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The Computer animator's technical handbook
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The Computer animator's technical handbook

The Computer animator's technical handbook

Lynn Pocock, Judson Rosebush

464 pages, parution le 01/08/2001

Résumé

If it's computer animation you're interested in, you don't need a book that devotes half its pages to 3D modeling. Likewise, if you're looking for a comprehensive, enduring technical animation reference, you've discovered that titles devoted to specific software packages omit too much conceptual information and quickly fall out of date.

With The Computer Animator's Technical Handbook, you get precisely what you've been looking for: a complete technical resource focused exclusively on animation and written on a level that ensures its relevance, regardless of the applications you use or the precise uses to which you put them. Inside, authors Pocock and Rosebush illuminate classical animation techniques using modern vocabulary and explain computational techniques in classical terms, helpfully bridging the two worlds and giving you a solid grounding in the concepts at the heart of all animation work. They also cover every aspect of the professional production process-critical information neglected in most books and never before presented so clearly or completely.

Features

  • Software-independent coverage of the concepts and techniques on which the entire animation field is founded.
  • Provides useful explanations of basic concepts, lucid exploration of advanced issues, and detailed attention to everything in between.
  • Introduces designers to the art and science of expressing ideas as a sequence of images presented in time.
  • Covers every aspect of time-based imagery and media, including film, video production, traditional animation, Kinematics, Dynamics, animation languages, special effects, tools, motion pathways, and digital temporal imaging.
  • Equips traditional animators with a sound grasp of computational techniques; equips computer animators with an understanding of other methods.
  • Includes an in-depth look at the steps comprising the professional production process.

    Table of Contents

    A Note from the Series Editor
    Brian A. Barsky, University of California, Berkeley

    Foreword
    Glenn Entis, Electronic Arts

    Preface

    Introduction

    Chapter 1 - Digital Pictures

    Progression of Dimensions
    and Coordinate Systems
    Digital Images
    2D Computer Imaging
    3D Computer Modeling

    Chapter 2 - Anatomy of Time

    Time
    Representing Time in Words
    Continuous and Discrete Time
    Media: Recording Time-Based Events
    Normalized and Center-Unity Time
    Absolute and Relative Time
    Nested, Local, and Global Time
    Fundamental Temporal Operations

    Chapter 3 - The Science of Moving Pictures

    The Search for Terminology
    Media
    Fundamentals of Lensed Imaging
    Recording and Playback
    Continuous and Discrete Representation
    Persistence of Vision
    Stroboscope Principles
    Aliasing and Anti-Aliasing

    Chapter 4 - The Mechanics of Film

    The Photographic Camera
    Photographic (Film) Media
    Cyclic Motion Picture Recording and Projection
    Roll Media Recording and Projection
    The Shuttle and Intermittent Movement of Media
    Camera Movement
    The Moving Picture Projector
    System Resolution

    Chapter 5 - The Electronics of Video

    The Principles of Raster Scanning
    Electronic Output Displays
    Electronic Image Input Devices
    Electronic Television Standards
    Raster Images, Fields, Interlacing, and the Video Shutter
    Video Waveform Structure
    Video Time Code
    Color
    High-Definition Television
    Video Formats, Recording Technologies, and Defining Characteristics

    Chapter 6 - Digital Temporal Imaging

    Digital Imaging
    Digital Input and Output Devices
    The Frame Buffer and Color Lookup Table
    The Virtual Camera
    Bandwidth
    Formal Aspects of Digital Images
    Pixel Aspect Ratio
    Compression
    Desktop and Streaming Video
    Digital Media

    Chapter 7 - Intermixing Media

    Issues of Preference—Film versus Video
    Conversions Between Media
    Production Flow

    Chapter 8 - Animation Methods and Tools

    Fields and Field Guides
    Safeties
    Registration Systems
    The Animation Stand
    Cutouts and the Slash System
    Pan and Scan: Zooms, Pans, Spins
    Scalingx
    Animating on Twos
    Staggers
    Color Table Animation
    Scratchon
    Shape Definition
    Morphing
    Onionskinning
    3D Animation Methods
    The Integration of Two and Three Dimensions in Computer Animation

    Chapter 9 - The Cel System

    Cel Animation
    Action Technologies
    Computer-Mediated Cel Animation
    Cel Production

    Chapter 10 - Motion Pathways, Key Frame Animation, and Easing

    Some Basic Definitions
    Motion Pathways
    Straight-Ahead Animation
    Key Frame Animation
    Easing

    Chapter 11 - Kinematic Motion and Mechanisms

    Links, Joints, and Chains
    The Kinematic Model
    Forward Kinematics
    Inverse Kinematics
    Constraints

    Chapter 12 - Dynamic and Behavioral Modeling

    Force and Dynamics
    The Basics of Force
    Relevant Terms
    Types of Force
    Behavioral Systems
    Dynamics and Computer Animation Programs

    Chapter 13 - Digital Special Effects

    Non-Real-Time Live Action
    Optical Effects
    The Optical Bench
    Motion Control
    Motion Graphics
    Tracking Systems
    Digital Effects

    Chapter 14 - Animation Languages

    The Language of Moving Pictures
    The Languages of Computer Animation

    Chapter 15 - The Production Process

    Preproduction
    Production
    Postproduction
    Production Staffing Model
    Afterword
    Recommended Reading

    Index

    Art Credits

    About the Authors

Caractéristiques techniques

  PAPIER
Éditeur(s) Harcourt
Auteur(s) Lynn Pocock, Judson Rosebush
Parution 01/08/2001
Nb. de pages 464
Format 20,3 x 25
Couverture Broché
Poids 832g
Intérieur Quadri
EAN13 9780125588218

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