Handbook of Computer AnimationJohn Vince Springer Science & Business Media, 2003 - Всего страниц: 244 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. |
Содержание
Computer and Video Game Design Issues | 1 |
Evolutionary Algorithms in Modeling and Animation | 29 |
Shooting Live Action for Combination with Computer Animation | 63 |
Elements of Digital Effects | 97 |
Cubic Polynomial Curves and Surfaces | 123 |
Smooth Surface Representation over Irregular Meshes | 185 |
Rendering and Shading | 213 |
241 | |
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Часто встречающиеся слова и выражения
affine transformations allows B-spline B-spline surface background basis matrix Bézier curves Bézier patches bicubic blue screen camera Catmull-Clark Catmull-Clark subdivision surface chroma key Cineon coefficients color combination compositing system computer animation computer graphics control mesh control points create crossover cubic B-spline curve segment curves and surfaces defined digital effects edge elements Equation evolution strategies evolutionary algorithms face Figure film filter fitness foreground frame gameplay Genetic Algorithms genetic programming geometry vector individuals interactive interpolating Koza lens light live action live-action Mario match matte move mutation nodes normal operations P₁ parametric continuity Pi+1 Pi+3 pixel player polygon population post-production problem produce quad-net recombination rendering RenderMan representation resolution S-expressions samples selection sequence shading shooting shot space spline standard subdivision rules subdivision surfaces surface patch tangent vectors techniques texture transformations types vertex point visual