Computer Animation von Nadia Magnenat-Thalmann | Theory and Practice | ISBN 9784431684336

Computer Animation

Theory and Practice

von Nadia Magnenat-Thalmann und Daniel Thalmann
Mitwirkende
Autor / AutorinNadia Magnenat-Thalmann
Autor / AutorinDaniel Thalmann
Buchcover Computer Animation | Nadia Magnenat-Thalmann | EAN 9784431684336 | ISBN 4-431-68433-6 | ISBN 978-4-431-68433-6

Computer Animation

Theory and Practice

von Nadia Magnenat-Thalmann und Daniel Thalmann
Mitwirkende
Autor / AutorinNadia Magnenat-Thalmann
Autor / AutorinDaniel Thalmann

Inhaltsverzeichnis

  • 1. Introduction.
  • 2. Conventional Animation.
  • 2.1 Basic Principles of Conventional Animation.
  • 2.2 How Are Cartoon Animated Films Made?.
  • 2.3 Multiplane and Shooting Phase.
  • 2.4 Some Techniques and Special Camera Effects.
  • 2 5 Bar, Route, Model and Exposure Sheets.
  • 2.6 Postproduction.
  • 2 7 Historical Background.
  • 2 8 Applications of Animation.
  • 3. Computer Animation.
  • 3 1 The Role of the Computer in Animation.
  • 3.2 How to Classify Computer Animation Systems?.
  • 3.3 Real-time vs. Frame-by-frame.
  • 3.4 Frame Buffer Animation and Real-time Playback.
  • 3 5 Systems vs. Languages.
  • 4. The Development of Computer Animation in Various Organizations.
  • 4.1 The Early Systems: BEFLIX and EXPLOR.
  • 4.2 Picture-driven Animation: GENESYS.
  • 4.3 Analog Systems· SCANIMATE and CAESAR.
  • 4.4 ANIMATOR, ARTA and MOP.
  • 4.5 Computer Animation at the National Research Council of Canada.
  • 4.6 Computer Animation at Ohio State University.
  • 4.7 From GRASS to ZGRASS.
  • 4.8 New York Institute of Technology and Lucasfilm.
  • 4.9 MAGI/Synthavision, Robert Abel, Triple I and Digital Effects.
  • 4.10 And the Others?.
  • 5. Key Frame and Painting Systems.
  • 5.1 Computer-assisted Animation.
  • 5.2 The Input of Drawings.
  • 5.3 In-between Calculations.
  • 5.4 The Laws of Animation.
  • 5.5 Skeleton Techniques.
  • 5.6 The Path of Motion and P-curves.
  • 57 In-betweening Using Moving Point Constraints.
  • 5.8 Coloring Techniques.
  • 5.9 Paint Systems.
  • 5.10 Color simulation and Dithering.
  • 5.11 Gradation Techniques.
  • 5.12 A Case Study: The Multiple Track Animator System.
  • 6. Modeled Animation.
  • 6.1 What Is Modeled Animation?.
  • 6.2 Object Modeling.
  • 6 3 Object Creation.
  • 6.4 Motion Specification.
  • 7. Hidden Surfaces, Reflectance and Shading.
  • 7.1 Hidden Surfaces.
  • 7.2 Light Reflection Models.
  • 7 3 Shading.
  • 7.4 Structured ShadedGraphical Types.
  • 7.5 Rendering of Parametric and Patch Surfaces.
  • 8. Transparency, Texture, Shadows and Anti-aliasing.
  • 8.1 Ray-tracing Algorithms.
  • 8 2 Transparency.
  • 8.3 Texture.
  • 8 4 Fractals.
  • 8 5 Fuzzy Objects Modeling and Particle Systems.
  • 8 6 Shadows.
  • 8 7 Spatial Anti-aliasing.
  • 8 8 Motion Blur and Temporal Anti-aliasing.
  • 9. Human Modeling and Animation.
  • 9.1 Stick, Surface and Volume Models.
  • 9 2 The NUDES System.
  • 9 3 The Badler Bubbleman.
  • 9 4 Labanotation.
  • 9.5 Hand Representation.
  • 9.6 Facial Animation.
  • 10. Object-oriented and Actor Languages and Systems.
  • 10 1 Classes, Modules and Processes.
  • 10 2 Kay’s Work and SMALLTALK.
  • 10.3 Hewitt’s Actor Theory.
  • 10.4 LOGO and the DIRECTOR Actor-based Animation Language.
  • 10.5 ASAS· The Actor/Scriptor Animation System.
  • 10.6 CINEMIRA: A Language Based on Actor and Camera Data Types.
  • 10.7 MIRANIM· An Extensible Director-oriented 3D Animation System.
  • 11. Case Studies.
  • 11.1 Decor with Bridges and Houses.
  • 11.2 Computer Animation of a Robotic Arm.
  • 11.3 An Example of the Design of a Camera Path.
  • 11.4 A Scene with a Shaded Corvette.
  • 11.5 Fireworks.
  • 12. A Case Study: Dream Flight.
  • 12.1 Why Dream Flight?.
  • 12.2 Scenario and Storyboard.
  • 12.3 Decor Creation.
  • 12.4 Actors and Dynamic Objects in the Forest.
  • 12.5 Seascape.
  • 12.6 Undersea Scene.
  • 12.7 The Organization of a Scene and Shooting.
  • References.
  • Appendix A: Computer Animation Organizations and Teams.
  • Appendix B: Computer Animation Systems and Languages.
  • Appendix C: Computer-generated Films.