3-D Computer Animation
An ideal self-study text, this book presents a lucid and accessible guide to modern techniques for 3-dimensional computer animation.
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achieved algorithm allows angle appear applied approach associated become Bézier blending called camera changes chapter colour complex components computer animation computer graphics consider constructed continuous control points coordinates create cube curve defined described developed digitizer direction display distance dynamics edges effect elements employed environment example expression field Figure final frame function further geometry given human illumination illustrates important intensity interpolation introduced light source mapping matrix method modelling motion move movement nature needed normal objects operation original parameter particle patch physical pixel plane polygons position problems Proc procedure produced projects provides quaternion range reference reflection rendering represented roll rotation scaling scene sequence shading shape shown shows simple simulation slope space specified structures surface Table techniques texture translated values various vector vertex vertices virtual visual