Computer animation : theory and practice
著者
書誌事項
Computer animation : theory and practice
(Computer science workbench)
Springer-Verlag, c1990
2nd rev. ed
- : Tokyo
- : Berlin
- : New York
大学図書館所蔵 全21件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references (p. [203]-222) and index
内容説明・目次
- 巻冊次
-
: Berlin ISBN 9783540700517
内容説明
This volume, covering all aspects of computer animation, has been designed as an introduction for designers and animators, and a reference for professionals in computer graphics and computer animation. Both theoretical and practical aspects are presented in detail. Computer animation is treated using concepts familiar to those working in traditional animation. Readers will find material on techniques involved in computer-assisted animation, such as key-frame interpolation and colouring and painting techniques, as well as information about state-of-the-art computer animation and a history of animation systems and languages. This edition brings major changes in various chapters. In particular, the discussion of organizations in the field of computer animation has been updated, and new teams in this area are mentioned. Three-dimensional computer animation is emphasized. The appendix provides a listing of computer-generated films from 1961 to 1989. A complete bibliography of computer animation is given at the end of the book.
目次
Conventional Animation. Computer Animation. The Development of Computer Animation in Various Organizations. Keyframe and Painting Systems. Object Modelling in 3D Animation. Motion Control in 3D Animation. Hidden Surfaces, Reflectance and Shading. Transparency, Texture, Shadows, and Anti-aliasing. Human Modelling and Animation. Object-oriented and Actor Languages and Systems. Automatic Motion Control. Case Studies of Computer-generated Films. Appendix: Computer-generated Films.
- 巻冊次
-
: Tokyo ISBN 9784431700517
内容説明
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 to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra- phics, computer animation, database management systems, and compu- ter-aided design and manufacturing systems. Computer Science Work- bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer graphics is growing very rapidly; only computer animation grows faster. The first edition of the book Computer Animation: Theory and Practice was released in 1985. Four years later, computer animation has exploded. Conferences on computer animation have appeared and the topic is recognized in well-known journals as a leading theme. Computer-generated film festivals now exist in each country and several thousands of films are produced each year.
From a commercial point of view, the computer animation market has grown considerably. TV logos are computer-made and more and more simulations use the technique of computer animation. What is the most fascinating is certainly the development of computer animation from a research point-of-view.
目次
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, ARTA, 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.- 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 Shape Interpolation.- 7.5 A Case Study: The Multiple Track Animator System.- 7.6 Parametric Keyframe Animation.- 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 MIRANIM: 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.- 12.5 Fourth 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 a Montreal.- 13.3 The Film Eglantine.- 13.4 The Film Galaxy Sweetheart.- References.- Appendix: Computer-generated Films.
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