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OverviewFull Product DetailsAuthor: Stuart MealingPublisher: Intellect Imprint: Intellect Books Edition: New edition Dimensions: Width: 17.50cm , Height: 2.00cm , Length: 23.00cm Weight: 0.616kg ISBN: 9781871516715ISBN 10: 1871516714 Pages: 200 Publication Date: 01 November 1999 Audience: College/higher education , Professional and scholarly , Undergraduate , Postgraduate, Research & Scholarly Format: Paperback Publisher's Status: Active Availability: Out of stock ![]() The supplier is temporarily out of stock of this item. It will be ordered for you on backorder and shipped when it becomes available. Table of ContentsACKNOWLEDGEMENTS INTRODUCTION PART ONE: 1. THE NATURE OF ANIMATION 1.1 Frame rates 1.2 Animation devices 1.3 Storyboards 1.4 Traditional methods 1.4.1 Model animation 1.5 Keyframing 1.6 The role of computers 1.7 Manipulation by computer 1.8 Paint systems 1.9 Other roles for the computer 1. 10 Three dimensions 1.11 Kinematics/dynamics 1.12 Rule-based systems 1.13 Artificial intelligence 2. APPLICATIONS OF COMPUTER ANIMATION 2.1 TV graphics 2.2 Scientific visualisation 2.3 Simulation 2.4 Flight simulators 2.5 Military 2.6 Space 2.7 Architecture 2.8 Archaeology 2.9 Medical 2.10 Film 2.11 Special effect 2.12 Advertising 2.13 Corporate video 2.14 Education 2.15 Games 2.16 Art 2.17 Multimedia 2.18 Conclusion 3. BASICS OF COMPUTER GRAPHICS 3.1 Pixels 3.2 Coordinates 3.3 Raster/vector 3.4 Transformations 3.5 Modelling 3.6 Hidden surfaces 3.7 Rendering 3.8 Textures 3.9 Artifacts 3.10 Hardware 3.11 Expense 4. MOVEMENT CONTROL 4.1 Paths 4.1.1 Curved paths 4.1.2 Other uses 4.2 Kinematics 4.3 Parametrics 4.4 Dynamics 4.5 Inverse control 4.6 Hybrid control 4.7 Control level 4.8 Metamorphosis 4.9 Displacement animation 4.10 Rotation 4.11 Motion blur 4.12 Conclusion 5. THE HUMAN/COMPUTER INTERFACE 5.1 Requirements 5.2 Input devices 5.2.1 Keyboard 5.2.2Mouse 5.2.3 Tracker ball 5.2.4 Joystick 5.2.5 Digitising pad 5.2.6 Other devices 5.3 Feedback 5.4 The screen environment 5.5 The 3-D environment 5.6 HCI for animators 6. HARDWARE CONSIDERATIONS 6.1 Bits and chips 6.2 Architecture 6.3Memory 6.4 Types of computer 6.5 Display 6.6 Frame buffers 6.7 Saving the image 6.7.1 Hard copy 6.7.2 Film 6.7.3 Video 6.8 Image input devices 6.9 Standards 6.10 Hardware for animation 7. SOFTWARE 7.1 Choice 7.2 Examples 7 .2.1 Modelling 7.2.2 Rendering 7.2.3 Choreography 7.2.4 2-D 7.3 Customised 7.4 Compatibility The Art and Science of Computer Animation 7.4.1 Standards 7.4.2 Postscript 7.4.3 RenderMan 7.5 Device control 7.5.1 Multimedia 7.6 Conclusion 8. LANGUAGE CONSIDERATIONS 8.1 Language types 8.1.1 Low level/high level 8.1.2 Interpreted/compiled 8.1.3 ProceduraVdedarative 8.1.4 Object-orientated 8.1.5 ParalleVsequential 8.1.6 Dedicated languages 8.1.7 Hybrid languages 8.2 Relevant languages 8.2.1 Algol 8.2.2 Assembler 8.2.3 BASIC 8.2.4 C 8.2.5C++ 8.2.6FORTH 8.2.7 FORTRAN 8.2.8 LISP 8.2.9Logo 8.2.10 Occam 8.2.11 Pascal 8.2.12 PROLOG 8.2.13 Pseudocode 8.2.14 SmallTalk 8.3 Choice of language PART TWO: 9. STATE-OF-THE-ART: SIMULATION 9.1 Dynamics 9.2 Physically based modelling 9.3 Constraints 9.4 Collisions 9.4.1 Collision detection 9 .4.2 Collision response 9.4.3 Collision avoidance 9.5 Behaviour 9.6 Teleological modelling 10. STATE-OF-THE-ART: SOFT MODELLING 10.1 Particle systems 10.1.1 Globular dynamics 10.2 Parametric modelling 10.2.1 Clouds 10.2.2 Waves 10.2.3 Plant models 10.3 Voxels 10.4 Fractals 10.4.1 Iterated function systems 10.5 Finite element methods 10.5.1 Cloth 10.6 Fur and texels 10.7 Stochastics 10.8 Conclusion 11. STATE-OF-THE-ART: BEHAVIOURAL ANIMATION 11.1 Artificial intelligence 11.1.1 Distributed AI 11.1.2 Expert systems 11.1.3 Human intelligence 11.2 Grouping 11.3 Goal seeking 11.4 Vision 11.5 Stimulus-response animation 11.6 Arbitration 11.7 Conclusion 12. STATE-OF-THE-ART: SYNTHETIC HUMANS 12.1 Locomotion 12.2 Tasks 12.3 Appearance 12.4 Facial animation 12.5 Characterisation 13. THE FUTURE TODAY 13.1 Virtual reality 13.2 Interfaces 13.3 Digital dough 13.4 Eric 13.5 Hardware 13.5.1 Nanotechnology 13.6 Multimedia 13.7 Conclusion APPENDICES A. Book recommendations B. Dynamics formulae C. 'Pencil test' GLOSSARY OF TERMS BIBLIOGRAPHY INDEXReviewsAuthor InformationThe editor is a Reader in Computers and Drawing at the University of Plymouth (Exeter) where he was a founder member of the Centre for Visual Computing. He has exhibited, published and lectured widely, having a first degree in Fine Art and a post-graduate degree in Computing in Design. He has also been an honorary research fellow in Computer Science at the University of Exeter and was a founder editor of Digital Creativity. His four previous books for Intellect include The Art and Science of Computer Animation. Tab Content 6Author Website:Countries AvailableAll regions |