About: Interactive skeleton-driven simulation is a research topic. Over the lifetime, 767 publications have been published within this topic receiving 15849 citations.
TL;DR: The basic principles of traditional 2D hand drawn animation and their application to 3D computer animation are described and how these principles evolved is described.
Abstract: This paper describes the basic principles of traditional 2D hand drawn animation and their application to 3D computer animation. After describing how these principles evolved, the individual principles are detailed, addressing their meanings in 2D hand drawn animation and their application to 3D computer animation. This should demonstrate the importance of these principles to quality 3D computer animation.
TL;DR: It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face.
Abstract: This paper describes the representation, animation and data collection techniques that have been used to produce "realistic" computer generated half-tone animated sequences of a human face changing expression. It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face. Animation was accomplished using a cosine interpolation scheme to fill in the intermediate frames between expressions. This approach is good enough to produce realistic facial motion. The three-dimensional data used to describe the expressions of the face was obtained photogrammetrically using pairs of photographs.
TL;DR: In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource.
Abstract: Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach?you the fundamentals of animation programming.
In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.
* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *?Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more
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
TL;DR: The Development of Computer Animation in Various Organizations and Object Modelling in 3D Animation, Object-oriented and Actor Languages and Systems and Automatic Motion Control.
Abstract: Conventional Animation. Computer Animation. The Development of Computer Animation in Various Organizations. Keyframe and Painting Systems. Object Modelling in 3D Animation. Motion Control in 3D Animation. Hidden Surfaces, Reflectance and Shading. Transparency, Texture, Shadows, and Anti-aliasing. Human Modelling and Animation. Object-oriented and Actor Languages and Systems. Automatic Motion Control. Case Studies of Computer-generated Films. Appendix: Computer-generated Films.