Computer Animation: Algorithms and TechniquesDriven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing.
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acceleration angle applied approach associated behavior body calculated camera character cloud collision color common complex computer animation Computer Graphics considered constant constraints constructed continuity coordinate create curve defined deformation desired determined direction discussion display distance edge Edited effect elements environment Equation example face facial Figure flock followed force frame function given grid human implicit initial interpolation joint length linear mass matrix method motion moving normal object orientation original parameters particle path physical pixel plane position problem Proceedings produce recorded referred relative represent representation requires result rotation sample segment sequence shape shown SIGGRAPH simple simulation space specified speed spring step structure surface taking techniques tion transformation typically usually values various vector velocity vertex vertices wave zero