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...

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Bibliographic Details
Main Authors: Magnenat-Thalmann, Nadia, Thalmann, Daniel (Author)
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