{"product_id":"the-art-of-3d-computer-animation-and-effects-isbn-9780470084908","title":"The Art of 3D Computer Animation and Effects","description":"\u003cp\u003e\u003cb\u003eMaster the art of computer animation and visual effects production with the latest edition of this cutting-edge guide\u003c\/b\u003e  \u003c\/p\u003e\u003cp\u003eThis remarkable edition of \u003ci\u003eThe Art of 3D Computer Animation and Effects\u003c\/i\u003e 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.  \u003c\/p\u003e\u003cp\u003eDesigned to work with any computer platform, this \u003ci\u003eFourth Edition\u003c\/i\u003e cuts through technical jargon and presents numerous easy-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 \u0026amp; Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world.  \u003c\/p\u003e\u003cp\u003eThis 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.  \u003c\/p\u003e\u003cp\u003eWhether you are a student, an independent artist or creator, or a production company team member, \u003ci\u003eThe Art of 3D Computer Animation and Effects, Fourth Edition\u003c\/i\u003e gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.  \u003c\/p\u003e\u003cul\u003e \u003cli\u003eUnique focus on creative development and production issues\u003c\/li\u003e \u003cli\u003eNon-platform specific, with multiple examples illustrated in a practical, step-by-step approach\u003c\/li\u003e \u003cli\u003eThe newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D\/3D integration\u003c\/li\u003e \u003cli\u003eOver 700 full-color images\u003c\/li\u003e \u003cli\u003eEncyclopedic timeline and production pipelines\u003c\/li\u003e \u003c\/ul\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   \u003cp\u003e\u003cb\u003eISAAC KERLOW\u003c\/b\u003e 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.     \u003c\/p\u003e\u003cp\u003e\u003cb\u003eMaster the art of computer animation and visual effects production with the latest edition of this cutting-edge guide\u003c\/b\u003e  \u003c\/p\u003e\u003cp\u003eThis remarkable edition of \u003ci\u003eThe Art of 3D Computer Animation and Effects\u003c\/i\u003e 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.  \u003c\/p\u003e\u003cp\u003eDesigned to work with any computer platform, this \u003ci\u003eFourth Edition\u003c\/i\u003e cuts through technical jargon and presents numerous easy-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 \u0026amp; Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world.  \u003c\/p\u003e\u003cp\u003eThis 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.  \u003c\/p\u003e\u003cp\u003eWhether you are a student, an independent artist or creator, or a production company team member, \u003ci\u003eThe Art of 3D Computer Animation and Effects, Fourth Edition\u003c\/i\u003e gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.  \u003c\/p\u003e\u003cul\u003e \u003cli\u003eUnique focus on creative development and production issues\u003c\/li\u003e \u003cli\u003eNon-platform specific, with multiple examples illustrated in a practical, step-by-step approach\u003c\/li\u003e \u003cli\u003eThe newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D\/3D integration\u003c\/li\u003e \u003cli\u003eOver 700 full-color images\u003c\/li\u003e \u003cli\u003eEncyclopedic timeline and production pipelines\u003c\/li\u003e \u003c\/ul\u003e","brand":"Wiley","offers":[{"title":"Default Title","offer_id":47990160031973,"sku":"NP9780470084908","price":76.95,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9780470084908.jpg?v=1761786733","url":"https:\/\/k12savings.com\/products\/the-art-of-3d-computer-animation-and-effects-isbn-9780470084908","provider":"K12savings","version":"1.0","type":"link"}