Description

Book Synopsis
The guide to digital animation, updated and stunningly illustrated Here is the newest rendition of Isaac Kerlow's popular guide to the process of creating and outputting three-dimensional computer animation.

Table of Contents

Preface x

Section I. Introduction

Chapter 1 Animation, Visual Effects, and Technology in Context 3

Summary 3

1.1 A Digital Creative Environment 3

1.2 The Development of the Technology 5

1.3 Visual Milestones: 1960–1989 16

1.4 Visual Milestones: 1990–1999 23

1.5 Visual Milestones: 2000–Today 31

1.6 Timeline Charts 36

Key Terms 48

Chapter 2 Creative Development and the Digital Process 49

Summary 49

2.1 Storytelling 49

2.2 Character Design 58

2.3 Visual and Look Development 59

2.4 Production Strategies 60

2.5 The Digital Computer Animation Studio 65

2.6 Creative, Technical, and Production Teams 69

2.7 The Production Process of Computer Animation 77

2.8 Getting Started 86

Key Terms 90

Section II. Modeling

Chapter 3 Modeling Concepts 93

Summary 93

3.1 Space, Objects, and Structures 93

3.2 Building with Numbers 96

3.3 Vertices, Edges, and Facets 98

3.4 Moving Things Around 99

3.5 File Formats for Modeling 104

3.6 Getting Ready 106

Key Terms 114

Chapter 4 Modeling Techniques 115

Summary 115

4.1 Introduction 115

4.2 Curved Lines 116

4.3 Geometric Primitives 118

4.4 Sweeping 121

4.5 Free-Form Objects 123

4.6 Basic Modeling Utilities 126

4.7 Real-Time Polygonal Models 132

Key Terms 138

Chapter 5 Advanced Modeling and RiggingTechniques 139

Summary 139

5.1 Free-Form Curved Surfaces 139

5.2 Subdivision Surfaces 145

5.3 Logical Operators and Trimmed Surfaces 146

5.4 Advanced Modeling Utilities 147

5.5 Procedural Descriptions and Physical Simulations 149

5.6 Photogrammetry and Image-Based Modeling 157

5.7 Animation Rigging and Hierarchical Structures 158

5.8 Getting Ready 163

Key Terms 166

Section III. Rendering

Chapter 6 Rendering Concepts 169

Summary 169

6.1 Lights, Camera, and Materials 169

6.2 Color Models 172

6.3 Steps in the Rendering Process 175

6.4 Hidden Surface Removal 177

6.5 Z-Buffer 178

6.6 Ray Tracing 179

6.7 Global Illumination and Radiosity 181

6.8 Image-Based Lighting 183

6.9 Non-Photorealistic Rendering 188

6.10 Hardware Rendering 190

6.11 File Formats for Rendered Images 194

6.12 Getting Ready 196

Key Terms 201

Chapter 7 The Camera 203

Summary 203

7.1 Types of Cameras 203

7.2 The Pyramid of Vision 204

7.3 Types of Camera Shots 208

7.4 Types of Camera Lenses 214

7.5 Camera Animation 216

7.6 Getting Ready 217

Key Terms 220

Summary 221

Chapter 8 Lighting 221

8.1 Lighting Strategies and Mood 221

8.2 Types of Light Sources 226

8.3 Basic Components of a Light Source 230

8.4 Lighting the Scene 235

8.5 Basic Positions of Light Sources 241

8.6 Getting Ready 244

Key Terms 249

Summary 251

Chapter 9 Shading and Surface Characteristics 251

9.1 Surface Shading Techniques 251

9.2 Surface Shaders and Multi-Pass Rendering 254

9.3 Image Mapping 256

9.4 Surface Reflectivity 267

9.5 Surface Color 274

9.6 Surface Texture 276

9.7 Surface Transparency 280

9.8 Environment-Dependent Shading 281

9.9 Getting Ready 284

Key Terms 292

Section IV. Animation And Effects

Chapter 10 Principles of Animation 295

Summary 295

10.1 The Craft of Animation 295

10.2 The Twelve Principles 305

10.3 Half-a-Dozen More Principles 310

10.4 Character Development 318

10.5 Storyboarding 326

Key Terms 331

Chapter 11 Computer Animation Techniques 333

Summary 333

11.1 Keyframe Interpolation and Parameter Curves 333

11.2 Forward Kinematics and Model Animation 337

11.3 Camera Animation 343

11.4 Light Animation 348

11.5 Hierarchical Character Animation 352

11.6 Two- and Three-Dimensional Integration 356

11.7 Animation File Formats 358

11.8 Getting Ready 358

Key Terms 361

Chapter 12 Advanced Computer Animation Techniques 363

Summary 363

12.1 Inverse Kinematics 363

12.2 Performance Animation and Motion Capture 366

12.3 Dynamics Simulations 374

12.4 Procedural Animation 382

12.5 Facial Animation 390

12.6 Crowd Animation 394

12.7 Interactive Animation 396

Key Terms 404

Chapter 13 Visual Effects Techniques 405

Summary 405

13.1 Basic Concepts of Digital Visual Effects 405

13.2 Camera Tracking 413

13.3 Rotoscoping 414

13.4 Blue and Green Screens 414

13.5 Set and Character Extensions 419

13.6 Computer-Generated Particles 420

13.7 Crowd Replication 420

13.8 Three-Dimensional Morphing 421

13.9 Motion Control 422

13.10 Motion Capture and Virtual Characters 423

13.11 Photogrammetry 423

13.12 Practical Effects 424

Key Terms 426

Section V. Compositing and Output

Chapter 14 Retouching, Compositing, and Color Grading 429

Summary 429

14.1 Basic Concepts of Image Manipulation 429

14.2 Image Retouching 437

14.3 Image Compositing and Blending 442

14.4 Image Sequencing 447

14.5 Color Grading 452

Key Terms 454

Summary 455

Chapter 15 Image Resolution and Output 455

15.1 Basic Concepts of Digital Output 455

15.2 Image Resolution 456

15.3 Image File Formats and Aspect Ratios 463

15.4 Output on Paper 469

15.5 Output on Photographic Media 471

15.6 Output on Video 472

15.7 Output on Digital Media 475

15.8 Output on Three-Dimensional Media 478

Key Terms 480

Index 481

The Art of 3D Computer Animation and Effects

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    A Paperback / softback by Isaac V. Kerlow

    7 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of The Art of 3D Computer Animation and Effects by Isaac V. Kerlow

      Publisher: John Wiley & Sons Inc
      Publication Date: 29/04/2009
      ISBN13: 9780470084908, 978-0470084908
      ISBN10: 0470084901

      Description

      Book Synopsis
      The guide to digital animation, updated and stunningly illustrated Here is the newest rendition of Isaac Kerlow's popular guide to the process of creating and outputting three-dimensional computer animation.

      Table of Contents

      Preface x

      Section I. Introduction

      Chapter 1 Animation, Visual Effects, and Technology in Context 3

      Summary 3

      1.1 A Digital Creative Environment 3

      1.2 The Development of the Technology 5

      1.3 Visual Milestones: 1960–1989 16

      1.4 Visual Milestones: 1990–1999 23

      1.5 Visual Milestones: 2000–Today 31

      1.6 Timeline Charts 36

      Key Terms 48

      Chapter 2 Creative Development and the Digital Process 49

      Summary 49

      2.1 Storytelling 49

      2.2 Character Design 58

      2.3 Visual and Look Development 59

      2.4 Production Strategies 60

      2.5 The Digital Computer Animation Studio 65

      2.6 Creative, Technical, and Production Teams 69

      2.7 The Production Process of Computer Animation 77

      2.8 Getting Started 86

      Key Terms 90

      Section II. Modeling

      Chapter 3 Modeling Concepts 93

      Summary 93

      3.1 Space, Objects, and Structures 93

      3.2 Building with Numbers 96

      3.3 Vertices, Edges, and Facets 98

      3.4 Moving Things Around 99

      3.5 File Formats for Modeling 104

      3.6 Getting Ready 106

      Key Terms 114

      Chapter 4 Modeling Techniques 115

      Summary 115

      4.1 Introduction 115

      4.2 Curved Lines 116

      4.3 Geometric Primitives 118

      4.4 Sweeping 121

      4.5 Free-Form Objects 123

      4.6 Basic Modeling Utilities 126

      4.7 Real-Time Polygonal Models 132

      Key Terms 138

      Chapter 5 Advanced Modeling and RiggingTechniques 139

      Summary 139

      5.1 Free-Form Curved Surfaces 139

      5.2 Subdivision Surfaces 145

      5.3 Logical Operators and Trimmed Surfaces 146

      5.4 Advanced Modeling Utilities 147

      5.5 Procedural Descriptions and Physical Simulations 149

      5.6 Photogrammetry and Image-Based Modeling 157

      5.7 Animation Rigging and Hierarchical Structures 158

      5.8 Getting Ready 163

      Key Terms 166

      Section III. Rendering

      Chapter 6 Rendering Concepts 169

      Summary 169

      6.1 Lights, Camera, and Materials 169

      6.2 Color Models 172

      6.3 Steps in the Rendering Process 175

      6.4 Hidden Surface Removal 177

      6.5 Z-Buffer 178

      6.6 Ray Tracing 179

      6.7 Global Illumination and Radiosity 181

      6.8 Image-Based Lighting 183

      6.9 Non-Photorealistic Rendering 188

      6.10 Hardware Rendering 190

      6.11 File Formats for Rendered Images 194

      6.12 Getting Ready 196

      Key Terms 201

      Chapter 7 The Camera 203

      Summary 203

      7.1 Types of Cameras 203

      7.2 The Pyramid of Vision 204

      7.3 Types of Camera Shots 208

      7.4 Types of Camera Lenses 214

      7.5 Camera Animation 216

      7.6 Getting Ready 217

      Key Terms 220

      Summary 221

      Chapter 8 Lighting 221

      8.1 Lighting Strategies and Mood 221

      8.2 Types of Light Sources 226

      8.3 Basic Components of a Light Source 230

      8.4 Lighting the Scene 235

      8.5 Basic Positions of Light Sources 241

      8.6 Getting Ready 244

      Key Terms 249

      Summary 251

      Chapter 9 Shading and Surface Characteristics 251

      9.1 Surface Shading Techniques 251

      9.2 Surface Shaders and Multi-Pass Rendering 254

      9.3 Image Mapping 256

      9.4 Surface Reflectivity 267

      9.5 Surface Color 274

      9.6 Surface Texture 276

      9.7 Surface Transparency 280

      9.8 Environment-Dependent Shading 281

      9.9 Getting Ready 284

      Key Terms 292

      Section IV. Animation And Effects

      Chapter 10 Principles of Animation 295

      Summary 295

      10.1 The Craft of Animation 295

      10.2 The Twelve Principles 305

      10.3 Half-a-Dozen More Principles 310

      10.4 Character Development 318

      10.5 Storyboarding 326

      Key Terms 331

      Chapter 11 Computer Animation Techniques 333

      Summary 333

      11.1 Keyframe Interpolation and Parameter Curves 333

      11.2 Forward Kinematics and Model Animation 337

      11.3 Camera Animation 343

      11.4 Light Animation 348

      11.5 Hierarchical Character Animation 352

      11.6 Two- and Three-Dimensional Integration 356

      11.7 Animation File Formats 358

      11.8 Getting Ready 358

      Key Terms 361

      Chapter 12 Advanced Computer Animation Techniques 363

      Summary 363

      12.1 Inverse Kinematics 363

      12.2 Performance Animation and Motion Capture 366

      12.3 Dynamics Simulations 374

      12.4 Procedural Animation 382

      12.5 Facial Animation 390

      12.6 Crowd Animation 394

      12.7 Interactive Animation 396

      Key Terms 404

      Chapter 13 Visual Effects Techniques 405

      Summary 405

      13.1 Basic Concepts of Digital Visual Effects 405

      13.2 Camera Tracking 413

      13.3 Rotoscoping 414

      13.4 Blue and Green Screens 414

      13.5 Set and Character Extensions 419

      13.6 Computer-Generated Particles 420

      13.7 Crowd Replication 420

      13.8 Three-Dimensional Morphing 421

      13.9 Motion Control 422

      13.10 Motion Capture and Virtual Characters 423

      13.11 Photogrammetry 423

      13.12 Practical Effects 424

      Key Terms 426

      Section V. Compositing and Output

      Chapter 14 Retouching, Compositing, and Color Grading 429

      Summary 429

      14.1 Basic Concepts of Image Manipulation 429

      14.2 Image Retouching 437

      14.3 Image Compositing and Blending 442

      14.4 Image Sequencing 447

      14.5 Color Grading 452

      Key Terms 454

      Summary 455

      Chapter 15 Image Resolution and Output 455

      15.1 Basic Concepts of Digital Output 455

      15.2 Image Resolution 456

      15.3 Image File Formats and Aspect Ratios 463

      15.4 Output on Paper 469

      15.5 Output on Photographic Media 471

      15.6 Output on Video 472

      15.7 Output on Digital Media 475

      15.8 Output on Three-Dimensional Media 478

      Key Terms 480

      Index 481

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