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Computer Animation

Computer Animation Author Rick Parent
ISBN-10 9780124158429
Release 2012
Pages 515
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Updated to include the most current techniques of computer animation, along with the theory and high-level computation that makes this book the best technically oriented animation resource.

Computer Animation

Computer Animation Author Rick Parent
ISBN-10 9780124159730
Release 2012-10-18
Pages 542
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Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more

Computer Animation

Computer Animation Author Rick Parent
ISBN-10 9780080553856
Release 2007-11-01
Pages 624
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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. 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

Computer Animation Complete

Computer Animation Complete Author Rick Parent
ISBN-10 0123785642
Release 2009-10-13
Pages 544
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A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! 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 Complete: will help you 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 variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

Computer Graphics

Computer Graphics Author Alexey Boreskov
ISBN-10 9781482215571
Release 2013-10-25
Pages 568
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Complete Coverage of the Current Practice of Computer Graphics Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics. Up-to-Date Techniques, Algorithms, and API The book includes mathematical background on vectors and matrices as well as quaternions, splines, curves, and surfaces. It presents geometrical algorithms in 2D and 3D for spatial data structures using large data sets. Although the book is mainly based on OpenGL 3.3, it also covers tessellation in OpenGL 4.0, contains an overview of OpenGL ES 2.0, and discusses the new WebGL, which allows students to use OpenGL with shaders directly in their browser. In addition, the authors describe a variety of special effects, including procedural modeling and texturing, fractals, and non-photorealistic rendering. They also explain the fundamentals of the dominant language (OpenCL) and platform (CUDA) of GPGPUs. Web Resource On the book’s CRC Press web page, students can download many ready-to-use examples of C++ code demonstrating various effects. C++ wrappers for basic OpenGL entities, such as textures and programs, are also provided. In-Depth Guidance on a Programmable Graphics Pipeline Requiring only basic knowledge of analytic geometry, linear algebra, and C++, this text guides students through the OpenGL pipeline. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping.

Fluid Simulation for Computer Graphics Second Edition

Fluid Simulation for Computer Graphics  Second Edition Author Robert Bridson
ISBN-10 9781351968843
Release 2015-09-25
Pages 263
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A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.

Real Time Rendering Third Edition

Real Time Rendering  Third Edition Author Tomas Akenine-Möller
ISBN-10 9781498785631
Release 2016-04-08
Pages 1045
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Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

Mathematics for 3D Game Programming and Computer Graphics Third Edition

Mathematics for 3D Game Programming and Computer Graphics  Third Edition Author Eric Lengyel
ISBN-10 9781435458871
Release 2012
Pages 576
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This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv

Computational Geometry

Computational Geometry Author Mark de Berg
ISBN-10 9783540779735
Release 2008-03-07
Pages 386
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This introduction to computational geometry focuses on algorithms. Motivation is provided from the application areas as all techniques are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement.

Computing Handbook Third Edition

Computing Handbook  Third Edition Author Teofilo Gonzalez
ISBN-10 9781439898529
Release 2014-05-07
Pages 2326
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Computing Handbook, Third Edition: Computer Science and Software Engineering mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, the first volume of this popular handbook examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. Like the second volume, this first volume describes what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today’s world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century.

Non photorealistic Computer Graphics

Non photorealistic Computer Graphics Author Thomas Strothotte
ISBN-10 9781558607873
Release 2002
Pages 470
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Penning one of the first books to offer a systematic assessment of computer graphics, the authors provide detailed accounts of today's major non-photorealistic algorithms, along with the background information and implementation advice users need to put them to productive use.

Curves and Surfaces in Geometric Modeling

Curves and Surfaces in Geometric Modeling Author Jean H. Gallier
ISBN-10 1558605991
Release 2000
Pages 491
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"Curves and Surfaces in Geometric Modeling: Theory and Algorithms offers a theoretically unifying understanding of polynomial curves and surfaces as well as an effective approach to implementation that you can apply to your own work as a graduate student, scientist, or practitioner." "The focus here is on blossoming - the process of converting a polynomial to its polar form - as a natural, purely geometric explanation of the behavior of curves and surfaces. This insight is important for more than just its theoretical elegance - the author demonstrates the value of blossoming as a practical algorithmic tool for generating and manipulating curves and surfaces that meet many different criteria. You'll learn to use this and other related techniques drawn from affine geometry for computing and adjusting control points, deriving the continuity conditions for splines, creating subdivision surfaces, and more." "It will be an essential acquisition for readers in many different areas, including computer graphics and animation, robotics, virtual reality, geometric modeling and design, medical imaging, computer vision, and motion planning."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Advanced Animation and Rendering Techniques

Advanced Animation and Rendering Techniques Author Alan H. Watt
ISBN-10 MINN:31951D00226455U
Release 1992
Pages 455
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An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.

Computer Graphics for Java Programmers

Computer Graphics for Java Programmers Author Leen Ammeraal
ISBN-10 9783319633572
Release 2017-10-12
Pages 387
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This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.

Mathematical Optimization in Computer Graphics and Vision

Mathematical Optimization in Computer Graphics and Vision Author Luiz Velho
ISBN-10 008087858X
Release 2011-08-09
Pages 304
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Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work. Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today. *Distills down a vast and complex world of information on optimization into one short, self-contained volume especially for computer graphics *Helps CG professionals identify the best technique for solving particular problems quickly, by categorizing the most effective algorithms by application *Keeps readers current by supplementing the focus on key, classic methods with special end-of-chapter sections on cutting-edge developments

Mathematics for Computer Graphics

Mathematics for Computer Graphics Author John A. Vince
ISBN-10 1849960232
Release 2010-01-26
Pages 293
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John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics. Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed. All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry. Plus – and unusually in a student textbook – a chapter on geometric algebra is included.

Foundations of Physically Based Modeling and Animation

Foundations of Physically Based Modeling and Animation Author Donald H. House
ISBN-10 9781482234619
Release 2016-11-30
Pages 404
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Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations