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.
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 Fax: 01483415144x350 Sweetapple House, Catteshall Road, Godalming, Surrey, GU7 3DJ Easy access to the latest developments in your specific fields: Just click on http://www.springer.de/alert and create your own interest profile for regular first-hand information on new Springer products.
A comprehensive handbook written by experienced practitioners and covering
the key areas in computer animation
John Vince
Virtual Reality algorithms animation compositing computer computer animation computer graphics evolutionary algorithm modeling rendering shading special effect