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Art of 3D Computer Animation and Effects, The 4th edition


Art of 3D Computer Animation and Effects, The 4th edition

Paperback by Kerlow, Isaac V.

Art of 3D Computer Animation and Effects, The

£59.95

ISBN:
9780470084908
Publication Date:
29 Apr 2009
Edition/language:
4th edition / English
Publisher:
John Wiley & Sons Inc
Pages:
512 pages
Format:
Paperback
For delivery:
Estimated despatch 28 - 30 May 2024
Art of 3D Computer Animation and Effects, The

Description

Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects?from creative development and preproduction to finished animation. Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented?including VFX and animated feature movies, games, and TV commercials?by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation. Unique focus on creative development and production issues Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration Over 700 full-color images Encyclopedic timeline and production pipelines

Contents

Preface x Section I. Introduction Chapter 1 Animation, Visual Effects, and Technology in Context 3 Summary 3 1.1 A Digital Creative Environment 3 1.2 The Development of the Technology 5 1.3 Visual Milestones: 1960-1989 16 1.4 Visual Milestones: 1990-1999 23 1.5 Visual Milestones: 2000-Today 31 1.6 Timeline Charts 36 Key Terms 48 Chapter 2 Creative Development and the Digital Process 49 Summary 49 2.1 Storytelling 49 2.2 Character Design 58 2.3 Visual and Look Development 59 2.4 Production Strategies 60 2.5 The Digital Computer Animation Studio 65 2.6 Creative, Technical, and Production Teams 69 2.7 The Production Process of Computer Animation 77 2.8 Getting Started 86 Key Terms 90 Section II. Modeling Chapter 3 Modeling Concepts 93 Summary 93 3.1 Space, Objects, and Structures 93 3.2 Building with Numbers 96 3.3 Vertices, Edges, and Facets 98 3.4 Moving Things Around 99 3.5 File Formats for Modeling 104 3.6 Getting Ready 106 Key Terms 114 Chapter 4 Modeling Techniques 115 Summary 115 4.1 Introduction 115 4.2 Curved Lines 116 4.3 Geometric Primitives 118 4.4 Sweeping 121 4.5 Free-Form Objects 123 4.6 Basic Modeling Utilities 126 4.7 Real-Time Polygonal Models 132 Key Terms 138 Chapter 5 Advanced Modeling and RiggingTechniques 139 Summary 139 5.1 Free-Form Curved Surfaces 139 5.2 Subdivision Surfaces 145 5.3 Logical Operators and Trimmed Surfaces 146 5.4 Advanced Modeling Utilities 147 5.5 Procedural Descriptions and Physical Simulations 149 5.6 Photogrammetry and Image-Based Modeling 157 5.7 Animation Rigging and Hierarchical Structures 158 5.8 Getting Ready 163 Key Terms 166 Section III. Rendering Chapter 6 Rendering Concepts 169 Summary 169 6.1 Lights, Camera, and Materials 169 6.2 Color Models 172 6.3 Steps in the Rendering Process 175 6.4 Hidden Surface Removal 177 6.5 Z-Buffer 178 6.6 Ray Tracing 179 6.7 Global Illumination and Radiosity 181 6.8 Image-Based Lighting 183 6.9 Non-Photorealistic Rendering 188 6.10 Hardware Rendering 190 6.11 File Formats for Rendered Images 194 6.12 Getting Ready 196 Key Terms 201 Chapter 7 The Camera 203 Summary 203 7.1 Types of Cameras 203 7.2 The Pyramid of Vision 204 7.3 Types of Camera Shots 208 7.4 Types of Camera Lenses 214 7.5 Camera Animation 216 7.6 Getting Ready 217 Key Terms 220 Summary 221 Chapter 8 Lighting 221 8.1 Lighting Strategies and Mood 221 8.2 Types of Light Sources 226 8.3 Basic Components of a Light Source 230 8.4 Lighting the Scene 235 8.5 Basic Positions of Light Sources 241 8.6 Getting Ready 244 Key Terms 249 Summary 251 Chapter 9 Shading and Surface Characteristics 251 9.1 Surface Shading Techniques 251 9.2 Surface Shaders and Multi-Pass Rendering 254 9.3 Image Mapping 256 9.4 Surface Reflectivity 267 9.5 Surface Color 274 9.6 Surface Texture 276 9.7 Surface Transparency 280 9.8 Environment-Dependent Shading 281 9.9 Getting Ready 284 Key Terms 292 Section IV. Animation And Effects Chapter 10 Principles of Animation 295 Summary 295 10.1 The Craft of Animation 295 10.2 The Twelve Principles 305 10.3 Half-a-Dozen More Principles 310 10.4 Character Development 318 10.5 Storyboarding 326 Key Terms 331 Chapter 11 Computer Animation Techniques 333 Summary 333 11.1 Keyframe Interpolation and Parameter Curves 333 11.2 Forward Kinematics and Model Animation 337 11.3 Camera Animation 343 11.4 Light Animation 348 11.5 Hierarchical Character Animation 352 11.6 Two- and Three-Dimensional Integration 356 11.7 Animation File Formats 358 11.8 Getting Ready 358 Key Terms 361 Chapter 12 Advanced Computer Animation Techniques 363 Summary 363 12.1 Inverse Kinematics 363 12.2 Performance Animation and Motion Capture 366 12.3 Dynamics Simulations 374 12.4 Procedural Animation 382 12.5 Facial Animation 390 12.6 Crowd Animation 394 12.7 Interactive Animation 396 Key Terms 404 Chapter 13 Visual Effects Techniques 405 Summary 405 13.1 Basic Concepts of Digital Visual Effects 405 13.2 Camera Tracking 413 13.3 Rotoscoping 414 13.4 Blue and Green Screens 414 13.5 Set and Character Extensions 419 13.6 Computer-Generated Particles 420 13.7 Crowd Replication 420 13.8 Three-Dimensional Morphing 421 13.9 Motion Control 422 13.10 Motion Capture and Virtual Characters 423 13.11 Photogrammetry 423 13.12 Practical Effects 424 Key Terms 426 Section V. Compositing and Output Chapter 14 Retouching, Compositing, and Color Grading 429 Summary 429 14.1 Basic Concepts of Image Manipulation 429 14.2 Image Retouching 437 14.3 Image Compositing and Blending 442 14.4 Image Sequencing 447 14.5 Color Grading 452 Key Terms 454 Summary 455 Chapter 15 Image Resolution and Output 455 15.1 Basic Concepts of Digital Output 455 15.2 Image Resolution 456 15.3 Image File Formats and Aspect Ratios 463 15.4 Output on Paper 469 15.5 Output on Photographic Media 471 15.6 Output on Video 472 15.7 Output on Digital Media 475 15.8 Output on Three-Dimensional Media 478 Key Terms 480 Index 481

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