7 | (1) |
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8 | (2) |
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10 | (1) |
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Other Media for Animation |
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10 | (1) |
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11 | (2) |
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13 | (2) |
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15 | (3) |
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17 | (1) |
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Computer Animation Production |
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18 | (8) |
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Computer Animation Production Tasks |
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19 | (2) |
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21 | (3) |
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24 | (1) |
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25 | (1) |
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A Brief History of Computer Animation |
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26 | (9) |
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Early Activity (pre 1980) |
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26 | (3) |
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The Middle Years (The `80s) |
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29 | (2) |
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Animation Comes of Age (The mid-80's and beyond) |
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31 | (4) |
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35 | (4) |
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35 | (4) |
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39 | (34) |
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Spaces and Transformations |
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39 | (22) |
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41 | (4) |
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Homogeneous Coordinates and the Transformation Matrix |
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45 | (2) |
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Compound Transformation: Concatenating Transformation Matrices |
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47 | (1) |
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48 | (2) |
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Representing an Arbitrary Orientation |
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50 | (4) |
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Extracting Transformations from a Matrix |
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54 | (1) |
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Description of Transformations in the Display Pipeline |
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55 | (2) |
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57 | (4) |
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Orientation Representation |
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61 | (9) |
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Fixed Angle Representation |
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63 | (2) |
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Euler Angle Representation |
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65 | (1) |
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Angle and Axis Representation |
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66 | (1) |
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Quaternion Representation |
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67 | (3) |
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Exponential Map Representation |
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70 | (1) |
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70 | (3) |
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70 | (3) |
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73 | (58) |
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73 | (5) |
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74 | (3) |
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77 | (1) |
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Controlling the Motion of a Point Along a Curve |
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78 | (31) |
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79 | (16) |
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95 | (2) |
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97 | (8) |
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General Distance-Time Functions |
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105 | (1) |
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Curve Fitting to Position-Time Pairs |
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106 | (3) |
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Interpolation of Orientations |
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109 | (6) |
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Interpolating Quaternions |
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110 | (5) |
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115 | (14) |
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115 | (1) |
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115 | (5) |
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120 | (6) |
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Determining a Path along a Surface |
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126 | (2) |
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128 | (1) |
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129 | (1) |
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129 | (2) |
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129 | (2) |
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Interpolation-Based Animation |
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131 | (56) |
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132 | (4) |
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136 | (4) |
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Artist-Oriented Animation Languages |
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137 | (1) |
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Full Featured Programming Languages for Animation |
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138 | (1) |
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138 | (1) |
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139 | (1) |
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Actor-Based Animation Languages |
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140 | (1) |
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140 | (18) |
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141 | (2) |
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Deforming an Embedding Space |
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143 | (15) |
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Three-dimensional Shape Interpolation |
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158 | (12) |
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159 | (1) |
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159 | (2) |
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161 | (2) |
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163 | (5) |
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168 | (2) |
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170 | (1) |
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Morphing (Two-dimensional) |
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170 | (13) |
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171 | (5) |
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176 | (7) |
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183 | (4) |
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183 | (4) |
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187 | (30) |
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189 | (9) |
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Data Structure for Hierarchical Modeling |
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190 | (7) |
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197 | (1) |
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198 | (2) |
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200 | (15) |
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Solving a Simple System by Analysis |
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201 | (2) |
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203 | (4) |
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Numeric Solutions to Inverse Kinematics |
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207 | (7) |
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214 | (1) |
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215 | (2) |
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215 | (2) |
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217 | (16) |
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Motion Capture Technologies |
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218 | (1) |
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219 | (2) |
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221 | (1) |
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Three-Dimensional Position Reconstruction |
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222 | (3) |
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224 | (1) |
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224 | (1) |
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225 | (2) |
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Output from Motion Capture Systems |
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227 | (1) |
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Manipulating Motion Capture Data |
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228 | (2) |
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229 | (1) |
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229 | (1) |
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230 | (1) |
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230 | (3) |
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231 | (2) |
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Physically Based Animation |
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233 | (54) |
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234 | (3) |
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Simulating a Spring-mass-damper System |
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237 | (1) |
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237 | (4) |
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237 | (4) |
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241 | (1) |
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241 | (5) |
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242 | (1) |
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243 | (1) |
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243 | (1) |
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243 | (1) |
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244 | (1) |
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Particle System Representation |
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244 | (1) |
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245 | (1) |
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245 | (1) |
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246 | (30) |
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247 | (11) |
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258 | (15) |
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Dynamics of Linked Hierarchies |
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273 | (3) |
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276 | (1) |
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Enforcing Soft and Hard Constraints |
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276 | (7) |
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278 | (3) |
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281 | (2) |
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283 | (4) |
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283 | (4) |
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287 | (38) |
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288 | (26) |
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288 | (12) |
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Models of Clouds (by David Ebert) |
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300 | (11) |
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311 | (3) |
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314 | (1) |
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Computational Fluid Dynamics |
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314 | (7) |
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General Approaches to Modeling Fluids |
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315 | (1) |
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316 | (5) |
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321 | (4) |
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322 | (3) |
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Modeling and Animating Human Figures |
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325 | (44) |
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Overview of Virtual Human Representation |
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326 | (7) |
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Representing Body Geometry |
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327 | (2) |
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Geometry Data Acquisition |
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329 | (1) |
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329 | (1) |
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330 | (1) |
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Layered Approach to Human Figure Modeling |
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330 | (3) |
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333 | (9) |
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334 | (2) |
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336 | (1) |
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337 | (1) |
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338 | (2) |
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Reaching Around Obstacles |
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340 | (1) |
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341 | (1) |
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342 | (11) |
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The Mechanics of Locomotion |
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343 | (4) |
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The Kinematics of the Walk |
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347 | (4) |
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Using Dynamics to Help Produce Realistic Motion |
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351 | (2) |
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353 | (1) |
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353 | (1) |
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353 | (10) |
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353 | (1) |
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354 | (3) |
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357 | (4) |
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361 | (2) |
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363 | (6) |
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363 | (6) |
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369 | (24) |
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370 | (2) |
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370 | (1) |
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The Facial Action Coding System |
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371 | (1) |
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372 | (8) |
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Creating a Continuous Surface Model |
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375 | (5) |
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380 | (1) |
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380 | (6) |
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380 | (2) |
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382 | (1) |
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382 | (4) |
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386 | (1) |
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386 | (1) |
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386 | (3) |
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386 | (2) |
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388 | (1) |
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389 | (1) |
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389 | (1) |
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389 | (4) |
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390 | (3) |
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393 | (28) |
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394 | (2) |
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394 | (2) |
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396 | (1) |
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396 | (2) |
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398 | (12) |
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398 | (11) |
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409 | (1) |
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Modeling Intelligent Behavior |
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410 | (5) |
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410 | (3) |
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413 | (1) |
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Modeling Individuality: Personality and Emotions |
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414 | (1) |
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415 | (2) |
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415 | (1) |
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Statistically Modeled Behavior |
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416 | (1) |
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416 | (1) |
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417 | (4) |
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417 | (4) |
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Special Models for Animation |
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421 | (24) |
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421 | (8) |
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Basic Implicit Surface Formulation |
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422 | (1) |
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Animation Using Implicitly Defined Objects |
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423 | (2) |
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425 | (1) |
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Deforming the Implicit Surface as a Result of Collision |
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425 | (3) |
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428 | (1) |
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429 | (1) |
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429 | (12) |
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431 | (1) |
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432 | (5) |
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437 | (3) |
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440 | (1) |
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441 | (1) |
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442 | (3) |
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443 | (2) |
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Appendix A Rendering Issues |
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445 | (24) |
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446 | (1) |
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446 | (12) |
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Compositing without Pixel Depth Information |
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449 | (6) |
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Compositing with Pixel Depth Information |
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455 | (3) |
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Displaying Moving Objects: Motion Blur |
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458 | (3) |
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461 | (5) |
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Billboarding and Impostors |
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466 | (1) |
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467 | (2) |
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468 | (1) |
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Appendix B Background Information and Techniques |
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469 | (106) |
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469 | (11) |
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Inverse Matrix and Solving Linear Systems |
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471 | (8) |
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Singular Value Decomposition |
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479 | (1) |
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480 | (27) |
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480 | (1) |
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481 | (1) |
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Dot Product of Two Vectors |
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481 | (1) |
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Cross Product of Two Vectors |
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482 | (2) |
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Vector and Matrix Routines |
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484 | (3) |
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Closest Point between Two Lines in Three-Space |
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487 | (1) |
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488 | (2) |
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490 | (1) |
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490 | (1) |
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Computing Bounding Shapes |
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491 | (16) |
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507 | (6) |
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Transforming a Point Using Vector-Matrix Multiplication |
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507 | (1) |
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Transforming a Vector Using Vector-Matrix Multiplication |
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507 | (1) |
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508 | (1) |
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509 | (4) |
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Denevit and Hartenberg Representation for Linked Appendages |
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513 | (6) |
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Denavit-Hartenberg Notation |
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513 | (2) |
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515 | (2) |
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Including a Ball-and-Socket Joint |
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517 | (1) |
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Constructing the Frame Description |
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518 | (1) |
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Interpolating and Approximating Curves |
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519 | (18) |
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Equations: Some Basic Terms |
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519 | (2) |
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Simple Linear Interpolation: Geometric and Algebraic Forms |
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521 | (1) |
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Parameterization by Arc Length |
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522 | (1) |
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523 | (1) |
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523 | (1) |
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524 | (4) |
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528 | (1) |
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528 | (2) |
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Bezier Interpolation/Approximation |
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530 | (1) |
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De Casteljau Construction of Bezier Curves |
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531 | (1) |
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Tension, Continuity, and Bias Control |
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531 | (3) |
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534 | (1) |
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Fitting Curves to a Given Set of Points |
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535 | (2) |
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537 | (5) |
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537 | (3) |
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540 | (1) |
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540 | (2) |
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542 | (12) |
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Position, Velocity, and Acceleration |
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542 | (1) |
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543 | (1) |
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544 | (1) |
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Inertia and Inertial Reference Frames |
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545 | (1) |
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545 | (1) |
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545 | (1) |
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Equilibrium: Balancing Forces |
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546 | (1) |
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546 | (1) |
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547 | (1) |
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547 | (2) |
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549 | (1) |
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Work and Potential Energy |
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550 | (1) |
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550 | (1) |
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550 | (1) |
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551 | (1) |
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551 | (1) |
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552 | (1) |
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552 | (1) |
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553 | (1) |
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Numerical Integration Techniques |
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554 | (7) |
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Function Integration for Arc Length Computation |
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554 | (2) |
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556 | (4) |
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560 | (1) |
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Standards for Moving Pictures |
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561 | (9) |
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In the Beginning, There Was Analog |
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561 | (4) |
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565 | (5) |
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570 | (5) |
References |
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575 | (2) |
Index |
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577 | |