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Books > Computing & IT > Applications of computing > Image processing > Computer animation
Here are the refereed proceedings of the 5th International Conference on Image and Video Retrieval, CIVR 2006, held in Singapore in July 2006. Presents 18 revised full papers and 30 poster papers, together with extended abstracts of 5 papers of 1 special session and those of 10 demonstration papers. These cover interactive image and video retrieval, semantic image retrieval, visual feature analysis, learning and classification, image and video retrieval metrics, and machine tagging.
The Rapid Prototyping Game provides a "systems design" vehicle where players can group basic game elements into manageable categories. They then define and isolate specific elements so they can analyze how they interact with each other in a game they develop. Through gameplay, players are able to critically identify how adding, subtracting, or combining game elements can create dynamic changes in a game. The Rapid Prototyping Game will appeal to experienced game designers who are stuck in a rut, beginning game designers who need to learn how systems design and the iterative process works, and also to the educator who wants to introduce a "hands on approach" to the classroom.
All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2014 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, How to Cheat in Maya 2014 is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
It was our great pleasure to host the 4th International Conference on Image and Video Retrieval (CIVR) at the National University of Singapore on 20 22 July 2005. CIVR aims to provide an international forum for the discussion of research challenges and exchange of ideas among researchers and practitioners in image/video retrieval technologies. It addresses innovative research in the broad ?eld of image and video retrieval. A unique feature of this conference is the high level of participation by researchers from both academia and industry. Another unique feature of CIVR this year was in its format it o?ered both the traditional oral presentation sessions, as well as the short presentation cum poster sessions. The latter provided an informal alternative forum for animated discussions and exchanges of ideas among the participants. We are pleased to note that interest in CIVR has grown over the years. The number of submissions has steadily increased from 82 in 2002, to 119 in 2003, and 125 in 2004. This year, we received 128 submissions from the international communities: with81(63.3%)fromAsiaandAustralia,25(19.5%)fromEurope, and 22 (17.2%) from North America. After a rigorous review process, 20 papers were accepted for oral presentations, and 42 papers were accepted for poster presentations. In addition to the accepted submitted papers, the program also included 4 invited papers, 1 keynote industrial paper, and 4 invited industrial papers. Altogether, we o?ered a diverse and interesting program, addressing the current interests and future trends in this area."
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk’s renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya’s vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book:
This book examines the life and animated art of the late Adam K. Beckett. Beckett is known for his six award-winning animations, made between the years 1972-1975, that were ground-breaking at the time and that continue to influence artists today. He is also recognized for his contributions to the first Star Wars movie, as he was head of the animation and rotoscoping area. Beckett was a shooting star during a critical time of change; an innovative genius as well as a unique and compelling character. His life and work illuminates significant social and cultural changes of that time: the emerging independent animation movement of the 1970s in the United States; the rebirth of the visual effects industry; the intersection of animation with newly developed video imaging and computer graphics; and the intense Cultural Revolution that occurred in the 1960s. Beckett's work in animation and effects was pioneering. His premature death cemented his mythic reputation as a larger than life artist and personality. Key Features: A comprehensive biography of Adam Beckett, based on original research Photographs of and drawings by Beckett that are not yet published or available Critical look at his six primary films that include insight into his techniques and process Insight into the re-emerging visual effects field, through Beckett's work at Robert Abel and Associations and Industrial Light and Magic The emergence of a "golden age" of independent animation in the United States Key Features A comprehensive biography of Adam Beckett, based on original research Photographs of and drawings by Beckett that are not yet published or available Critical look at his six primary films that include insight into his techniques and process Insight into the re-emergin visual effects field, through Beckett's work at Robert Abel and Associations and Industrial Light and Magic The emergence of a "golden age" of independent animation in the United States
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code? In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction. This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flashs tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX. Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if youre a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!). This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flashs capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math. Once you come to gripswith the ideas presented here, youll find yourself creating all manner of exciting animations and games! Summary of Contents Part I ActionScripted Animation Basics Ch. 1 Basic Animation Concepts Ch. 2 ActionScript Basics for Animation Ch. 3 Trigonometry Ch. 4 Rendering Techniques Part II Basic Motion Ch. 5 Velocity and Acceleration Ch. 6 Bouncing and Friction Ch. 7 User Interaction: Dragging and Throwing Part III Advanced Motion Ch. 8 Easing and Springs Ch. 9 Collision Detection Ch. 10 Bouncing off Angles Ch. 11 Billiard Ball Physics Ch. 12 Particle Attraction Ch. 13 Forward Kinematics Ch. 14 Inverse Kinematics Part IV Three D Ch. 15 A Basic 3D Engine Ch. 16 3D Lines, Fills, Solids Ch. 17 Advanced 3D: Backface Culling and Lighting Ch. 18 Matrix Math Part V Tips and Tricks Ch. 19 Tips and Tricks
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.
This updated version of Animation Maths is an accessible and practical guide to animation programming. It opens with arithmetic, solving systems and trigonometry fundamentals, then guides the reader through standard topics such as real functions, the relevant golden section, coordinate systems and vectors. All the subsequent topics are programming oriented and calculus-free and have been selected to add efficiency to your games and animations. In addition to programmable kinematics, Animation Maths offers collision detection, the parametric equations of lines and planes in 3D, and matrices, which are covered in great detail. On its extension to complex numbers, Animation Maths shows the abilities of quaternions as superior 3D rotators.
Learn Programming with Flash MX employs a truly unique class-based approach to learning with the goal of establishing core, generic-programming skills. Each chapter represents a discrete lesson covering a distinct topic of programming with ActionScript. In each 'class' we smoothly blend theory and practice with plentiful practical examples, and a class project that runs through the book to reinforce the learning in an integrated, real-world context, using Flash MX as the illustrative vehicle.This book also addresses the shortfall in solid programming knowledge in significant segments of the web design community - specifically, traditional web designers and Flash users with no exposure to the programming world. It also assumes that the reader is a Flash novice, so if you're coming to Flash completely from scratch, this book will give you a broad and solid introduction enabling you to create aesthetically pleasing, well laid-out content glued together with robust coding techniques. and skills that every programmer needs to master in order to create well-structured and efficient code to a professional standard. Readers will come away from this book with the following: - A rich, solid understanding of the concepts and basic processes of programming that will enable them to explore Flash and other technologies with a degree of confidence that they didn't have before. - Insights into universally applicable programming processes and techniques. - An understanding of how to implement these principles in Flash MX
Although Macromedia Flash is primarily used as an animation tool, information technology consultant Jerke and graphic designer and software developer Beard argue that it is also a useful database interface tool. They provide an introduction to working with Flash and databases, describing how to set up the environment, setting up the Web server and
Macromedia Director 8.5 provides an exciting environment for composing interactive, attractive and media rich movies suitable for the web. Starting with an introduction to the development environment, Fiaz Hussain presents a quick and effective guide to the powerful components that make up Macromedia Director 8.5. Using a hands-on approach, with plenty of illustrations, Essential Director 8.5 fast:- Introduces the panels, windows and tools required for producing attractive and informative movies - Explains the role of casts and sprites in making appealing movies - Shows various ways of designing, developing and publishing animations - Demonstrates how different media types can be integrated to create lively movies - Illustrates the use of behaviours to add interactivity and dynamism in movies - Provides a quick guide to producing Shockwave movies suitable for web delivery Essential Director 8.5 fast gives an easy explanation of the basic tools needed to create dazzling entertainment, interactive product demonstrations and learning applications suitable for corporate web sites. Examples used in the book can be found in the accompanying Essential series web site http://www.essential-series.com
This book is a creative and practical introduction to the field of digital media for future designers, artists, and media professionals. It addresses the evolution of the field, its connections with traditional media, up-to-date developments, and possibilities for future directions. Logically organized and thoughtfully illustrated, it provides a welcoming guide to this emerging discipline. Describing each medium in detail, chapters trace their history, evolution, and potential applications. The book also explains important, relevant technologies-such as digitizing tablets, cloud storage, and 3-D printers-as well as new and emerging media like augmented and virtual reality. With a focus on concepts and creative possibilities, the text's software-neutral exercises provide hands-on experiences with each of the media. The book also examines legal, ethical, and technical issues in digital media, explores career possibilities, and features profiles of pioneers and digital media professionals. Digital Media Foundations is an ideal resource for students, new professionals, and instructors involved in fields of graphic and visual arts, design, and the history of art and design.
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative's choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage - BAFTA Award for Best Story - Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story - Life Is Strange Joe Penny, David Bowman - Telltale's The Wolf Among Us, The Walking Dead Benjamin Diebling - Beyond Two Souls, Detroit: Become Human Erwan Le Breton - Ubisoft Thomas Veauclin- The Council Fibre Tigre - Out There
The book contains 16 papers and one invited talk presenting the latest research in computer animation and simulation. Special focus is given on the modelling and animation of complex phenomena. This includes the modelling of virtual creatures-from their body-parts to the control of their behaviour-and the nomination of natural phenomena such as water, smoke, fire, and vegetation.
Create imaginative and lively animation for the web with Essential Flash 5.0 fast!The latest release of Macromedia's Flash, version 5.0, adds new features to the popular web applications software - such as enhanced colour controls, better selection highlights, draggable guides, pen tool, shared libraries, new panels, and expanded ActionScript capabilities. Essential Flash 5.0 fast provides a simple yet thorough introduction to the world of Flash. With clear and concise examples, Fiaz Hussain explains: - The Flash development environment- How to create simple and complex objects- Using the shape editing tools and colour- All about symbols and their instances- Layers and animation- Interactivity, including ActionScripting- How to optimise Flash movies for fast downloads
This book presents state-of-the-art methods in computer graphics rendering. The 29 papers in this volume were selected after careful review by an international committee of experts. Included are a wide variety topics related to the generation of synthetic images: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, perception, shadow algorithms, visibility, texturing, and filtering.
Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently.
Computer Animation is now worlds away from its early beginnings when programs merely mimicked the hand drawn cartoon process. Its now regularly used for creating wonderful special effects in major movies like Titanic, Toy Story, Antz and Bugs Life. John Vince tells you all about: The basic principles used in the powerful software products currently available on the market; The terms and processes involved; And in an easy-to-understand way, with no complicated math. So if you want to learn more about 3D computer animation without being swamped by complex mathematics, then read this book and have fun creating your own animated programs.
This book is based on the author's phD thesis, which won the 1996 ACM Doctoral Dissertation Award.The author proposes and develops an artificial life paradigm for computer graphics animation by systematically constructing artificial animals controlled by self-animating autonomous agents. The animation agents emulate the realistic appearance, movement, and behavior of individual animals, as well as the patterns of social behavior evident in groups of animals. The paradigm is based on a computational model capturing the essential characteristics common to all biological creatures: biomechanics, locomotion, perception, and behavior. The approach is validated through the implementation of a virtual marine world inhabited by a variety of lifelike artificial fish, where each fish is a functional autonomous agent.
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.
The CAPTECH'98 workshop took place at the University of Geneva on November 26-27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zurich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26."
Interaction for Designers shows you how to connect a product with its users, whether it's a simple toaster, a complex ecosystem of intelligent devices, or a single app on your smartphone. This book covers the entire design process so you can start with an idea and carry it through to an engaging final design. It carefully leads you step by step and richly illustrates each stage with examples drawn from business communication, social media and the social economy, consumer electronics, architecture and environments, health care, psychology, art and culture, education, athletics, automotive design, entertainment, fashion, the family home, and a wealth of others. You'll learn how to brainstorm ideas, research them, explore them, evolve them into finished designs, pitch them, all with the goal of helping you make things that people love. Includes over 200 color images, a glossary, and links to web resources highlighting design concepts and designer interviews. http://interactionfordesigners.com/
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Emile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history. Key Features Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for
The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we've seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions. |
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