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E-raamat: Computer Animation: Algorithms and Techniques

(Professor Emeritus, Department of Computer Science and Engineering, The Ohio State)
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Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing.

* The leading text for animation courses that have a technical focus
* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code
* Decribes the key mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing.

* New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more!
* Companion site with animation clips drawn from research & entertainment and code samples
* Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Arvustused

"An invaluable resource for anyone interested in computer animation programming or for anyone who simply wants to get under the hood of their favorite animation application." --Mike Caputo, President, Animation Bureau

Preface xix
Introduction
1(38)
Perception
2(2)
The Heritage of Animation
4(11)
Early Devices
5(2)
The Early Days of ``Conventional'' Animation
7(1)
Disney
8(2)
Contributions of Others
10(1)
Other Media for Animation
10(1)
Principles of Animation
11(2)
Principles of Filmmaking
13(2)
Animation Production
15(3)
Sound
17(1)
Computer Animation Production
18(8)
Computer Animation Production Tasks
19(2)
Digital Editing
21(3)
Digital Video
24(1)
Digital Audio
25(1)
A Brief History of Computer Animation
26(9)
Early Activity (pre 1980)
26(3)
The Middle Years (The `80s)
29(2)
Animation Comes of Age (The mid-80's and beyond)
31(4)
Chapter Summary
35(4)
References
35(4)
Technical Background
39(34)
Spaces and Transformations
39(22)
The Display Pipeline
41(4)
Homogeneous Coordinates and the Transformation Matrix
45(2)
Compound Transformation: Concatenating Transformation Matrices
47(1)
Basic Transformations
48(2)
Representing an Arbitrary Orientation
50(4)
Extracting Transformations from a Matrix
54(1)
Description of Transformations in the Display Pipeline
55(2)
Error Considerations
57(4)
Orientation Representation
61(9)
Fixed Angle Representation
63(2)
Euler Angle Representation
65(1)
Angle and Axis Representation
66(1)
Quaternion Representation
67(3)
Exponential Map Representation
70(1)
Chapter Summary
70(3)
References
70(3)
Interpolating Values
73(58)
Interpolation
73(5)
The Appropriate Function
74(3)
Summary
77(1)
Controlling the Motion of a Point Along a Curve
78(31)
Computing Arc Length
79(16)
Speed Control
95(2)
Ease-in/Ease-out
97(8)
General Distance-Time Functions
105(1)
Curve Fitting to Position-Time Pairs
106(3)
Interpolation of Orientations
109(6)
Interpolating Quaternions
110(5)
Working with Paths
115(14)
Path Following
115(1)
Orientation along a Path
115(5)
Smoothing a Path
120(6)
Determining a Path along a Surface
126(2)
Path Finding
128(1)
Summary
129(1)
Chapter Summary
129(2)
References
129(2)
Interpolation-Based Animation
131(56)
Key-Frame Systems
132(4)
Animation Languages
136(4)
Artist-Oriented Animation Languages
137(1)
Full Featured Programming Languages for Animation
138(1)
Articulation Variables
138(1)
Graphical Languages
139(1)
Actor-Based Animation Languages
140(1)
Deforming Objects
140(18)
Picking and Pulling
141(2)
Deforming an Embedding Space
143(15)
Three-dimensional Shape Interpolation
158(12)
Matching Topology
159(1)
Star-Shaped Polyhedra
159(2)
Axial Slices
161(2)
Map to Sphere
163(5)
Recursive Subdivision
168(2)
Summary
170(1)
Morphing (Two-dimensional)
170(13)
Coordinate Grid Approach
171(5)
Feature-Based Morphing
176(7)
Chapter Summary
183(4)
References
183(4)
Kinematic Linkages
187(30)
Hierarchical Modeling
189(9)
Data Structure for Hierarchical Modeling
190(7)
Local Coordinate Frames
197(1)
Forward Kinematics
198(2)
Inverse Kinematics
200(15)
Solving a Simple System by Analysis
201(2)
The Jacobian
203(4)
Numeric Solutions to Inverse Kinematics
207(7)
Summary
214(1)
Chapter Summary
215(2)
References
215(2)
Motion Capture
217(16)
Motion Capture Technologies
218(1)
Processing the Images
219(2)
Camera Calibration
221(1)
Three-Dimensional Position Reconstruction
222(3)
Multiple Markers
224(1)
Multiple Cameras
224(1)
Fitting to the Skeleton
225(2)
Output from Motion Capture Systems
227(1)
Manipulating Motion Capture Data
228(2)
Processing the Signals
229(1)
Retargeting the Motion
229(1)
Combining Motions
230(1)
Chapter Summary
230(3)
References
231(2)
Physically Based Animation
233(54)
Basic Physics---A Review
234(3)
Simulating a Spring-mass-damper System
237(1)
Spring Meshes
237(4)
Flexible Objects
237(4)
Virtual Springs
241(1)
Particle Systems
241(5)
Particle Generation
242(1)
Particle Attributes
243(1)
Particle Termination
243(1)
Particle Animation
243(1)
Particle Rendering
244(1)
Particle System Representation
244(1)
Forces on Particles
245(1)
Particle Life Span
245(1)
Rigid Body Simulation
246(30)
Bodies in Free Fall
247(11)
Bodies in Collision
258(15)
Dynamics of Linked Hierarchies
273(3)
Summary
276(1)
Enforcing Soft and Hard Constraints
276(7)
Energy Minimization
278(3)
Space-Time Constraints
281(2)
Chapter Summary
283(4)
References
283(4)
Fluids: Liquids & Gases
287(38)
Specific Fluid Models
288(26)
Models of Water
288(12)
Models of Clouds (by David Ebert)
300(11)
Models of Fire
311(3)
Summary
314(1)
Computational Fluid Dynamics
314(7)
General Approaches to Modeling Fluids
315(1)
CFD Equations
316(5)
Chapter Summary
321(4)
References
322(3)
Modeling and Animating Human Figures
325(44)
Overview of Virtual Human Representation
326(7)
Representing Body Geometry
327(2)
Geometry Data Acquisition
329(1)
Geometry Deformation
329(1)
Surface Detail
330(1)
Layered Approach to Human Figure Modeling
330(3)
Reaching and Grasping
333(9)
Modeling the Arm
334(2)
The Shoulder Joint
336(1)
The Hand
337(1)
Coordinated Movement
338(2)
Reaching Around Obstacles
340(1)
Strength
341(1)
Walking
342(11)
The Mechanics of Locomotion
343(4)
The Kinematics of the Walk
347(4)
Using Dynamics to Help Produce Realistic Motion
351(2)
Forward Dynamic Control
353(1)
Summary
353(1)
Getting Dressed Up
353(10)
Cloth and Clothing
353(1)
Simple Draping
354(3)
Getting into Clothes
357(4)
Hair
361(2)
Chapter Summary
363(6)
References
363(6)
Facial Animation
369(24)
The Human Face
370(2)
Anatomic Structure
370(1)
The Facial Action Coding System
371(1)
Facial Models
372(8)
Creating a Continuous Surface Model
375(5)
Textures
380(1)
Animating the Face
380(6)
Parameterized Models
380(2)
Blend Shapes
382(1)
Muscle Models
382(4)
Expressions
386(1)
Summary
386(1)
Lip-Sync Animation
386(3)
Articulators of Speech
386(2)
Phonemes
388(1)
Coarticulation
389(1)
Prosody
389(1)
Chapter Summary
389(4)
References
390(3)
Modeling Behavior
393(28)
Knowing the Environment
394(2)
Vision
394(2)
Memory
396(1)
Aggregate Behavior
396(2)
Primitive Behaviors
398(12)
Flocking Behavior
398(11)
Prey-Predator Behavior
409(1)
Modeling Intelligent Behavior
410(5)
Autonomous Behavior
410(3)
Expressions and Gestures
413(1)
Modeling Individuality: Personality and Emotions
414(1)
Crowd Management
415(2)
Emergent Behavior
415(1)
Statistically Modeled Behavior
416(1)
Internal structure
416(1)
Chapter Summary
417(4)
References
417(4)
Special Models for Animation
421(24)
Implicit Surfaces
421(8)
Basic Implicit Surface Formulation
422(1)
Animation Using Implicitly Defined Objects
423(2)
Collision Detection
425(1)
Deforming the Implicit Surface as a Result of Collision
425(3)
Level Set Methods
428(1)
Summary
429(1)
Plants
429(12)
A Little Bit of Botany
431(1)
L-Systems
432(5)
Animating Plant Growth
437(3)
Summary
440(1)
Subdivision Surfaces
441(1)
Chapter Summary
442(3)
References
443(2)
Appendix A Rendering Issues
445(24)
Double Buffering
446(1)
Compositing
446(12)
Compositing without Pixel Depth Information
449(6)
Compositing with Pixel Depth Information
455(3)
Displaying Moving Objects: Motion Blur
458(3)
Drop Shadows
461(5)
Billboarding and Impostors
466(1)
Summary
467(2)
References
468(1)
Appendix B Background Information and Techniques
469(106)
Vectors and Matrices
469(11)
Inverse Matrix and Solving Linear Systems
471(8)
Singular Value Decomposition
479(1)
Geometric Computations
480(27)
Components of a Vector
480(1)
Length of a Vector
481(1)
Dot Product of Two Vectors
481(1)
Cross Product of Two Vectors
482(2)
Vector and Matrix Routines
484(3)
Closest Point between Two Lines in Three-Space
487(1)
Area Calculations
488(2)
The Cosine Rule
490(1)
Barycentric Coordinates
490(1)
Computing Bounding Shapes
491(16)
Transformations
507(6)
Transforming a Point Using Vector-Matrix Multiplication
507(1)
Transforming a Vector Using Vector-Matrix Multiplication
507(1)
Axis-Angle Rotations
508(1)
Quaternions
509(4)
Denevit and Hartenberg Representation for Linked Appendages
513(6)
Denavit-Hartenberg Notation
513(2)
A Simple Example
515(2)
Including a Ball-and-Socket Joint
517(1)
Constructing the Frame Description
518(1)
Interpolating and Approximating Curves
519(18)
Equations: Some Basic Terms
519(2)
Simple Linear Interpolation: Geometric and Algebraic Forms
521(1)
Parameterization by Arc Length
522(1)
Computing Derivatives
523(1)
Hermite Interpolation
523(1)
Catmull-Rom Spline
524(4)
Four-Point Form
528(1)
Blended Parabolas
528(2)
Bezier Interpolation/Approximation
530(1)
De Casteljau Construction of Bezier Curves
531(1)
Tension, Continuity, and Bias Control
531(3)
B-Splines
534(1)
Fitting Curves to a Given Set of Points
535(2)
Randomness
537(5)
Noise
537(3)
Turbulence
540(1)
Random Number Generator
540(2)
Physics Primer
542(12)
Position, Velocity, and Acceleration
542(1)
Circular Motion
543(1)
Newton's Laws of Motion
544(1)
Inertia and Inertial Reference Frames
545(1)
Center of Mass
545(1)
Torque
545(1)
Equilibrium: Balancing Forces
546(1)
Gravity
546(1)
Centripetal Force
547(1)
Contact Forces
547(2)
Centrifugal Force
549(1)
Work and Potential Energy
550(1)
Kinetic Energy
550(1)
Conservation of Energy
550(1)
Conservation of Momentum
551(1)
Oscillatory Motion
551(1)
Damping
552(1)
Angular Momentum
552(1)
Inertia Tensors
553(1)
Numerical Integration Techniques
554(7)
Function Integration for Arc Length Computation
554(2)
Updating Function Values
556(4)
Updating Position
560(1)
Standards for Moving Pictures
561(9)
In the Beginning, There Was Analog
561(4)
In the Digital World
565(5)
Camera Calibration
570(5)
References 575(2)
Index 577
Rick Parent is a Professor Emeritus in the Computer Science and Engineering Department of Ohio State University (OSU). As a graduate student, Rick worked at the Computer Graphics Research Group (CGRG) at OSU under the direction of Charles Csuri. In 1977, he received his Ph.D. from the Computer and Information Science (CIS) Department, majoring in Artificial Intelligence. For the next three years, he worked at CGRG first as a Research Associate, and then as Associate Director. In 1980 he co-founded and was President of The Computer Animation Company. In 1985, he joined the faculty of the CIS Department (now the Department of Computer Science and Engineering, or CSE) at Ohio State. Rick's research interests include various aspects of computer animation with special focus on animation of the human figure.