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Handbook of Computer Animation

  • Book
  • © 2003

Overview

  • A unique book, addressing at chapter level what most books can only do at book level.
  • Covers state-or-the-art techniques in computer animation *
  • Includes a colour plate section - 16pp
  • Stephen Bailey mailto:stephen@svl.co.uk
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Part of the book series: Springer Professional Computing (SPC)

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Table of contents (7 chapters)

Keywords

About this book

One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation.

Editors and Affiliations

  • Bournemouth Media School, Bournemouth University, Poole, UK

    John Vince

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