Handbook of Computer Animation
Seiten
2013
|
Softcover reprint of the original 1st ed. 2003
Springer London Ltd (Verlag)
978-1-4471-1106-1 (ISBN)
Springer London Ltd (Verlag)
978-1-4471-1106-1 (ISBN)
One of the challenges facing professionals working in computer animation
is keeping abreast of the latest developments and future trends - some of
which are determined by industry where the state-of-the-art is
continuously being re-defined by the latest computer-generated film
special effects, while others arise from research projects whose results
are quickly taken on board by programmers and animators working in
industry.
This handbook will be an invaluable toolkit for programmers, technical
directors and professionals working in computer animation. A wide range of
topics are covered including:
*Computer games
*Evolutionary algorithms
*Shooting and live action
*Digital effects
*Cubic curves and surfaces
*Subdivision surfaces
*Rendering and shading
Written by a team of experienced practitioners, each chapter provides a
clear and precise overview of each area, reflecting the dynamic and
fast-moving field of computer animation. This is a complete and
up-to-date reference book on the state-of-the-art techniques used in
computer animation.
is keeping abreast of the latest developments and future trends - some of
which are determined by industry where the state-of-the-art is
continuously being re-defined by the latest computer-generated film
special effects, while others arise from research projects whose results
are quickly taken on board by programmers and animators working in
industry.
This handbook will be an invaluable toolkit for programmers, technical
directors and professionals working in computer animation. A wide range of
topics are covered including:
*Computer games
*Evolutionary algorithms
*Shooting and live action
*Digital effects
*Cubic curves and surfaces
*Subdivision surfaces
*Rendering and shading
Written by a team of experienced practitioners, each chapter provides a
clear and precise overview of each area, reflecting the dynamic and
fast-moving field of computer animation. This is a complete and
up-to-date reference book on the state-of-the-art techniques used in
computer animation.
1 Computer and Video Game Design Issues.- 2 Evolutionary Algorithms in Modeling and Animation.- 3 Shooting Live Action for Combination with Computer Animation.- 4 Elements of Digital Effects.- 5 Cubic Polynomial Curves and Surfaces.- 6 Smooth Surface Representation over Irregular Meshes.- 7 Rendering and Shading.
Reihe/Serie | Springer Professional Computing |
---|---|
Zusatzinfo | XIII, 244 p. |
Verlagsort | England |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Mathematik / Informatik ► Mathematik ► Angewandte Mathematik | |
ISBN-10 | 1-4471-1106-0 / 1447111060 |
ISBN-13 | 978-1-4471-1106-1 / 9781447111061 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
Modelle für 3D-Druck und CNC entwerfen
Buch | Softcover (2022)
dpunkt (Verlag)
34,90 €
Methoden, Konzepte und Algorithmen in der Optotechnik, optischen …
Buch | Hardcover (2024)
Hanser (Verlag)
39,99 €
alles zum Drucken, Scannen, Modellieren
Buch | Softcover (2024)
Markt + Technik Verlag
24,95 €