Understanding Motion Capture For Computer Animation And Video Games
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Understanding Motion Capture for Computer Animation and Video Games
Author | : Alberto Menache |
Publsiher | : Morgan Kaufmann |
Total Pages | : 268 |
Release | : 2000 |
Genre | : Computers |
ISBN | : 0124906303 |
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Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
Understanding Motion Capture for Computer Animation
Author | : Alberto Menache |
Publsiher | : Elsevier |
Total Pages | : 276 |
Release | : 2011-01-24 |
Genre | : Computers |
ISBN | : 0123814979 |
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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
Motion in Games
Author | : Arjan Egges,Arno Kamphuis |
Publsiher | : Springer Science & Business Media |
Total Pages | : 265 |
Release | : 2008-11-19 |
Genre | : Computers |
ISBN | : 9783540892199 |
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This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
Computer Animation Complete
Author | : Rick Parent,David S. Ebert,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley |
Publsiher | : Morgan Kaufmann |
Total Pages | : 544 |
Release | : 2009-10-13 |
Genre | : Computers |
ISBN | : 0123785642 |
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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.
Computer Animation
Author | : Rick Parent |
Publsiher | : Newnes |
Total Pages | : 542 |
Release | : 2012-10-18 |
Genre | : Computers |
ISBN | : 9780124159730 |
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Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more
Digital Character Development
Author | : Rob O'Neill |
Publsiher | : CRC Press |
Total Pages | : 332 |
Release | : 2015-10-07 |
Genre | : Computers |
ISBN | : 9781482250787 |
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Digital characters are a driving force in the entertainment industry today. Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for
Cool Careers Without College for People Who Love Video Games
Author | : Nicholas Croce |
Publsiher | : The Rosen Publishing Group, Inc |
Total Pages | : 152 |
Release | : 2006-08-15 |
Genre | : Business & Economics |
ISBN | : 1404207473 |
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Discusses the various jobs available in the video game area that are available that don't require a college degree.
Motion in Games
Author | : Ronan Boulic,Yiorgos Chrysanthou,Taku Komura |
Publsiher | : Springer Science & Business Media |
Total Pages | : 446 |
Release | : 2010-11-04 |
Genre | : Computers |
ISBN | : 9783642169571 |
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Following the very successful Motion in Games events in 2008 and 2009, we organized the Third International Conference on Motion in Games from 14–16 November 2010, in Utrecht, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the artin this area. The goalof the Motionin Games conferencewas to bring together researchersfrom these various ?elds to presentthe most recent results and to initiate collaboration. The conference was organizedby the Dutch research project GATE. The conference consisted of a regular paper session, a postersession,aswellaspresentationsby aselectionofinternationallyrenowned speakers in the ?eld of games and simulations. November 2010 Ronan Boulic Yiorgos Chrysanthou Taku Komura Roland Geraerts Arjan Egges Mark Overmars Organization ProgramChairs Ronan Boulic VRLab, EPFL, Lausanne, Switzerland Yiorgos Chrysanthou University of Cyprus, Nicosia, Cyprus Taku Komura Edinburgh University, UK LocalChairs Roland Geraerts Games and Virtual Worlds group, Utrecht University, NL Arjan Egges Games and Virtual Worlds group, Utrecht University, NL Mark Overmars Games and Virtual Worlds group, Utrecht University, NL ProgramCommittee Allbeck, Jan M.