Search Results for "computer-animation-third-edition-algorithms-and-techniques"

Computer Animation

Computer Animation

Algorithms and Techniques

  • Author: Rick Parent
  • Publisher: Newnes
  • ISBN: 0124158420
  • Category: Computers
  • Page: 515
  • View: 4999
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Updated to include the most current techniques of computer animation, along with the theory and high-level computation that makes this book the best technically oriented animation resource.

Computer Animation

Computer Animation

Algorithms and Techniques

  • Author: Rick Parent
  • Publisher: Newnes
  • ISBN: 0124159737
  • Category: Computers
  • Page: 542
  • View: 3350
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Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more

Computer Animation

Computer Animation

Algorithms and Techniques

  • Author: Rick Parent
  • Publisher: Elsevier
  • ISBN: 0080553850
  • Category: Computers
  • Page: 624
  • View: 4210
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Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! Companion site with animation clips drawn from research & entertainment and code samples Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Computer Animation Complete

Computer Animation Complete

All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques

  • Author: Rick Parent,David S. Ebert,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley
  • Publisher: Morgan Kaufmann
  • ISBN: 9780123785640
  • Category: Computers
  • Page: 544
  • View: 4959
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A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. Expert instruction from a variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

Fluid Simulation for Computer Graphics, Second Edition

Fluid Simulation for Computer Graphics, Second Edition

  • Author: Robert Bridson
  • Publisher: CRC Press
  • ISBN: 1482232847
  • Category: Computers
  • Page: 263
  • View: 8831
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A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

  • Author: Eric Lengyel
  • Publisher: Cengage Learning
  • ISBN: 1435458877
  • Category: Computer games
  • Page: 576
  • View: 9446
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This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv

Computer Graphics

Computer Graphics

From Pixels to Programmable Graphics Hardware

  • Author: Alexey Boreskov,Evgeniy Shikin
  • Publisher: CRC Press
  • ISBN: 1482215578
  • Category: Computers
  • Page: 568
  • View: 7355
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Complete Coverage of the Current Practice of Computer Graphics Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics. Up-to-Date Techniques, Algorithms, and API The book includes mathematical background on vectors and matrices as well as quaternions, splines, curves, and surfaces. It presents geometrical algorithms in 2D and 3D for spatial data structures using large data sets. Although the book is mainly based on OpenGL 3.3, it also covers tessellation in OpenGL 4.0, contains an overview of OpenGL ES 2.0, and discusses the new WebGL, which allows students to use OpenGL with shaders directly in their browser. In addition, the authors describe a variety of special effects, including procedural modeling and texturing, fractals, and non-photorealistic rendering. They also explain the fundamentals of the dominant language (OpenCL) and platform (CUDA) of GPGPUs. Web Resource On the book’s CRC Press web page, students can download many ready-to-use examples of C++ code demonstrating various effects. C++ wrappers for basic OpenGL entities, such as textures and programs, are also provided. In-Depth Guidance on a Programmable Graphics Pipeline Requiring only basic knowledge of analytic geometry, linear algebra, and C++, this text guides students through the OpenGL pipeline. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping.

Non-photorealistic Computer Graphics

Non-photorealistic Computer Graphics

Modeling, Rendering, and Animation

  • Author: Thomas Strothotte,Stefan Schlechtweg
  • Publisher: Morgan Kaufmann
  • ISBN: 1558607870
  • Category: Computers
  • Page: 470
  • View: 7384
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Penning one of the first books to offer a systematic assessment of computer graphics, the authors provide detailed accounts of today's major non-photorealistic algorithms, along with the background information and implementation advice users need to put them to productive use.

Introduction to Computer Graphics

Introduction to Computer Graphics

A Practical Learning Approach

  • Author: Fabio Ganovelli,Massimiliano Corsini,Sumanta Pattanaik,Marco Di Benedetto
  • Publisher: CRC Press
  • ISBN: 1498759637
  • Category: Computers
  • Page: 422
  • View: 2579
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Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com

Computer Graphics

Computer Graphics

Principles and Practice

  • Author: James D. Foley
  • Publisher: Addison-Wesley Professional
  • ISBN: 9780201848403
  • Category: Computers
  • Page: 1175
  • View: 3402
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A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

Curves and Surfaces in Geometric Modeling

Curves and Surfaces in Geometric Modeling

Theory and Algorithms

  • Author: Jean H. Gallier
  • Publisher: Morgan Kaufmann
  • ISBN: 9781558605992
  • Category: Computers
  • Page: 491
  • View: 4623
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"Curves and Surfaces in Geometric Modeling: Theory and Algorithms offers a theoretically unifying understanding of polynomial curves and surfaces as well as an effective approach to implementation that you can apply to your own work as a graduate student, scientist, or practitioner." "The focus here is on blossoming - the process of converting a polynomial to its polar form - as a natural, purely geometric explanation of the behavior of curves and surfaces. This insight is important for more than just its theoretical elegance - the author demonstrates the value of blossoming as a practical algorithmic tool for generating and manipulating curves and surfaces that meet many different criteria. You'll learn to use this and other related techniques drawn from affine geometry for computing and adjusting control points, deriving the continuity conditions for splines, creating subdivision surfaces, and more." "It will be an essential acquisition for readers in many different areas, including computer graphics and animation, robotics, virtual reality, geometric modeling and design, medical imaging, computer vision, and motion planning."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Computational Geometry

Computational Geometry

Algorithms and Applications

  • Author: Mark de Berg
  • Publisher: Springer Science & Business Media
  • ISBN: 3540779736
  • Category: Computers
  • Page: 386
  • View: 8377
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This introduction to computational geometry focuses on algorithms. Motivation is provided from the application areas as all techniques are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement.

Applied Geometry for Computer Graphics and CAD

Applied Geometry for Computer Graphics and CAD

  • Author: Duncan Marsh
  • Publisher: Springer Science & Business Media
  • ISBN: 1846281091
  • Category: Computers
  • Page: 350
  • View: 8399
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Focusing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD). Over 300 exercises are included, some new to this edition, and many of which encourage the reader to implement the techniques and algorithms discussed through the use of a computer package with graphing and computer algebra capabilities. A dedicated website also offers further resources and useful links.

Mathematics for Computer Graphics

Mathematics for Computer Graphics

  • Author: John Vince
  • Publisher: Springer
  • ISBN: 1447173368
  • Category: Computers
  • Page: 505
  • View: 1840
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John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded fifth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, matrix algebra, transforms, interpolation, curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples. Mathematics for Computer Graphics covers all of the key areas of the subject, including: · Number sets · Algebra · Trigonometry · Coordinate systems · Determinants · Vectors · Quaternions · Matrix algebra · Geometric transforms · Interpolation · Curves and surfaces · Analytic geometry · Barycentric coordinates · Geometric algebra · Differential calculus · Integral calculus This fifth edition contains over 120 worked examples and over 320 colour illustrations, which are central to the author’s descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software and setting the scene for further reading of more advanced books and technical research papers.

Core Techniques and Algorithms in Game Programming

Core Techniques and Algorithms in Game Programming

  • Author: Daniel Sánchez-Crespo Dalmau
  • Publisher: New Riders
  • ISBN: 9780131020092
  • Category: Computers
  • Page: 854
  • View: 6547
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Furnishes a valuable compilation of core techniques and algorithms used to code computer and video games, coverin such topics as code design, data structures, design patters, AI, scripting engines, network programming, 2D programming, 3D pipelines, and texture mapping and furnishing code samples in C++ and Open GL and DirectX APIs. Original. (Advanced)

Jim Blinn's Corner: Notation, Notation, Notation

Jim Blinn's Corner: Notation, Notation, Notation

  • Author: Jim Blinn
  • Publisher: Elsevier
  • ISBN: 0080509606
  • Category: Computers
  • Page: 336
  • View: 6305
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The third entry in the Jim Blinn's Corner series, this is, like the others, a handy compilation of selected installments of his influential column. But here, for the first time, you get the "Director's Cut" of the articles: revised, expanded, and enhanced versions of the originals. What's changed? Improved mathematical notation, more diagrams, new solutions. What remains the same? All the things you've come to rely on: straight answers, irreverent style, and innovative thinking. This is Jim Blinn at his best - now even better. Features 21 expanded and updated installments of "Jim Blinn's Corner," dating from 1995 to 2001, and never before published in book form Includes "deleted scenes"—tangential explorations that didn't make it into the original columns Details how Blinn represented planets in his famous JPL flyby animations Explores a wide variety of other topics, from the concrete to the theoretical: assembly language optimization for parallel processors, exotic usage of C++ template instantiation, algebraic geometry, a graphical notation for tensor contraction, and his hopes for a future world

Mathematical Optimization in Computer Graphics and Vision

Mathematical Optimization in Computer Graphics and Vision

  • Author: Luiz Velho,Paulo Carvalho,Jonas Gomes,Luiz de Figueiredo
  • Publisher: Morgan Kaufmann
  • ISBN: 9780080878584
  • Category: Computers
  • Page: 304
  • View: 4490
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Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work. Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today. *Distills down a vast and complex world of information on optimization into one short, self-contained volume especially for computer graphics *Helps CG professionals identify the best technique for solving particular problems quickly, by categorizing the most effective algorithms by application *Keeps readers current by supplementing the focus on key, classic methods with special end-of-chapter sections on cutting-edge developments

Advanced Animation and Rendering Techniques

Advanced Animation and Rendering Techniques

Theory and Practice

  • Author: Alan H. Watt
  • Publisher: Addison-Wesley
  • ISBN: N.A
  • Category: Computers
  • Page: 455
  • View: 2415
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An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.

Digital Lighting & Rendering

Digital Lighting & Rendering

  • Author: Jeremy Birn
  • Publisher: Pearson Education
  • ISBN: 0321928989
  • Category: Computers
  • Page: 453
  • View: 9260
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Provides information on lighting and rendering techniques to create realistic illumination, shadows, and textures.

Physically Based Rendering

Physically Based Rendering

From Theory to Implementation

  • Author: Matt Pharr,Wenzel Jakob,Greg Humphreys
  • Publisher: Morgan Kaufmann
  • ISBN: 0128007095
  • Category: Computers
  • Page: 1266
  • View: 4710
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Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering. Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering Provides the source code for a complete rendering system allowing readers to get up and running fast Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described Serves as an essential resource on physically-based rendering