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Cover image for Computer animation : algorithms and techniques
Title:
Computer animation : algorithms and techniques
Personal Author:
Edition:
3rd ed.
Publication Information:
Amsterdam : Elsevier, Morgan Kaufmann is an imprint of Elsevier, 2012
Physical Description:
xvii, 515 p. : ill.(some col.) ; 25 cm
ISBN:
9780124158429
Subject Term:

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30000010302497 TR897.7 P36 2012 Open Access Book Book
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Summary

Summary

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.


Author Notes

Rick Parent is a Professor in the Computer Science and Engineering (CSE) Department of Ohio State University (OSU). As a graduate student, Rick worked at the Computer Graphics Research Group (CGRG) at OSU under the direction of Charles Csuri. In 1977, he received his Ph.D. from the CSE Department (then known as the Computer and Information Science, or CIS, Department) majoring in Artificial Intelligence. For the next three years, he worked at CGRG first as a Research Associate, and then as Associate Director. In 1980 he co-founded and was President of The Computer Animation Company. In 1985, he joined the faculty of the CIS Department at OSU. Rick's research interests include various aspects of computer animation with special focus on animation of the human figure. Recently, he has worked on facial animation and on using model-based techniques to track human figures in video.


Reviews 1

Choice Review

This second edition of Computer Animation (1st ed., CH, Mar'02, 39-4013) by Parent (Ohio State Univ.) is a valuable work for upper-level students. It discusses new developments in animation technology and updates and expands various topics including quaternions, natural phenomena, facial animation, and inverse kinematics. Since all of the computer graphics topics discussed in the book are based on rather advanced mathematical concepts, students must have a solid background in mathematics. In addition, most of the topics constitute serious programming challenges, for which a solid programming background in C, C++, DirectX, or OpenGL is necessary. The primary audience will be students in graduate computer graphics and video games development programs. Some introductory chapters might be well suited for advanced undergraduate courses. The companion Web site, which contains project files for 3-D rendering software as well as the code, is particularly important. Students often have significant difficulties in applying theoretical knowledge to practical applications. The presence of the companion code enables this transition. Summing Up: Recommended. Upper-division undergraduate through professional collections. J. Brzezinski DePaul University


Table of Contents

Prefacep. xiii
About the Authorp. xvii
Chapter 1 Introductionp. 1
1.1 Motion perceptionp. 2
1.2 The heritage of animationp. 4
1.2.1 Early devicesp. 4
1.2.2 The early days of "conventional" animationp. 6
1.2.3 Disneyp. 7
1.2.4 Contributions of othersp. 8
1.2.5 Other media for animationp. 8
1.3 Animation productionp. 9
1.3.1 Principles of animationp. 10
1.3.2 Principles of filmmakingp. 12
1.3.3 Soundp. 14
1.4 Computer animation productionp. 15
1.4.1 Computer animation production tasksp. 16
1.4.2 Digital editingp. 18
1.4.3 Digital videop. 20
1.4.4 Digital audiop. 21
1.5 A brief history of computer animationp. 22
1.5.1 Early activity (pre-1980)p. 22
1.5.2 The middle years (the 1980s)p. 25
1.5.3 Animation comes of age (the mid-1980s and beyond)p. 26
1.6 Summaryp. 29
Chapter 2 Technical Backgroundp. 33
2.1 Spaces and transformationsp. 33
2.1.1 The display pipelinep. 34
2.1.2 Homogeneous coordinates and the transformation matrixp. 38
2.1.3 Concatenating transformations: multiplying transformation matricesp. 40
2.1.4 Basic transformationsp. 40
2.1.5 Representing an arbitrary orientationp. 42
2.1.6 Extracting transformations from a matrixp. 46
2.1.7 Description of transformations in the display pipelinep. 47
2.1.8 Error considerationsp. 48
2.2 Orientation representationp. 52
2.2.1 Fixed-angle representationp. 54
2.2.2 Euler angle representationp. 56
2.2.3 Angle and axis representationp. 57
2.2.4 Quaternion representationp. 58
2.2.5 Exponential map representationp. 60
2.3 Summaryp. 60
Chapter 3 Interpolating Valuesp. 61
3.1 Interpolationp. 61
3.1.1 The appropriate functionp. 62
3.1.2 Summaryp. 65
3.2 Controlling the motion of a point along a curvep. 65
3.2.1 Computing arc lengthp. 66
3.2.2 Speed controlp. 78
3.2.3 Ease-in/ease-outp. 80
3.2.4 General distance-time functionsp. 86
3.2.5 Curve fitting to position-time pairsp. 90
3.3 Interpolation of orientationsp. 91
3.3.1 Interpolating quaternionsp. 91
3.4 Working with pathsp. 96
3.4.1 Path followingp. 96
3.4.2 Orientation along a pathp. 96
3.4.3 Smoothing a pathp. 100
3.4.4 Determining a path along a surfacep. 106
3.4.5 Path findingp. 108
3.5 Chapter summaryp. 108
Chapter 4 Interpolation-Based Animationp. 111
4.1 Key-frame systemsp. 111
4.2 Animation languagesp. 115
4.2.1 Artist-oriented animation languagesp. 116
4.2.2 Full-featured programming languages for animationp. 116
4.2.3 Articulation variablesp. 117
4.2.4 Graphical languagesp. 117
4.2.5 Actor-based animation languagesp. 118
4.3 Deforming objectsp. 119
4.3.1 Picking and pullingp. 119
4.3.2 Deforming an embedding spacep. 121
4.4 Three-dimensional shape interpolationp. 135
4.4.1 Matching topologyp. 136
4.4.2 Star-shaped polyhedrap. 137
4.4.3 Axial slicesp. 137
4.4.4 Map to spherep. 139
4.4.5 Recursive subdivisionp. 145
4.5 Morphing (two-dimensional)p. 147
4.5.1 Coordinate grid approachp. 147
4.5.2 Feature-based morphingp. 153
4.6 Chapter summaryp. 159
Chapter 5 Kinematic Linkagesp. 161
5.1 Hierarchical modelingp. 162
5.1.1 Data structure for hierarchical modelingp. 164
5.1.2 Local coordinate framesp. 170
5.2 Forward kinematicsp. 171
5.3 Inverse kinematicsp. 172
5.3.1 Solving a simple system by analysisp. 173
5.3.2 The Jacobianp. 174
5.3.3 Numeric solutions to IKp. 178
5.3.4 Summaryp. 185
5.4 Chapter summaryp. 185
Chapter 6 Motion Capturep. 187
6.1 Motion capture technologiesp. 187
6.2 Processing the imagesp. 188
6.3 Camera calibrationp. 190
6.4 Three-dimensional position reconstructionp. 191
6.4.1 Multiple markersp. 192
6.4.2 Multiple camerasp. 192
6.5 Fitting to the skeletonp. 193
6.6 Output from motion capture systemsp. 195
6.7 Manipulating motion capture datap. 196
6.7.1 Processing the signalsp. 196
6.7.2 Retargeting the motionp. 197
6.7.3 Combining motionsp. 197
6.8 Chapter summaryp. 198
Chapter 7 Physically Based Animationp. 199
7.1 Basic physics-a reviewp. 200
7.1.1 Spring-damper pairp. 202
7.2 Spring animation examplesp. 202
7.2.1 Flexible objectsp. 202
7.2.2 Virtual springsp. 205
7.3 Particle systemsp. 205
7.3.1 Particle generationp. 206
7.3.2 Particle attributesp. 207
7.3.3 Particle terminationp. 207
7.3.4 Particle animationp. 207
7.3.5 Particle renderingp. 207
7.3.6 Particle system representationp. 208
7.3.7 Forces on particlesp. 208
7.3.8 Particle life spanp. 209
7.4 Rigid body simulationp. 209
7.4.1 Bodies in free fallp. 210
7.4.2 Bodies in collisionp. 219
7.4.3 Dynamics of linked hierarchiesp. 232
7.5 Clothp. 235
7.5.1 Direct modeling of foldsp. 237
7.5.2 Physically based modelingp. 240
7.6 Enforcing soft and hard constraintsp. 244
7.6.1 Energy minimizationp. 244
7.6.2 Space-time constraintsp. 247
7.7 Chapter summaryp. 249
Chapter 8 Fluids: Liquids and Gasesp. 251
8.1 Specific fluid modelsp. 251
8.1.1 Models of waterp. 251
8.1.2 Modeling and animating cloudsp. 262
8.1.3 Modeling and animating firep. 268
8.1.4 Summaryp. 270
8.2 Computational fluid dynamicsp. 270
8.2.1 General approaches to modeling fluidsp. 271
8.2.2 CFD equationsp. 272
8.2.3 Grid-based approachp. 276
8.2.4 Particle-based approaches including smoothed particle hydrodynamicsp. 277
8.3 Chapter summaryp. 280
Chapter 9 Modeling and Animating Human Figuresp. 283
9.1 Overview of virtual human representationp. 283
9.1.1 Representing body geometryp. 284
9.1.2 Geometry data acquisitionp. 285
9.1.3 Geometry deformationp. 286
9.1.4 Surface detailp. 286
9.1.5 Layered approach to human figure modelingp. 287
9.2 Reaching and graspingp. 290
9.2.1 Modeling the aimp. 290
9.2.2 The shoulder jointp. 293
9.2.3 The handp. 293
9.2.4 Coordinated movementp. 295
9.2.5 Reaching around obstaclesp. 296
9.2.6 Strengthp. 297
9.3 Walkingp. 298
9.3.1 The mechanics of locomotionp. 298
9.3.2 The kinematics of the walkp. 303
9.3.3 Using dynamics to help produce realistic motionp. 303
9.3.4 Forward dynamic controlp. 308
9.3.5 Summaryp. 308
9.4 Coveringsp. 309
9.4.1 Clothingp. 309
9.4.4 Hairp. 309
9.5 Chapter summaryp. 311
Chapter 10 Facial Animationp. 317
10.1 The human facep. 317
10.1.1 Anatomic structurep. 317
10.1.2 The facial action coding systemp. 319
10.2 Facial modelsp. 320
10.2.1 Creating a continuous surface modelp. 322
10.2.2 Texturesp. 325
10.3 Animating the facep. 327
10.3.1 Parameterized modelsp. 327
10.3.2 Blend shapesp. 327
10.3.3 Muscle modelsp. 329
10.3.4 Expressionsp. 332
10.3.5 Summaryp. 332
10.4 Lip-sync animationp. 333
10.4.1 Articulators of speechp. 333
10.4.2 Phonemesp. 334
10.4.3 Coarticulationp. 335
10.4.4 Prosodyp. 335
10.5 Chapter summaryp. 335
Chapter 11 Behavioral Animationp. 339
11.1 Primitive behaviorsp. 342
11.1.1 Flocking behaviorp. 342
11.1.2 Prey-predator behaviorp. 351
11.2 Knowledge of the environmentp. 352
11.2.1 Visionp. 352
11.2.2 Memoryp. 353
11.3 Modeling intelligent behaviorp. 354
11.3.1 Autonomous behaviorp. 354
11.3.2 Expressions and gesturesp. 356
11.3.3 Modeling individuality: personality and emotionsp. 357
11.4 Crowdsp. 358
11.4.1 Crowd behaviorsp. 359
11.4.2 Internal structurep. 359
11.4.3 Crowd controlp. 360
11.4.4 Managing n-squared complexityp. 360
11.4.5 Appearancep. 361
11.5 Chapter summaryp. 361
Chapter 12 Special Models for Animationp. 365
12.1 Implicit surfacesp. 365
12.1.1 Basic implicit surface formulationp. 365
12.1.2 Animation using implicitly defined objectsp. 367
12.1.3 Collision detectionp. 368
12.1.4 Deforming the implicit surface as a result of collisionp. 368
12.1.5 Level set methodsp. 371
12.1.6 Summaryp. 372
12.2 Plantsp. 372
12.2.1 A little bit of botanyp. 372
12.2.2 L-systemsp. 374
12.2.3 Animating plant growthp. 379
12.2.4 Summaryp. 381
12.3 Subdivision surfacesp. 382
12.4 Chapter summaryp. 384
Appendix A Rendering Issuesp. 387
Appendix B Background Information and Techniquesp. 407
Indexp. 503
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