The Art and Science of Computer Animation - Stuart Mealing

The Art and Science of Computer Animation

(Autor)

Buch | Softcover
200 Seiten
1999
Intellect Books (Verlag)
978-1-871516-71-5 (ISBN)
29,85 inkl. MwSt
A mixture of visual poetry and mathematics, computer animation is a discipline which can be approached from the directions of science, art and simple curiosity. This text seeks to bridge the gap between the designer/animator and the scientific programmer.

ACKNOWLEDGEMENTS

INTRODUCTION

PART ONE:



1. THE NATURE OF ANIMATION 

1.1 Frame rates 

1.2 Animation devices 

1.3 Storyboards 

1.4 Traditional methods 

1.4.1 Model animation 

1.5 Keyframing 

1.6 The role of computers 

1.7 Manipulation by computer 

1.8 Paint systems 

1.9 Other roles for the computer 

1. 10 Three dimensions 

1.11 Kinematics/dynamics 

1.12 Rule-based systems 

1.13 Artificial intelligence 

2. APPLICATIONS OF COMPUTER ANIMATION 

2.1 TV graphics 

2.2 Scientific visualisation 

2.3 Simulation 

2.4 Flight simulators 

2.5 Military 

2.6 Space 

2.7 Architecture 

2.8 Archaeology 

2.9 Medical

2.10 Film



2.11 Special effect

2.12 Advertising

2.13 Corporate video

2.14 Education

2.15 Games

2.16 Art

2.17 Multimedia

2.18 Conclusion

3. BASICS OF COMPUTER GRAPHICS

3.1 Pixels

3.2 Coordinates

3.3 Raster/vector

3.4 Transformations

3.5 Modelling

3.6 Hidden surfaces

3.7 Rendering

3.8 Textures

3.9 Artifacts

3.10 Hardware

3.11 Expense

4. MOVEMENT CONTROL

4.1 Paths

4.1.1 Curved paths

4.1.2 Other uses

4.2 Kinematics

4.3 Parametrics

4.4 Dynamics

4.5 Inverse control

4.6 Hybrid control

4.7 Control level

4.8 Metamorphosis

4.9 Displacement animation

4.10 Rotation

4.11 Motion blur

4.12 Conclusion



5. THE HUMAN/COMPUTER INTERFACE

5.1 Requirements

5.2 Input devices

5.2.1 Keyboard

5.2.2Mouse

5.2.3 Tracker ball

5.2.4 Joystick

5.2.5 Digitising pad

5.2.6 Other devices

5.3 Feedback

5.4 The screen environment

5.5 The 3-D environment

5.6 HCI for animators

6. HARDWARE CONSIDERATIONS

6.1 Bits and chips

6.2 Architecture

6.3Memory

6.4 Types of computer

6.5 Display

6.6 Frame buffers

6.7 Saving the image

6.7.1 Hard copy

6.7.2 Film

6.7.3 Video

6.8 Image input devices

6.9 Standards

6.10 Hardware for animation

7. SOFTWARE

7.1 Choice

7.2 Examples

7 .2.1 Modelling

7.2.2 Rendering

7.2.3 Choreography

7.2.4 2-D

7.3 Customised

7.4 Compatibility



 



The Art and Science of Computer Animation



7.4.1 Standards

7.4.2 Postscript

7.4.3 RenderMan

7.5 Device control

7.5.1 Multimedia

7.6 Conclusion

8. LANGUAGE CONSIDERATIONS

8.1 Language types

8.1.1 Low level/high level

8.1.2 Interpreted/compiled

8.1.3 ProceduraVdedarative

8.1.4 Object-orientated

8.1.5 ParalleVsequential

8.1.6 Dedicated languages

8.1.7 Hybrid languages

8.2 Relevant languages

8.2.1 Algol

8.2.2 Assembler

8.2.3 BASIC

8.2.4 C

8.2.5C++

8.2.6FORTH

8.2.7 FORTRAN

8.2.8 LISP

8.2.9Logo

8.2.10 Occam

8.2.11 Pascal

8.2.12 PROLOG

8.2.13 Pseudocode

8.2.14 SmallTalk

8.3 Choice of language

PART TWO:

9. STATE-OF-THE-ART: SIMULATION

9.1 Dynamics

9.2 Physically based modelling

9.3 Constraints



9.4 Collisions

9.4.1 Collision detection

9 .4.2 Collision response

9.4.3 Collision avoidance

9.5 Behaviour

9.6 Teleological modelling

10. STATE-OF-THE-ART: SOFT MODELLING

10.1 Particle systems

10.1.1 Globular dynamics

10.2 Parametric modelling

10.2.1 Clouds

10.2.2 Waves

10.2.3 Plant models

10.3 Voxels

10.4 Fractals

10.4.1 Iterated function systems

10.5 Finite element methods

10.5.1 Cloth

10.6 Fur and texels

10.7 Stochastics

10.8 Conclusion

11. STATE-OF-THE-ART: BEHAVIOURAL ANIMATION 

11.1 Artificial intelligence 

11.1.1 Distributed AI 

11.1.2 Expert systems 

11.1.3 Human intelligence 

11.2 Grouping 

11.3 Goal seeking

11.4 Vision 

11.5 Stimulus-response animation 

11.6 Arbitration 

11.7 Conclusion 

12. STATE-OF-THE-ART: SYNTHETIC HUMANS 

12.1 Locomotion 

12.2 Tasks 

12.3 Appearance 



12.4 Facial animation

12.5 Characterisation

13. THE FUTURE TODAY

13.1 Virtual reality

13.2 Interfaces

13.3 Digital dough

13.4 Eric

13.5 Hardware

13.5.1 Nanotechnology

13.6 Multimedia

13.7 Conclusion

APPENDICES

A. Book recommendations

B. Dynamics formulae

C. 'Pencil test'

GLOSSARY OF TERMS

BIBLIOGRAPHY

INDEX

Erscheint lt. Verlag 1.11.1999
Verlagsort Bristol
Sprache englisch
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Weitere Themen CAD-Programme
ISBN-10 1-871516-71-4 / 1871516714
ISBN-13 978-1-871516-71-5 / 9781871516715
Zustand Neuware
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