Download or read book Computer Animation and Simulation 97 written by Daniel Thalmann and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: The contributions to this book address the problem of synthesizing the realistic movement and behaviour of human-like characters, simulated animals, fluids, and other dynamic phenomena. The animation techniques are driven by the goals of efficiency, as required by real-time interactive animations, and quality, as demanded by animations used in feature films. This series of workshops provides a high-quality international forum for the exchange of new ideas related to the themes of character animation, simulation of dynamic natural phenomena, motion capture and analysis, physically-based modeling, behavioral animation, and visualization.
Download or read book Computer Animation 97 written by and published by . This book was released on 1997 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation Twenty proceedings papers from the June 1997 conference updating the status of computer animation as it moves away from the movie industry and toward interactive media applications. (Imagine walking through your favorite television program.) The contributors supply new technical information that will make the dream come true, presenting work in algorithms and methods in animation such as achieving emotional figure animation, virtual reality and augmented reality including a discussion of the interaction between real and virtual humans, techniques for capturing motion and multimedia interfaces, technical discussions of geometric deformations and behavioral animation, and an outline of animations systems from CASUS to Java. Lacks an index. Annotation copyrighted by Book News, Inc., Portland, OR.
Download or read book Computer Animation and Simulation 2001 written by Nadia Magnenat-Thalmann and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Computer Animation and Simulation 98 written by Bruno Arnaldi and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computer Animation written by Rick Parent and published by Elsevier. This book was released on 2007-11-01 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: Driven 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. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique
Download or read book Computer Animation and Simulation 2000 written by N. Magnenat-Thalmann and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains the research papers presented at the Eleventh Eurographics Workshop on Computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially 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. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process.
Download or read book Computer Animation and Simulation 99 written by Nadia Magnenat-Thalmann and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Computer Animation Complete written by Rick Parent and published by Morgan Kaufmann. This book was released on 2009-10-13 with total page 591 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Computer Animation written by S. E. Anderson and published by . This book was released on 1974 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book State of the art in Computer Animation written by Nadia Magnenat-Thalmann and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables and discussions have been included as well as presentations of concepts and research themes such as keyframe to task-level animation, artificial intelligence, natural language and simulation for human animation, choreography, anthropometry for animated human figures, facial animation and expressions, the use of dynamic simulation, motion control and blur, and data-base oriented animation design.
Download or read book Understanding Motion Capture for Computer Animation written by Alberto Menache and published by Elsevier. This book was released on 2011-01-24 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Download or read book HyperReality written by Nobuyoshi Terashima and published by Routledge. This book was released on 2005-07-05 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'HyperReality is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them, it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them, it is maturing in laboratories where the question "if" has been replaced by the question "when?" and like them, the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration.' - Nobuyoshi Terashima What comes after the Internet? Imagine a world where it is difficult to tell if the person standing next to you is real or a virtual reality, and whether they have human intelligence or artificial intelligence; a world where people can appear to be anything they want to be. HyperReality makes this possible. HyperReality offers a window into the world of the future, an interface between the natural and artificial. Nobuyoshi Terashima led the team that developed the prototype for HyperReality at Japan's ATT laboratories. John Tiffin studied they way HyperReality would create a new communications paradigm. Together with a stellar list of contributors from around the globe who are engaged in researching different aspects of HyperReality, they offer the first account of this extraordinary technology and its implications. This fascinating book explores the defining features of HyperReality: what it is, how it works and how it could become to the information society what mass media was to the industrial society. It describes ongoing research into areas such as the design of virtual worlds and virtual humans, and the role of intelligent agents. It looks at applications and ways in which HyperReality may impact on fields such as translation, medicine, education, entertainment and leisure. What are its implications for lifestyles and work, for women and the elderly: Will we grow to prefer the virtual worlds we create to the physical world we adapt to? HyperReality at the beginning of the third millennium is like steam power at the beginning of the nineteenth century and radio at the start of the twentieth century, an idea that has been shown to work but has yet to be applied. This book is for anyone concerned about the future and the effects of technology on our lives.
Download or read book Essential Computer Animation fast written by John Vince and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: For those who want to learn more about computer animation without being swamped with complex mathematics, this is the book to read! Beginning with the relationship between animation, the human visual system, and computers, Essential Computer Animation fast takes readers through a broad exploration of the subject. Readers will learn all about computer animation techniques; computer animation hardware; animation software, such as Softimage, Maya, 3D-Studio, MAX, and Lightwave; post-production techniques; and animation applications.
Download or read book Stepping into Virtual Reality written by Mario A. Gutiérrez A. and published by Springer Nature. This book was released on 2023-08-11 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Data Visualization 99 written by Eduard Gröller and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade visualization established its importance both in scientific research and in real-world applications. In this book 21 research papers and 9 case studies report on the latest results in volume and flow visualization and information visualization. Thus it is a valuable source of information not only for researchers but also for practitioners developing or using visualization applications.
Download or read book Digital Cities written by Toru Ishida and published by Springer Science & Business Media. This book was released on 2000-03-02 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the way towards the Information Society, global networks such as the Internet, together with mobile computing, have made wide-area computing over virtual communities a reality. Digital city projects, with the goal of building platforms to support community networking, are going on worldwide. This is the first book devoted to digital cities. It is based on an international symposium held in Kyoto, Japan, in September 1999. The 34 revised full papers presented were carefully selected for inclusion in the book; they reflect the state of the art in this exciting new field of interdisciplinary research and development. The book is divided into parts on design and analysis, digital city experiments, community network experiments, applications, visualization technologies, mobile technologies, and social interaction and communityware.
Download or read book Virtual Worlds written by Jean-Claude Heudin and published by Springer. This book was released on 2003-05-20 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1 Introduction Imagine a virtual world with digital creatures that looks like real life, sounds like real life, and even feels like real life. Imagine a virtual world not only with nice three dimensional graphics and animations, but also with realistic physical laws and forces. This virtual world could be familiar, reproducing some parts of our reality, or unfa miliar, with strange “physical” laws and artificial life forms. As a researcher interested in the sciences of complexity, the idea of a conference about virtual worlds emerged from frustration. In the last few years, there has been an increasing interest in the design of artificial environments using image synthesis and virtual reality. The emergence of industry standards such as VRML [1] is an illustra tion of this growing interest. At the same time, the field of Artificial Life has ad dressed and modeled complex phenomena such as self organization, reproduction, development, and evolution of artificial life like systems [2]. One of the most popular works in this field has been Tierra designed by Tom Ray: an environment producing synthetic organisms based on a computer metaphor of organic life in which CPU time is the “energy” resource and memory is the “material” resource [3]. Memory is or ganized into informational patterns that exploit CPU time for self replication. Muta tion generates new forms, and evolution proceeds by natural selection as different creatures compete for CPU time and memory space.