Description

Book Synopsis
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. This title includes the algorithms and techniques behind this technology. It covers such topics as fluids, hair, and crowd animation.

Trade Review
"This text is for advanced undergraduate and beginning graduate students in computer science; it will also be of interest to graphics programmers and digital animators. Coverage is intentionally limited to practical aspects of computer algorithms and programming techniques for specifying and generating motion for graphical objects in 3D computer animation, with no discussion of theory, aesthetics, or production." --Reference and Research Book News, February 2013

Table of Contents
Chapter 1: Introduction Chapter 2: Technical Background Chapter 3: Interpolating Values Chapter 4: Interpolation-Based Animation Chapter 5: Kinematic Linkages Chapter 6: Motion Capture Chapter 7: Physically Based Animation Chapter 8: Fluids: Liquids & Gases Chapter 9: Modeling and Animating Human Figures Chapter 10: Facial Animation Chapter 11: Behavioral Animation Chapter 12: Special Models for Animation Appendix A: Rendering Issues Appendix B: Background Information and Techniques Index

Computer Animation

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    Order before 4pm today for delivery by Mon 8 Jun 2026.

    A Hardback by Rick Parent

    1 in stock


      View other formats and editions of Computer Animation by Rick Parent

      Publisher: Elsevier Science
      Publication Date: 10/4/2012 12:00:00 AM
      ISBN13: 9780124158429, 978-0124158429
      ISBN10: 0124158420

      Description

      Book Synopsis
      Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. This title includes the algorithms and techniques behind this technology. It covers such topics as fluids, hair, and crowd animation.

      Trade Review
      "This text is for advanced undergraduate and beginning graduate students in computer science; it will also be of interest to graphics programmers and digital animators. Coverage is intentionally limited to practical aspects of computer algorithms and programming techniques for specifying and generating motion for graphical objects in 3D computer animation, with no discussion of theory, aesthetics, or production." --Reference and Research Book News, February 2013

      Table of Contents
      Chapter 1: Introduction Chapter 2: Technical Background Chapter 3: Interpolating Values Chapter 4: Interpolation-Based Animation Chapter 5: Kinematic Linkages Chapter 6: Motion Capture Chapter 7: Physically Based Animation Chapter 8: Fluids: Liquids & Gases Chapter 9: Modeling and Animating Human Figures Chapter 10: Facial Animation Chapter 11: Behavioral Animation Chapter 12: Special Models for Animation Appendix A: Rendering Issues Appendix B: Background Information and Techniques Index

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