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Handbook of Computer Animation
 
 
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Handbook of Computer Animation [Hardcover]

John Vince (Editor)

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Book Description

Springer Professional Computing December 16, 2002
Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.

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Editorial Reviews

About the Author

John Vince has written and edited over 20 books on computer graphics, computer animation and virtual reality. He is a co-Editor-in-Chief of the VR Journal, and is currently President of the VR Society.

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Inside This Book (learn more)
First Sentence:
Throughout the history of Digital Entertainment Systems, game designers have aspired to create more and more engaging and immersive experiences, which grab the player's attention and refuse to let go. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
hierarchical evolution strategy, consecutive curve segments, neighboring curve segments, new vertex point, mutation step lengths, corresponding vertex point, cubic polynomial curves, bicubic surface patch, destination chord, shading engine, compositing systems, cubic curve segment, source chord, parametric continuity, standardized fitness, subdivision rules, difference matte, chroma keyer, typed genetic programming, subdivision surfaces, control mesh, geometry matrix, garbage matte, digital effects, tracking markers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Handbook of Computer Animation, Super Mario, Metal Gear Solid, Evolutionary Computation, Resident Evil, Artificial Life, Final Fantasy, International Conference, Mortal Kombat, Street Fighter, Using Equations, Jurassic Park, Ann Arbor, Computational Intelligence, Curve Segment Index, Elastic Reality, John Wiley, Paul de Casteljau, Press Reynolds, Space Harrier, Steven Coons, World Congress
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This book cites 30 books:
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