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Physics Based Animation (Graphics Series)
The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms -
To Infinity and Beyond!
In 1986, three visionaries - John Lasseter, Ed Catmull, and Steve Jobs - united to form Pixar Animation Studios. Combining their respective abilities in animation, computer graphics, and entrepreneurship, their goal was to create the very first feature length computer animated film. Against all odds and overcoming myriad obstacles, the tiny studio created "Toy Story" and single-handedly changed the course of animation forever. Twenty years later, and after seven groundbreaking, record-setting movies, the team at Pixar celebrates their journey in this full-colour compendium.Over 400 pieces of exquisite concept art, storyboard sketches, and photographs testify to Pixar's wild creativity. Over 50,000 words of text bring to life all the quirky personalities and the unique corporate culture they have fostered. With extensive and never-before-published interviews with John Lasseter, Ed Catmull, Steve Jobs, George Lucas, and Leonard Maltin, "To Infinity and Beyond!" functions as a textbook for future animators, as a fascinating business book, and as the art book of the season -
The Animator's Survival Kit
这本书开启了动画之门。 -
从铅笔到像素
《从铅笔到像素:数字动画经典教程》是一本系统而完整的动画教材,能够帮助你解决动画创作中可能会遇到的种种问题。它不是单纯地讲解运动规律(许多动画书籍对此已做得非常出色),而是全面地介绍作为一个动画师必须了解的、关于制作动画电影的一切,从制作原理到开发和发行,从屏幕的宽高比到其他一些技术性细节。获将动画师兼动画导演托尼·怀特倾情奉献积累30多年的宝贵经验,独家披露具有传奇色彩的动画制作经典技术,结合当今资讯及最新技术,全面阐述动画创作与制作。这本数字动画“一站式”教材无一遗漏地介绍了动画师可能想知道的一切。不论是动画初学者还是有经验的数字动画师,都可以在《从铅笔到像素:数字动画经典教程》中找到使自己的作品更加丰满完善的动画基础理论、关键经典技术和专业的建议。 -
The Illusion of Life
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解码外国动漫
你一定知道在本世纪初迪士尼收购了皮克斯公司,但你不一定知道这桩收购案背后的动因;你一定知道日本动画导演宫崎骏创作了众多脍炙人口的动画电影,但你不一定知道为什么他的作品从来不拍摄续集;你一定知道热血动画《灌篮高手》让无数孩子迷恋上了篮球,但你不一定知道为什么它的动画片辄止于全国大赛预选赛,而漫画中颇为精彩的全国大赛却迟迟没有被改编成动画……《解码外国动漫》一书,就对您知道与不知道的外国动漫现象问上一个为什么,并揭示它们背后的秘密。 本书从源流、创作、观念与营销四个角度,回答了40多个有关外国动漫的问题,涉及创意、编剧、衍生品开发以及历史文化等多个领域。剖析成功品牌的成功经验,总结失败案例的失败教训,本书通过一篇篇极富可读性的短文,将外国动漫的历史源流、创作理念和营销方法,用浅显易懂的方式讲述给您。