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The Art of 3D Computer Animation and Effects

The Art of 3D Computer Animation and Effects


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About the Book

Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide

This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects—from creative development and preproduction to finished animation.

Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous asy-to-understand instructive diagrams. Full-color examples are presented—including VFX and animated feature movies, games, and TV commercials—by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world.

This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing.

Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.

  • Unique focus on creative development and production issues
  • Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach
  • The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration
  • Over 700 full-color images
  • Encyclopedic timeline and production pipelines


Table of Contents:

Preface x

Section I. Introduction

Chapter 1 Animation, Visual Effects, and Technology in Context 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

Chapter 2 Creative Development and the Digital Process 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

Section II. Modeling

Chapter 3 Modeling Concepts 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

Chapter 4 Modeling Techniques 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

Chapter 5 Advanced Modeling and RiggingTechniques 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

Section III. Rendering

Chapter 6 Rendering Concepts 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

Chapter 7 The Camera 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

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

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

Section IV. Animation And Effects

Chapter 10 Principles of Animation 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

Chapter 11 Computer Animation Techniques 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

Chapter 12 Advanced Computer Animation Techniques 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

Chapter 13 Visual Effects Techniques 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

Section V. Compositing and Output

Chapter 14 Retouching, Compositing, and Color Grading 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

Chapter 15 Image Resolution and Output 455
5.1 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



About the Author :

ISAAC KERLOW is a director and animation expert with years of development and production experience, including over a decade at The Walt Disney Company in Los Angeles, California. He creates films and art projects working with interdisciplinary teams at the Earth Observatory of Singapore, and is a longtime active member of SIGGRAPH and the Visual Effects Society.


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Product Details
  • ISBN-13: 9780470084908
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Height: 229 mm
  • No of Pages: 512
  • Returnable: N
  • Weight: 1047 gr
  • ISBN-10: 0470084901
  • Publisher Date: 29 Apr 2009
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Spine Width: 31 mm
  • Width: 185 mm


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