Computer Animation Languages Ppt

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1. Introduction <br><br>1.1 Perception<br>1.2 The Heritage of Animation <br>1.3 Animation Production <br>1.4 Computer Animation Production <br>1.5 A Brief History of Computer Animation <br>1.6 Chapter Summary <br>References <br><br>2. Technical Background <br><br>2.1 Spaces and Transformations<br>2.2 Orientation Representation <br>2.3 Chapter Summary <br>References <br><br>3. Interpolation <br><br>3.1 Interpolating Values <br>3.2 Controlling the Motion of a Point Along a Curve <br>3.3 Interpolation of Orientations <br>3.4 Working with Paths <br>3.5 Chapter Summary <br>References <br><br>4. Interpolation -Based Animation <br><br>4.1 Key-Frame Systems <br>4.2 Animation Languages <br>4.3 Deforming Objects<br>4.4 3D Shape Interpolation<br>4.5 Morphing (2D) <br>4.6 Chapter Summary <br>References <br><br>5. Kinematic Linkages <br><br>5.1 Hierarchical Modeling <br>5.2 Forward Kinematics <br>5.3 Inverse Kinematics <br>5.4 Chapter Summary <br>References <br><br>6. Motion Capture <br><br>6.1 Motion Capture Technologies <br>6.2 Processing the Images <br>6.3 Camera Calibration <br>6.4 3D Position Reconstruction <br>6.5 Fitting to the Skeleton <br>6.6 Output from Motion Capture Systems <br>6.7 Manipulating Motion Capture Data <br>6.8 Chapter Summary <br>References <br><br>7. Physically Based Animation <br><br>7.1 Basic Physics – A Review <br>7.2 Spring Meshes <br>7.3 Particle Systems <br>7.4 Rigid Body Simulation <br>7.5 Enforcing Soft and Hard Constraints <br>7.6 Chapter Summary <br>References <br><br>8. Fluids: Liquids & Gases <br><br>8.1 Specific Fluid Models <br&g@

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