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Computer Animation: Algorithms and Techniques [Kõva köide]

(Professor Emeritus, Department of Computer Science and Engineering, The Ohio State)
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Written for graphics programmers and animators, this textbook and guide covers techniques at various levels of complexity and includes background information on the underlying mathematics and physics concepts. It outlines the history of animation, and introduces key concepts like rendering, transformation, and orientation representation. Advanced techniques are illustrated with detailed working examples. Parent teaches computer graphics and animation at Ohio State University. Annotation c. Book News, Inc., Portland, OR (booknews.com)

Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.

* Expert instruction from a pace-setting computer graphics researcher.
* Provides in-depth coverage of established and emerging animation algorithms.
* For readers who lack a strong scientific background, introduces the necessary concepts from mathematics and physics.
* Illustrates advanced programming techniques with highly detailed working examples.
* Via the companion Web site, provides lecture notes from the author's course for professors, example animations based on the programs covered in the book, Java applets, and links to relevant Web sites.
* Special contributions from Dave S. Ebert on Natural Phenomena in Chapter 5
* Special contributions from Scott King, Meg Geroch, Doug Roble, and Matt Lewis on Articulated Figures in Chapter 6.

Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.

* Expert instruction from a pace-setting computer graphics researcher.
* Provides in-depth coverage of established and emerging animation algorithms.
* For readers who lack a strong scientific background, introduces the necessary concepts from mathematics and physics.
* Illustrates advanced programming techniques with highly detailed working examples.
* Via the companion Web site, provides lecture notes from the author's course for professors, example animations based on the programs covered in the book, Java applets, and links to relevant Web sites.
* Special contributions from Dave S. Ebert on Natural Phenomena in Chapter 5
* Special contributions from Scott King, Meg Geroch, Doug Roble, and Matt Lewis on Articulated Figures in Chapter 6.

Arvustused

"This book is hands-down my recommendation on the technical aspects of computer animation techniques. It's both a broad overview of the field, as well as a handy reference. I expect it to be a common sight on the bookshelves of students, teachers, graphics researchers, and practitioners in the field." --Larry Gritz, Exluna/Nvidia

Muu info

* Expert instruction from a pace-setting computer graphics researcher. * Provides in-depth coverage of established and emerging animation algorithms. * For readers who lack a strong scientific background, introduces the necessary concepts from mathematics and physics. * Illustrates advanced programming techniques with highly detailed working examples. * Via the companion Web site, provides lecture notes from the author's course for professors, example animations based on the programs covered in the book, Java applets, and links to relevant Web sites. * Special contributions from Dave S. Ebert on Natural Phenomena in Chapter 5 * Special contributions from Scott King, Meg Geroch, Doug Roble, and Matt Lewis on Articulated Figures in Chapter 6.
Foreword xv
Preface xvii
Introduction
1(30)
Perception
2(2)
The Heritage of Animation
4(8)
Early Devices
4(2)
The Early Days of ``Conventional'' Animation
6(1)
Disney
7(2)
Contributions of Others
9(1)
Other Media for Animation
9(1)
Principles of Computer Animation
10(2)
Animation Production
12(9)
Computer Animation Production Tasks
15(2)
Digital Editing
17(3)
Digital Video
20(1)
A Brief History of Computer Animation
21(8)
Early Activity
21(3)
The Middle Years
24(5)
Chapter Summary
29(2)
References
29(2)
Technical Background
31(32)
Spaces and Transformations
31(20)
The Display Pipeline
32(4)
Homogeneous Coordinates and the Transformation Matrix
36(3)
Compounding Transformations: Multiplying Transformation Matrices
39(1)
Basic Transformations
40(2)
Representing an Arbitrary Orientation
42(3)
Extracting Transformations from a Matrix
45(1)
Description of Transformations in the Display Pipeline
46(2)
Round-off Error Considerations
48(3)
Orientation Representation
51(10)
Fixed Angle Representation
53(3)
Euler Angle Representation
56(1)
Angle and Axis
57(1)
Quaternions
58(3)
Chapter Summary
61(2)
References
61(2)
Interpolation and Basic Techniques
63(110)
Interpolation
63(5)
The Appropriate Function
64(4)
Controlling the Motion Along a Curve
68(29)
Computing Arc Length
69(15)
Speed Control
84(2)
Ease-in/Ease-out
86(3)
Constant Acceleration: Parabolic Ease-In/Ease-Out
89(3)
General Distance-Time Functions
92(2)
Curve Fitting to Position-Time Pairs
94(3)
Interpolation of Rotations Represented by Quaternions
97(5)
Path Following
102(14)
Orientation along a Path
102(6)
Smoothing a Path
108(6)
Determining a Path along a Surface
114(2)
Key-Frame Systems
116(4)
Animation Languages
120(4)
Artist-Oriented Animation Languages
121(1)
Articulation Variables
122(1)
Graphical Languages
123(1)
Actor-Based Animation Languages
123(1)
Deforming Objects
124(19)
Warping an Object
125(1)
Coordinate Grid Deformation
125(18)
Morphing (2D)
143(10)
Coordinate Grid Approach
143(5)
Feature-Based Morphing
148(5)
3D Shape Interpolation
153(16)
Matching Topology
157(1)
Star-Shaped Polyhedra
157(2)
Axial Slices
159(1)
Map to Sphere
160(6)
Recursive Subdivision
166(3)
Summary
169(1)
Chapter Summary
169(4)
References
170(3)
Advanced Algorithms
173(98)
Automatic Camera Control
174(1)
Hierarchical Kinematic Modeling
175(28)
Representing Hierarchical Models
177(7)
Forward Kinematics
184(1)
Local Coordinate Frames
185(7)
Inverse Kinematics
192(11)
Summary
203(1)
Rigid Body Simulation
203(28)
Bodies in Free Fall
204(12)
Bodies in Contact
216(15)
Enforcing Soft and Hard Constraints
231(10)
Flexible Objects
232(3)
Virtual Springs
235(1)
Energy Minimization
236(3)
Space-Time Constraints
239(2)
Controlling Groups of Objects
241(20)
Particle Systems
242(4)
Flocking Behavior
246(11)
Autonomous Behavior
257(4)
Implicit Surfaces
261(6)
Basic Implicit Surface Formulation
261(2)
Animation Using Implicitly Defined Objects
263(1)
Collision Detection
264(1)
Deforming the Implicit Surface as a Result of Collision
265(2)
Summary
267(1)
Chapter Summary
267(4)
References
268(3)
Natural Phenomena
271(46)
Plants
272(11)
A Little Bit of Botany
273(2)
L-Systems
275(5)
Animating Plant Growth
280(3)
Summary
283(1)
Water
283(13)
Still Waters and Small-Amplitude Waves
284(4)
The Anatomy of Waves
288(1)
Modeling Ocean Waves
289(3)
Finding Its Way Downhill
292(4)
Summary
296(1)
Gaseous Phenomena
296(16)
General Approaches to Modeling Gas
296(2)
Computational Fluid Dynamics
298(1)
Clouds
299(11)
Fire
310(1)
Summary
311(1)
Chapter Summary
312(5)
References
312(5)
Modeling and Animating Articulated Figures
317(68)
Reaching and Grasping
318(9)
Modeling the Arm
318(3)
The Shoulder Joint
321(1)
The Hand
321(3)
Coordinated Movement
324(1)
Reaching Around Obstacles
325(1)
Strength
326(1)
Walking
327(12)
The Mechanics of Locomotion
328(5)
The Kinematics of the Walk
333(3)
Using Dynamics to Help Produce Realistic Motion
336(2)
Forward Dynamic Control
338(1)
Summary
339(1)
Facial Animation
339(14)
Types of Facial Models
341(1)
Creating the Model
342(3)
Textures
345(2)
Approaches to Animating the Face
347(6)
Overview of Virtual Human Representation
353(5)
Representing Body Geometry
354(2)
Geometry Data Acquisition
356(1)
Geometry Deformation
356(1)
Clothing
357(1)
Hair
357(1)
Surface Detail
358(1)
Layered Approach to Human Figure Modeling
358(3)
Cloth and Clothing
361(8)
Simple Draping
362(3)
Getting into Clothes
365(4)
Motion Capture
369(10)
Processing the Images
371(1)
Camera Calibration
372(1)
3D Position Reconstruction
373(3)
Fitting to the Skeleton
376(2)
Modifying Motion Capture
378(1)
Summary
378(1)
Chapter Summary
379(6)
References
379(6)
Appendix A Rendering Issues 385(24)
A.1 Double Buffering
385(1)
A.2 Compositing
386(12)
A.2.1 Compositing without Pixel Depth Information
389(6)
A.2.2 Compositing with Pixel Depth Information
395(3)
A.3 Displaying Moving Objects: Motion Blur
398(3)
A.4 Drop Shadows
401(5)
A.5 Summary
406(3)
References
406(3)
Appendix B Background Information and Techniques 409(18)
B.1 Vectors and Matrices
409(11)
B.1.1 Inverse Matrix and Solving Linear Systems
411(8)
B.1.2 Singular Value Decomposition
419(1)
B.2 Geometric Computations
420(7)
B.2.1 Components of a Vector
420(1)
B.2.2 Length of a Vector
420(1)
B.2.3 Dot Product of Two Vectors
420(2)
B.2.4 Cross Product of Two Vectors
422(2)
B.2.5 Vector and Matrix Routines
424(3)
B.2.6 Closest Point between Two Lines in Three-Space 427(80)
B.2.7 Area Calculations
428(1)
B.2.8 The Cosine Rule
429(1)
B.2.9 Barycentric Coordinates
430(1)
B.2.10 Computing Bounding Shapes
431(16)
B.3 Transformations
447(6)
B.3.1 Transforming a Point Using Vector-Matrix Multiplication
447(1)
B.3.2 Transforming a Vector Using Vector-Matrix Multiplication
448(1)
B.3.3 Axis-Angle Rotations
449(1)
B.3.4 Quaternions
450(3)
B.4 Interpolating and Approximating Curves
453(17)
B.4.1 Equations: Some Basic Terms
453(1)
B.4.2 Simple Linear Interpolation: Geometric and Algebraic Forms
454(2)
B.4.3 Parameterization by Arc Length
456(1)
B.4.4 Computing Derivatives
456(1)
B.4.5 Hermite Interpolation
457(1)
B.4.6 Catmull-Rom Spline
458(3)
B.4.7 Four-Point Form
461(1)
B.4.8 Blended Parabolas
462(1)
B.4.9 Bezier Interpolation/Approximation
463(1)
B.4.10 De Casteljau Construction of Bezier Curves
464(1)
B.4.11 Tension, Continuity, and Bias Control
465(2)
B.4.12 B-Splines
467(2)
B.4.13 Fitting Curves to a Given Set of Points
469(1)
B.5 Randomness
470(6)
B.5.1 Noise
471(3)
B.5.2 Turbulence
474(1)
B.5.3 Random Number Generator
474(2)
B.6 Physics Primer
476(12)
B.6.1 Position, Velocity, and Acceleration
476(1)
B.6.2 Circular Motion
477(1)
B.6.3 Newton's Laws of Motion
478(1)
B.6.4 Inertia and Intertial Reference Frames
479(1)
B.6.5 Center of Mass
479(1)
B.6.6 Torque
480(1)
B.6.7 Equilibrium: Balancing Forces
480(1)
B.6.8 Gravity
480(1)
B.6.9 Centripetal force
481(1)
B.6.10 Contact Forces
481(2)
B.6.11 Centrifugal Force
483(1)
B.6.12 Work and Potential Energy
484(1)
B.6.13 Kinetic Energy
484(1)
B.6.14 Conservation of Energy
484(1)
B.6.15 B.6.15 Conservation of Momentum
484(1)
B.6.16 Oscillatory Motion
485(1)
B.6.17 Damping
486(1)
B.6.18 Angular Momentum
486(1)
B.6.19 Inertia Tensors
487(1)
B.7 Numerical Integration Techniques
488(5)
B.7.1 Function Integration
488(1)
B.7.2 Integrating Ordinary Differential Equations
489(4)
B.8 Standards for Moving Pictures
493(9)
B.8.1 In the Beginning, There Was Analog
493(4)
B.8.2 In the Digital World
497(5)
B.9 Camera Calibration
502(5)
References 507(2)
Index 509(20)
About the Author 529
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.