Computer Animation 1999

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Computer Animation 1999

Author : IEEE Computer Society
Publisher : Unknown
Page : 235 pages
File Size : 49,9 Mb
Release : 1999
Category : Computer animation
ISBN : 0769501680

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Computer Animation 1999 by IEEE Computer Society Pdf

Computer Animation 1999

Author : IEEE Computer Society
Publisher : Institute of Electrical & Electronics Engineers(IEEE)
Page : 252 pages
File Size : 41,5 Mb
Release : 1999
Category : Computers
ISBN : UCSC:32106015444539

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Computer Animation 1999 by IEEE Computer Society Pdf

Proceedings of a May 1999 conference. Topics of papers span areas of human motion generation, facial animation, virtual surgery, collaborative virtual worlds, learning from virtual humans, motion coordination and planning for virtual humans, and data capture in virtual worlds. Specific subjects include animation of human walking in virtual environments, skin aging estimation by facial simulation, a behavioral interface to simulate agent-object interactions in real- time, and realistic articulated character positioning and balance control in interactive environments. No index. Annotation copyrighted by Book News, Inc., Portland, OR.

Computer Animation and Simulation ’99

Author : Nadia Magnenat-Thalmann,Daniel Thalmann
Publisher : Springer Science & Business Media
Page : 233 pages
File Size : 45,7 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9783709164235

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Computer Animation and Simulation ’99 by Nadia Magnenat-Thalmann,Daniel Thalmann Pdf

The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.

Computer Animation

Author : Rick Parent
Publisher : Newnes
Page : 542 pages
File Size : 51,6 Mb
Release : 2012-10-18
Category : Computers
ISBN : 9780124159730

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Computer Animation by Rick Parent Pdf

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. Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more

Handbook of Computer Animation

Author : John Vince
Publisher : Springer Science & Business Media
Page : 263 pages
File Size : 42,5 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9781447100911

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Handbook of Computer Animation by John Vince Pdf

Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.

Automatic Generation of Computer Animation

Author : Ruqian Lu,Songmao Zhang
Publisher : Springer
Page : 388 pages
File Size : 53,8 Mb
Release : 2003-08-06
Category : Computers
ISBN : 9783540455905

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Automatic Generation of Computer Animation by Ruqian Lu,Songmao Zhang Pdf

We are both fans of watching animated stories. Every evening, before or after d- ner, we always sit in front of the television and watch the animation program, which is originally produced and shown for children. We find ourselves becoming younger while immerged in the interesting plot of the animation: how the princess is first killed and then rescued, how the little rat defeats the big cat, etc. But what we have found in those animation programs are not only interesting plots, but also a big chance for the application of computer science and artificial intelligence techniques. As is well known, the cost of producing animated movies is very high, even with the use of computer graphics techniques. Turning a story in text form into an animated movie is a long and complicated procedure. We came to the c- clusion that many parts of this process could be automated by using artificial - telligence techniques. It is actually a challenge and test for machine intelligence. So we decided to explore the possibility of a full life cycle automation of c- puter animation generation. By full life cycle we mean the generation process of computer animation from a children s story in natural language text form to the final animated movie. It is of course a task of immense difficulty. However, we decided to try our best and to see how far we could go.

The Algorithms and Principles of Non-photorealistic Graphics

Author : Weidong Geng
Publisher : Springer Science & Business Media
Page : 368 pages
File Size : 54,7 Mb
Release : 2011-02-02
Category : Computers
ISBN : 9783642048913

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The Algorithms and Principles of Non-photorealistic Graphics by Weidong Geng Pdf

"The Algorithms and Principles of Non-photorealistic Graphics: Artistic Rendering and Cartoon Animation" provides a conceptual framework for and comprehensive and up-to-date coverage of research on non-photorealistic computer graphics including methodologies, algorithms and software tools dedicated to generating artistic and meaningful images and animations. This book mainly discusses how to create art from a blank canvas, how to convert the source images into pictures with the desired visual effects, how to generate artistic renditions from 3D models, how to synthesize expressive pictures from textual, graphical and pictorial data, and how to speed up the production of cartoon animation sequences with temporal coherence. It is intended for researchers and graduate students in the fields of computer graphics, digital media arts, and cartoon animation. Dr. Weidong Geng is a professor at the Department of Digital Media Technology and State Key Laboratory of Computer Aided Design and Computer Graphics, Zhejiang University, China.

Visual Complexity and Intelligent Computer Graphics Techniques Enhancements

Author : Dimitri Plemenos,Georgios Miaoulis
Publisher : Springer
Page : 246 pages
File Size : 43,5 Mb
Release : 2009-05-06
Category : Computers
ISBN : 9783642012594

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Visual Complexity and Intelligent Computer Graphics Techniques Enhancements by Dimitri Plemenos,Georgios Miaoulis Pdf

In this book, three main notions will be used in the editors search of improvements in various areas of computer graphics: Artificial Intelligence, Viewpoint Complexity and Human Intelligence. Several Artificial Intelligence techniques are used in presented intelligent scene modelers, mainly declarative ones. Among them, the mostly used techniques are Expert systems, Constraint Satisfaction Problem resolution and Machine-learning. The notion of viewpoint complexity, that is complexity of a scene seen from a given viewpoint, will be used in improvement proposals for a lot of computer graphics problems like scene understanding, virtual world exploration, image-based modeling and rendering, ray tracing and radiosity. Very often, viewpoint complexity is used in conjunction with Artificial Intelligence techniques like Heuristic search and Problem resolution. The notions of artificial Intelligence and Viewpoint Complexity may help to automatically resolve a big number of computer graphics problems. However, there are special situations where is required to find a particular solution for each situation. In such a case, human intelligence has to replace, or to be combined with, artificial intelligence. Such cases, and proposed solutions are also presented in this book.

Computer Animation Complete

Author : Rick Parent,David S. Ebert,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave
Publisher : Morgan Kaufmann
Page : 591 pages
File Size : 49,9 Mb
Release : 2009-10-13
Category : Computers
ISBN : 9780123785640

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Computer Animation Complete by Rick Parent,David S. Ebert,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave Pdf

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. Expert instruction from a variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

Computational Science — ICCS 2003

Author : Peter M.A. Sloot,David Abramson,Alexander V. Bogdanov,Jack J. Dongarra,Albert Y. Zomaya,Yuriy E. Gorbachev
Publisher : Springer
Page : 1100 pages
File Size : 40,7 Mb
Release : 2003-08-03
Category : Computers
ISBN : 9783540448600

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Computational Science — ICCS 2003 by Peter M.A. Sloot,David Abramson,Alexander V. Bogdanov,Jack J. Dongarra,Albert Y. Zomaya,Yuriy E. Gorbachev Pdf

Some of the most challenging problems in science and engineering are being addressed by the integration of computation and science, a research ?eld known as computational science. Computational science plays a vital role in fundamental advances in biology, physics, chemistry, astronomy, and a host of other disciplines. This is through the coordination of computation, data management, access to instrumentation, knowledge synthesis, and the use of new devices. It has an impact on researchers and practitioners in the sciences and beyond. The sheer size of many challenges in computational science dictates the use of supercomputing, parallel and distri- ted processing, grid-based processing, advanced visualization and sophisticated algorithms. At the dawn of the 21st century the series of International Conferences on Computational Science (ICCS) was initiated with a ?rst meeting in May 2001 in San Francisco. The success of that meeting motivated the organization of the - cond meeting held in Amsterdam April 21–24, 2002, where over 500 participants pushed the research ?eld further. The International Conference on Computational Science 2003 (ICCS 2003) is the follow-up to these earlier conferences. ICCS 2003 is unique, in that it was a single event held at two di?erent sites almost opposite each other on the globe – Melbourne, Australia and St. Petersburg, Russian Federation. The conference ran on the same dates at both locations and all the presented work was published in a single set of proceedings, which you hold in your hands right now.

New Advances in Virtual Humans

Author : Nadia Magnenat-Thalmann,N. Ichalkaranje
Publisher : Springer Science & Business Media
Page : 184 pages
File Size : 43,9 Mb
Release : 2008-07-23
Category : Computers
ISBN : 9783540798675

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New Advances in Virtual Humans by Nadia Magnenat-Thalmann,N. Ichalkaranje Pdf

In this book, various aspects of cognitive and emotional behaviour is described. In chapter one, a state of the art introduction to VH is presented and the associated research is given. In Chapter 2, cognitive and emotions processes are described. A Comprehensive context model for multi-party interactions with the VH is given in the next chapter. Finally, it is very important to model the socializing of groups of virtual humans. This is discussed in Chapter 4. The automatic modelling of expressions for VH is described in Chapter 5. The last chapter gives a case study of an intelligent kios avatar and its usability. This book gives examples of some advances that enable VH to behave intelligently. It provides an overview of these research problems and some unsolved problems.

Computing Handbook, Third Edition

Author : Teofilo Gonzalez,Jorge Diaz-Herrera,Allen Tucker
Publisher : CRC Press
Page : 2330 pages
File Size : 44,5 Mb
Release : 2014-05-07
Category : Mathematics
ISBN : 9781439898529

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Computing Handbook, Third Edition by Teofilo Gonzalez,Jorge Diaz-Herrera,Allen Tucker Pdf

Computing Handbook, Third Edition: Computer Science and Software Engineering mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, the first volume of this popular handbook examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. Like the second volume, this first volume describes what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today’s world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century.

The Art of 3D

Author : Isaac V. Kerlow
Publisher : John Wiley & Sons
Page : 470 pages
File Size : 48,7 Mb
Release : 2004
Category : Architecture
ISBN : 0471430366

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The Art of 3D by Isaac V. Kerlow Pdf

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Stepping into Virtual Reality

Author : Mario A. Gutiérrez A.,Frédéric Vexo,Daniel Thalmann
Publisher : Springer Nature
Page : 279 pages
File Size : 54,9 Mb
Release : 2023-08-11
Category : Computers
ISBN : 9783031364877

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Stepping into Virtual Reality by Mario A. Gutiérrez A.,Frédéric Vexo,Daniel Thalmann Pdf

Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Computer Animation and Simulation 2001

Author : Nadia Magnenat-Thalmann,Daniel Thalmann
Publisher : Springer Science & Business Media
Page : 205 pages
File Size : 43,7 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9783709162408

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Computer Animation and Simulation 2001 by Nadia Magnenat-Thalmann,Daniel Thalmann Pdf

This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.