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One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: *Computer games *Evolutionary algorithms *Shooting and live action *Digital effects *Cubic curves and surfaces *Subdivision surfaces *Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation.
List of contents
1 Computer and Video Game Design Issues.- 2 Evolutionary Algorithms in Modeling and Animation.- 3 Shooting Live Action for Combination with Computer Animation.- 4 Elements of Digital Effects.- 5 Cubic Polynomial Curves and Surfaces.- 6 Smooth Surface Representation over Irregular Meshes.- 7 Rendering and Shading.
About the author
John Vince has written and edited over 20 books on computer graphics, computer animation and virtual reality. He is a co-Editor-in-Chief of the VR Journal, and is currently President of the VR Society.
Summary
One of the challenges facing professionals working in computer animation
is keeping abreast of the latest developments and future trends - some of
which are determined by industry where the state-of-the-art is
continuously being re-defined by the latest computer-generated film
special effects, while others arise from research projects whose results
are quickly taken on board by programmers and animators working in
industry.
This handbook will be an invaluable toolkit for programmers, technical
directors and professionals working in computer animation. A wide range of
topics are covered including:
* Computer games
* Evolutionary algorithms
* Shooting and live action
* Digital effects
* Cubic curves and surfaces
* Subdivision surfaces
* Rendering and shading
Written by a team of experienced practitioners, each chapter provides a
clear and precise overview of each area, reflecting the dynamic and
fast-moving field of computer animation. This is a complete and
up-to-date reference book on the state-of-the-art techniques used in
computer animation.