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Table Of Contents

1.1Perception
1.2The Heritage of Animation
1.2.4Contributions of Others
1.2.5Other Media for Animation
1.2.6Principles of Computer Animation
1.3 Animation Production
1.3.1Computer Animation Production Tasks
1.4A Brief History of Computer Animation
1.4.2The Middle Years
1.5 Chapter Summary
References
2.1Spaces and Transformations
2.1.1The Display Pipeline
2.1.4 Basic Transformations
2.1.5Representing an Arbitrary Orientation
2.1.6Extracting Transformations from a Matrix
2.1.7Description of Transformations in the Display Pipeline
2.1.8Round-off Error Considerations
2.2 Orientation Representation
2.2.1Fixed Angle Representation
2.2.2Euler Angle Representation
2.3 Chapter Summary
3.1Interpolation
Interpolation and Basic Techniques
3.1.1The Appropriate Function
3.2Controlling the Motion Along a Curve
3.2.1Computing Arc Length
3.2.4Constant Acceleration: Parabolic Ease-In/Ease-Out
3.2.5General Distance-Time Functions
3.2.6Curve Fitting to Position-Time Pairs
3.3Interpolation of Rotations Represented by Quaternions
3.4Path Following
3.4.1Orientation along a Path
3.4.2Smoothing a Path
3.4.3Determining a Path along a Surface
3.5 Key-Frame Systems
3.6 Animation Languages
3.6.1 Artist-Oriented Animation Languages
3.6.2 Articulation Variables
3.6.3 Graphical Languages
3.6.4 Actor-Based Animation Languages
3.7 Deforming Objects
3.7.1Warping an Object
3.7.2Coordinate Grid Deformation
3.8Morphing (2D)
3.8.1Coordinate Grid Approach
3.8.2Feature-Based Morphing
3.93D Shape Interpolation
3.9.2 Star-Shaped Polyhedra
3.9.5 Recursive Subdivision
Advanced Algorithms
4.1Automatic Camera Control
4.2Hierarchical Kinematic Modeling
4.2.1Representing Hierarchical Models
4.2.3Local Coordinate Frames
4.3Rigid Body Simulation
4.3.1Bodies in Free Fall
4.3.2Bodies in Contact
4.4Enforcing Soft and Hard Constraints
4.4.1Flexible Objects
4.4.3 Energy Minimization
4.4.4 Space-Time Constraints
4.5Controlling Groups of Objects
4.5.1Particle Systems
4.5.2Flocking Behavior
4.5.3 Autonomous Behavior
4.6Implicit Surfaces
4.6.1Basic Implicit Surface Formulation
4.6.2Animation Using Implicitly Defined Objects
4.6.4Deforming the Implicit Surface as a Result of Collision
4.7 Chapter Summary
5.1Plants
5.1.1A Little Bit of Botany
D0L-Systems
L-systems
5.1.3Animating Plant Growth
5.2.1Still Waters and Small-Amplitude Waves
5.2.2The Anatomy of Waves
5.2.3Modeling Ocean Waves
5.2.4Finding Its Way Downhill
5.3Gaseous Phenomena
5.3.1General Approaches to Modeling Gas
5.3.2Computational Fluid Dynamics
5.4 Chapter Summary
6.1Reaching and Grasping
6.1.1Modeling the Arm
6.1.2The Shoulder Joint
6.1.4Coordinated Movement
6.1.5Reaching Around Obstacles
6.2Walking
6.2.1The Mechanics of Locomotion
6.2.2The Kinematics of the Walk
6.3.2Creating the Model
6.3.4Approaches to Animating the Face
6.4Overview of Virtual Human Representation
6.4.1Representing Body Geometry
6.4.2Geometry Data Acquisition
6.4.3Geometry Deformation
6.5Layered Approach to Human Figure Modeling
6.6Cloth and Clothing
6.6.2Getting into Clothes
6.7Motion Capture
6.7.1Processing the Images
6.7.2Camera Calibration
6.7.33D Position Reconstruction
6.7.4Fitting to the Skeleton
6.7.5 Modifying Motion Capture
6.8 Chapter Summary
A.1Double Buffering
A.2.1Compositing without Pixel Depth Information
A.2.2Compositing with Pixel Depth Information
A.3Displaying Moving Objects: Motion Blur
A.5 Summary
B.1Vectors and Matrices
Background Information and Techniques
B.1.1Inverse Matrix and Solving Linear Systems
B.1.2Singular Value Decomposition
B.2Geometric Computations
B.2.1Components of a Vector
B.2.2Length of a Vector
B.2.3Dot Product of Two Vectors
B.2.4Cross Product of Two Vectors
B.2.5Vector and Matrix Routines
B.2.6Closest Point between Two Lines in Three-Space
B.2.7Area Calculations
B.2.8The Cosine Rule
B.2.9Barycentric Coordinates
B.2.10Computing Bounding Shapes
B.3Transformations
B.3.3 Axis-Angle Rotations
B.3.4 Quaternions
B.4Interpolating and Approximating Curves
B.4.1Equations: Some Basic Terms
B.4.3Parameterization by Arc Length
B.4.4Computing Derivatives
B.4.5 Hermite Interpolation
B.4.6 Catmull-Rom Spline
B.4.7 Four-Point Form
B.4.8 Blended Parabolas
B.4.9 Bezier Interpolation/Approximation
B.4.10De Casteljau Construction of Bezier Curves
B.4.11Tension, Continuity, and Bias Control
B.4.12 B-Splines
B.4.13Fitting Curves to a Given Set of Points
B.5 Randomness
B.5.2Turbulence
B.5.3Random Number Generator
B.6Physics Primer
B.6.1Position, Velocity, and Acceleration
B.6.2 Circular Motion
B.6.4Inertia and Inertial Reference Frames
B.6.5Center of Mass
B.6.7Equilibrium: Balancing Forces
B.6.8Gravity
B.6.9 Centripetal force
B.6.10Contact Forces
B.6.11 Centrifugal Force
B.6.12Work and Potential Energy
B.6.13Kinetic Energy
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Computer Animation Algorithms and Techniques

Computer Animation Algorithms and Techniques

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Published by Ehab Rushdy

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Published by: Ehab Rushdy on Feb 15, 2012
Copyright:Attribution Non-commercial

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02/20/2012

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