Computer Animation Theory and Practice
Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related...
Main Authors: | , |
---|---|
Format: | eBook |
Language: | English |
Published: |
Tokyo
Springer Japan
1990, 1990
|
Edition: | 2nd ed. 1990 |
Series: | Computer Science Workbench
|
Subjects: | |
Online Access: | |
Collection: | Springer Book Archives -2004 - Collection details see MPG.ReNa |
Table of Contents:
- 7.7 The Use of Splines in Keyframe Animation
- 7.8 Principles of Algorithmic Animation
- 7.9 Motion Specification will Synchronization
- 8. Hidden Surfaces, Reflectance, and Shading
- 8.1 Hidden Surfaces
- 8.2 Light Reflection Models
- 8.3 Surface Shading
- 8.4 Rendering of Parametric and Patch Surfaces
- 8.5 Complex Light Sources
- 9. Transparency, Texture, Shadows, and Anti-aliasing
- 9.1 Ray-tracing Algorithms
- 9.2 Ray-tracing Problems
- 9.3 Optimization Techniques for Ray-tracing
- 9.4 Transparency
- 9.5 Texture
- 9.6 Fractals
- 9.7 Fuzzy Objects Modeling and Particle Systems
- 9.8 Shadows
- 9.9 Spatial Anti-aliasing
- 9.10 Motion Blur and Temporal Anti-aliasing
- 10. Human Modeling and Animation
- 10.1 Stick, Surface, and Volume Models
- 10.2 The NUDES System
- 10.3 The Badler Bubbleman
- 10.4 Labanotation
- 10.5 Parametric Keyframe Animation of Articulated Bodies
- 10.6 Body Deformations and JLD Operators
- 10.7 Hand Animation
- 10.8 Facial Animation
- 10.9 A Three-level Approach Based on Abstract Muscles
- 11. Object-oriented and Actor Languages and Systems
- 11.1 Classes, Modules, and Processes
- 11.2 Kay’s Work and SMALLTALK
- 11.3 Hewitt’s Actor Theory
- 11.4 LOGO and the DIRECTOR Actor-based Animation Language
- 11.5 AS AS: The Actor/Scriptor Animation System
- 11.6 CINEMIRA: A Language Based on Actor and Camera Data Types
- 11.7 MÏRANIM: An Extensible Director-oriented 3D Animation System
- 12. Automatic Motion Control
- 12.1 Mechanics, Robotics, and A.I. in Computer Animation
- 12.2 First Step: Positional Constraints and Inverse Kinematics
- 12.3 Second Step: Motion Control Using Dynamics
- 12.4 Third Step: Impact of the Environment
- 12.5Fourth Step: Task Planning
- 12.6 Fifth Step: Behavioral Animation
- 13. Case Studies of Computer-generated Films
- 13.1 The Film Dream Flight
- 13.2 The Film Rendez-vous à Montréal
- 13.3 The Film Eglantine
- 1. Introduction
- 2. Conventional Animation
- 2.1 Basic Principles of Conventional Animation
- 2.2 How Are Cartoon Animated Films Made?
- 2.3 Multiplane and Shooting Phase
- 2.4 Some Techniques and Special Camera Effects
- 2.5 Bar, Route, Model, and Exposure Sheets
- 2.6 Postproduction
- 2.7 Historical Background
- 2.8 Applications of Animation
- 3. Computer Animation
- 3.1 The Role of the Computer in Animation
- 3.2 How to Classify Computer Animation Systems?
- 3.3 Real-time vs Frame-by-frame
- 3.4 Frame Buffer Animation and Real-time Playback
- 3.5 Systems vs Languages
- 4. The Development of Computer Animation in Various Organizations
- 4.1 The Early Systems: BEFLIX and EXPLOR
- 4.2 Picture-driven Animation: GENESYS
- 4.3 Analog Systems: SCANIMATE and CAESAR
- 4.4 ANIMATOR, ARTÄ, and MOP
- 4.5 Computer Animation at the National Research Council of Canada
- 4.6 Computer Animation at Ohio State University
- 4.7 From GRASS to ZGRASS
- 13.4 The Film Galaxy Sweetheart
- References
- Appendix: Computer-generated Films
- 4.8 New York Institute of Technology, Lucasfilm, and Pixar
- 4.9 MAGI/Synthavision, Robert Abel, Triple I, and Digital Effects
- 4.10 And the Others?
- 5. Keyframe and Painting Systems
- 5.1 Computer-assisted Animation
- 5.2 The Input of Drawings
- 5.3 In-between Calculations
- 5.4 The Laws of Animation
- 5.5 Skeleton Techniques
- 5.6 The Path of Motion and P-curves
- 5.7 In-betweening Using Moving Point Constraints
- 5.8 Coloring Techniques
- 5.9 Paint Systems
- 5.10 Color Simulation and Dithering
- 5.11 Gradation Techniques
- 6. Object Modeling in 3D Animation
- 6.1 What Is 3D Animation?
- 6.2 Object Representation
- 6.3 Surface Modeling
- 6.4 Object Creation
- 7. Motion Control in 3D Animation
- 7.1 A Classification of 3D Computer Animation Methods
- 7.2 A Unified View
- 7.3 A Comparison of Methods
- 7.4 Three-dimensional ShapeInterpolation
- 7.5 A Case Study: The Multiple Track Animator System
- 7.6 Parametric Keyframe Animation