
The Computer animator's technical handbook
Résumé
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, BerkeleyForeword
Glenn Entis, Electronic ArtsPreface
Introduction
Chapter 1 - Digital Pictures
Progression of Dimensions
and Coordinate Systems
Digital Images
2D Computer Imaging
3D Computer ModelingChapter 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 OperationsChapter 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-AliasingChapter 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 ResolutionChapter 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 CharacteristicsChapter 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 MediaChapter 7 - Intermixing Media
Issues of Preference—Film versus Video
Conversions Between Media
Production FlowChapter 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 AnimationChapter 9 - The Cel System
Cel Animation
Action Technologies
Computer-Mediated Cel Animation
Cel ProductionChapter 10 - Motion Pathways, Key Frame Animation, and Easing
Some Basic Definitions
Motion Pathways
Straight-Ahead Animation
Key Frame Animation
EasingChapter 11 - Kinematic Motion and Mechanisms
Links, Joints, and Chains
The Kinematic Model
Forward Kinematics
Inverse Kinematics
ConstraintsChapter 12 - Dynamic and Behavioral Modeling
Force and Dynamics
The Basics of Force
Relevant Terms
Types of Force
Behavioral Systems
Dynamics and Computer Animation ProgramsChapter 13 - Digital Special Effects
Non-Real-Time Live Action
Optical Effects
The Optical Bench
Motion Control
Motion Graphics
Tracking Systems
Digital EffectsChapter 14 - Animation Languages
The Language of Moving Pictures
The Languages of Computer AnimationChapter 15 - The Production Process
Preproduction
Production
Postproduction
Production Staffing Model
Afterword
Recommended ReadingIndex
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 |
Avantages Eyrolles.com
Consultez aussi
- Les meilleures ventes en Graphisme & Photo
- Les meilleures ventes en Informatique
- Les meilleures ventes en Construction
- Les meilleures ventes en Entreprise & Droit
- Les meilleures ventes en Sciences
- Les meilleures ventes en Littérature
- Les meilleures ventes en Arts & Loisirs
- Les meilleures ventes en Vie pratique
- Les meilleures ventes en Voyage et Tourisme
- Les meilleures ventes en BD et Jeunesse