{"product_id":"the-art-of-3d-computer-animation-and-effects-9780470084908","title":"The Art of 3D Computer Animation and Effects","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePreface x\u003c\/p\u003e \u003cp\u003e\u003cb\u003eSection I. Introduction\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1 Animation, Visual Effects, and Technology in Context 3\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 3\u003c\/p\u003e \u003cp\u003e1.1 A Digital Creative Environment 3\u003c\/p\u003e \u003cp\u003e1.2 The Development of the Technology 5\u003c\/p\u003e \u003cp\u003e1.3 Visual Milestones: 1960–1989 16\u003c\/p\u003e \u003cp\u003e1.4 Visual Milestones: 1990–1999 23\u003c\/p\u003e \u003cp\u003e1.5 Visual Milestones: 2000–Today 31\u003c\/p\u003e \u003cp\u003e1.6 Timeline Charts 36\u003c\/p\u003e \u003cp\u003eKey Terms 48\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 Creative Development and the Digital Process 49\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 49\u003c\/p\u003e \u003cp\u003e2.1 Storytelling 49\u003c\/p\u003e \u003cp\u003e2.2 Character Design 58\u003c\/p\u003e \u003cp\u003e2.3 Visual and Look Development 59\u003c\/p\u003e \u003cp\u003e2.4 Production Strategies 60\u003c\/p\u003e \u003cp\u003e2.5 The Digital Computer Animation Studio 65\u003c\/p\u003e \u003cp\u003e2.6 Creative, Technical, and Production Teams 69\u003c\/p\u003e \u003cp\u003e2.7 The Production Process of Computer Animation 77\u003c\/p\u003e \u003cp\u003e2.8 Getting Started 86\u003c\/p\u003e \u003cp\u003eKey Terms 90\u003c\/p\u003e \u003cp\u003e\u003cb\u003eSection II. Modeling\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 Modeling Concepts 93\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 93\u003c\/p\u003e \u003cp\u003e3.1 Space, Objects, and Structures 93\u003c\/p\u003e \u003cp\u003e3.2 Building with Numbers 96\u003c\/p\u003e \u003cp\u003e3.3 Vertices, Edges, and Facets 98\u003c\/p\u003e \u003cp\u003e3.4 Moving Things Around 99\u003c\/p\u003e \u003cp\u003e3.5 File Formats for Modeling 104\u003c\/p\u003e \u003cp\u003e3.6 Getting Ready 106\u003c\/p\u003e \u003cp\u003eKey Terms 114\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 Modeling Techniques 115\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 115\u003c\/p\u003e \u003cp\u003e4.1 Introduction 115\u003c\/p\u003e \u003cp\u003e4.2 Curved Lines 116\u003c\/p\u003e \u003cp\u003e4.3 Geometric Primitives 118\u003c\/p\u003e \u003cp\u003e4.4 Sweeping 121\u003c\/p\u003e \u003cp\u003e4.5 Free-Form Objects 123\u003c\/p\u003e \u003cp\u003e4.6 Basic Modeling Utilities 126\u003c\/p\u003e \u003cp\u003e4.7 Real-Time Polygonal Models 132\u003c\/p\u003e \u003cp\u003eKey Terms 138\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 Advanced Modeling and RiggingTechniques 139\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 139\u003c\/p\u003e \u003cp\u003e5.1 Free-Form Curved Surfaces 139\u003c\/p\u003e \u003cp\u003e5.2 Subdivision Surfaces 145\u003c\/p\u003e \u003cp\u003e5.3 Logical Operators and Trimmed Surfaces 146\u003c\/p\u003e \u003cp\u003e5.4 Advanced Modeling Utilities 147\u003c\/p\u003e \u003cp\u003e5.5 Procedural Descriptions and Physical Simulations 149\u003c\/p\u003e \u003cp\u003e5.6 Photogrammetry and Image-Based Modeling 157\u003c\/p\u003e \u003cp\u003e5.7 Animation Rigging and Hierarchical Structures 158\u003c\/p\u003e \u003cp\u003e5.8 Getting Ready 163\u003c\/p\u003e \u003cp\u003eKey Terms 166\u003c\/p\u003e \u003cp\u003e\u003cb\u003eSection III. Rendering\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 Rendering Concepts 169\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 169\u003c\/p\u003e \u003cp\u003e6.1 Lights, Camera, and Materials 169\u003c\/p\u003e \u003cp\u003e6.2 Color Models 172\u003c\/p\u003e \u003cp\u003e6.3 Steps in the Rendering Process 175\u003c\/p\u003e \u003cp\u003e6.4 Hidden Surface Removal 177\u003c\/p\u003e \u003cp\u003e6.5 Z-Buffer 178\u003c\/p\u003e \u003cp\u003e6.6 Ray Tracing 179\u003c\/p\u003e \u003cp\u003e6.7 Global Illumination and Radiosity 181\u003c\/p\u003e \u003cp\u003e6.8 Image-Based Lighting 183\u003c\/p\u003e \u003cp\u003e6.9 Non-Photorealistic Rendering 188\u003c\/p\u003e \u003cp\u003e6.10 Hardware Rendering 190\u003c\/p\u003e \u003cp\u003e6.11 File Formats for Rendered Images 194\u003c\/p\u003e \u003cp\u003e6.12 Getting Ready 196\u003c\/p\u003e \u003cp\u003eKey Terms 201\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 The Camera 203\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 203\u003c\/p\u003e \u003cp\u003e7.1 Types of Cameras 203\u003c\/p\u003e \u003cp\u003e7.2 The Pyramid of Vision 204\u003c\/p\u003e \u003cp\u003e7.3 Types of Camera Shots 208\u003c\/p\u003e \u003cp\u003e7.4 Types of Camera Lenses 214\u003c\/p\u003e \u003cp\u003e7.5 Camera Animation 216\u003c\/p\u003e \u003cp\u003e7.6 Getting Ready 217\u003c\/p\u003e \u003cp\u003eKey Terms 220\u003c\/p\u003e \u003cp\u003eSummary 221\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 Lighting 221\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e8.1 Lighting Strategies and Mood 221\u003c\/p\u003e \u003cp\u003e8.2 Types of Light Sources 226\u003c\/p\u003e \u003cp\u003e8.3 Basic Components of a Light Source 230\u003c\/p\u003e \u003cp\u003e8.4 Lighting the Scene 235\u003c\/p\u003e \u003cp\u003e8.5 Basic Positions of Light Sources 241\u003c\/p\u003e \u003cp\u003e8.6 Getting Ready 244\u003c\/p\u003e \u003cp\u003eKey Terms 249\u003c\/p\u003e \u003cp\u003eSummary 251\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 Shading and Surface Characteristics 251\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e9.1 Surface Shading Techniques 251\u003c\/p\u003e \u003cp\u003e9.2 Surface Shaders and Multi-Pass Rendering 254\u003c\/p\u003e \u003cp\u003e9.3 Image Mapping 256\u003c\/p\u003e \u003cp\u003e9.4 Surface Reflectivity 267\u003c\/p\u003e \u003cp\u003e9.5 Surface Color 274\u003c\/p\u003e \u003cp\u003e9.6 Surface Texture 276\u003c\/p\u003e \u003cp\u003e9.7 Surface Transparency 280\u003c\/p\u003e \u003cp\u003e9.8 Environment-Dependent Shading 281\u003c\/p\u003e \u003cp\u003e9.9 Getting Ready 284\u003c\/p\u003e \u003cp\u003eKey Terms 292\u003c\/p\u003e \u003cp\u003e\u003cb\u003eSection IV. Animation And Effects\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 Principles of Animation 295\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 295\u003c\/p\u003e \u003cp\u003e10.1 The Craft of Animation 295\u003c\/p\u003e \u003cp\u003e10.2 The Twelve Principles 305\u003c\/p\u003e \u003cp\u003e10.3 Half-a-Dozen More Principles 310\u003c\/p\u003e \u003cp\u003e10.4 Character Development 318\u003c\/p\u003e \u003cp\u003e10.5 Storyboarding 326\u003c\/p\u003e \u003cp\u003eKey Terms 331\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 Computer Animation Techniques 333\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 333\u003c\/p\u003e \u003cp\u003e11.1 Keyframe Interpolation and Parameter Curves 333\u003c\/p\u003e \u003cp\u003e11.2 Forward Kinematics and Model Animation 337\u003c\/p\u003e \u003cp\u003e11.3 Camera Animation 343\u003c\/p\u003e \u003cp\u003e11.4 Light Animation 348\u003c\/p\u003e \u003cp\u003e11.5 Hierarchical Character Animation 352\u003c\/p\u003e \u003cp\u003e11.6 Two- and Three-Dimensional Integration 356\u003c\/p\u003e \u003cp\u003e11.7 Animation File Formats 358\u003c\/p\u003e \u003cp\u003e11.8 Getting Ready 358\u003c\/p\u003e \u003cp\u003eKey Terms 361\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12 Advanced Computer Animation Techniques 363\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 363\u003c\/p\u003e \u003cp\u003e12.1 Inverse Kinematics 363\u003c\/p\u003e \u003cp\u003e12.2 Performance Animation and Motion Capture 366\u003c\/p\u003e \u003cp\u003e12.3 Dynamics Simulations 374\u003c\/p\u003e \u003cp\u003e12.4 Procedural Animation 382\u003c\/p\u003e \u003cp\u003e12.5 Facial Animation 390\u003c\/p\u003e \u003cp\u003e12.6 Crowd Animation 394\u003c\/p\u003e \u003cp\u003e12.7 Interactive Animation 396\u003c\/p\u003e \u003cp\u003eKey Terms 404\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13 Visual Effects Techniques 405\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 405\u003c\/p\u003e \u003cp\u003e13.1 Basic Concepts of Digital Visual Effects 405\u003c\/p\u003e \u003cp\u003e13.2 Camera Tracking 413\u003c\/p\u003e \u003cp\u003e13.3 Rotoscoping 414\u003c\/p\u003e \u003cp\u003e13.4 Blue and Green Screens 414\u003c\/p\u003e \u003cp\u003e13.5 Set and Character Extensions 419\u003c\/p\u003e \u003cp\u003e13.6 Computer-Generated Particles 420\u003c\/p\u003e \u003cp\u003e13.7 Crowd Replication 420\u003c\/p\u003e \u003cp\u003e13.8 Three-Dimensional Morphing 421\u003c\/p\u003e \u003cp\u003e13.9 Motion Control 422\u003c\/p\u003e \u003cp\u003e13.10 Motion Capture and Virtual Characters 423\u003c\/p\u003e \u003cp\u003e13.11 Photogrammetry 423\u003c\/p\u003e \u003cp\u003e13.12 Practical Effects 424\u003c\/p\u003e \u003cp\u003eKey Terms 426\u003c\/p\u003e \u003cp\u003e\u003cb\u003eSection V. Compositing and Output\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14 Retouching, Compositing, and Color Grading 429\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSummary 429\u003c\/p\u003e \u003cp\u003e14.1 Basic Concepts of Image Manipulation 429\u003c\/p\u003e \u003cp\u003e14.2 Image Retouching 437\u003c\/p\u003e \u003cp\u003e14.3 Image Compositing and Blending 442\u003c\/p\u003e \u003cp\u003e14.4 Image Sequencing 447\u003c\/p\u003e \u003cp\u003e14.5 Color Grading 452\u003c\/p\u003e \u003cp\u003eKey Terms 454\u003c\/p\u003e \u003cp\u003eSummary 455\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15 Image Resolution and Output 455\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e15.1 Basic Concepts of Digital Output 455\u003c\/p\u003e \u003cp\u003e15.2 Image Resolution 456\u003c\/p\u003e \u003cp\u003e15.3 Image File Formats and Aspect Ratios 463\u003c\/p\u003e \u003cp\u003e15.4 Output on Paper 469\u003c\/p\u003e \u003cp\u003e15.5 Output on Photographic Media 471\u003c\/p\u003e \u003cp\u003e15.6 Output on Video 472\u003c\/p\u003e \u003cp\u003e15.7 Output on Digital Media 475\u003c\/p\u003e \u003cp\u003e15.8 Output on Three-Dimensional Media 478\u003c\/p\u003e \u003cp\u003eKey Terms 480\u003c\/p\u003e \u003cp\u003eIndex 481\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49525364916567,"sku":"9780470084908","price":53.96,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470084908.jpg?v=1731860238","url":"https:\/\/bookcurl.com\/products\/the-art-of-3d-computer-animation-and-effects-9780470084908","provider":"Book Curl","version":"1.0","type":"link"}