- Tapa dura: 624 páginas
- Editor: Morgan Kaufmann; Edición: 2 (1 de noviembre de 2007)
- Colección: The Morgan Kaufmann Series in Computer Graphics
- Idioma: Inglés
- ISBN-10: 0125320000
- ISBN-13: 978-0125320009
- Valoración media de los clientes: Sé el primero en opinar sobre este producto
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Computer Animation: Algorithms and Techniques (The Morgan Kaufmann Series in Computer Graphics) (Inglés) Tapa dura – 1 nov 2007
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Descripción del producto
"An invaluable resource for anyone interested in computer animation programming or for anyone who simply wants to get under the hood of their favorite animation application." ―Mike Caputo, President, Animation Bureau
Reseña del editor
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
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Chapter one is a broad history of computer animation, and it would be misleading to think that this is a typical chapter in this book. Chapter 2 is a broad overview of computer graphics topics. It mentions quaternions, transformation matrices, the rendering pipeline, and I think it is meant to be a quick review more than an instructive chapter. If you are not already familiar with the material in chapter 2 this book will be over your head.
Chapters 3 through 6 are the meat of the book for those interested in computer animation algorithms. Chapter 3 presents low level details on interpolation and not only shows the math but also shows code fragments in C on how to accomplish some of the tasks mentioned. Chapter four presents more advanced algorithms such as camera control, kinematic modeling, rigid body simulation, flocking behavior, and collision detection. Again in this chapter mathematics of the algorithms is presented along side of C code to accomplish the tasks.
Chapter 5 changes topics from the discussion of object motion and the underlying physics to the topic of natural phenomena. The author does a good job of laying out clearly the basics of the mathematics behind these effects. However, he does seem to gloss over details more than he did in previous chapters. The same is true of Chapter 6 on the modeling and animation of articulated figures. The basics are all there, but there just wasn't enough detail to satisfy me.
As for the companion website, it is working at the time I am writing this review. However, the problem I have with books that have companion sites in place of an accompanying CD is that over time these websites are usually neglected and at worst, disconnected. However, an accompanying CD is always shipped with a new book.
Overall, this book is the best compromise I've found between accessible and comprehensive on this subject, and I would recommend it to anyone thinking about writing their own computer animation code.