Computer animation: algorithms and techniques
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier
2012
|
Ausgabe: | 3. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XVII, 515 S. Ill., graph. Darst. 24 cm |
ISBN: | 9780124158429 0124158420 |
Internformat
MARC
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---|---|---|---|
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016 | 7 | |a 016062475 |2 DE-101 | |
020 | |a 9780124158429 |c (hbk.) £42.99 |9 978-0-12-415842-9 | ||
020 | |a 0124158420 |c (hbk.) £42.99 |9 0-12-415842-0 | ||
035 | |a (OCoLC)815897003 | ||
035 | |a (DE-599)HBZHT017337919 | ||
040 | |a DE-604 |b ger | ||
041 | 0 | |a eng | |
049 | |a DE-29T |a DE-473 |a DE-20 |a DE-91G |a DE-859 |a DE-19 |a DE-858 |a DE-573 | ||
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100 | 1 | |a Parent, Rick |e Verfasser |0 (DE-588)1029167990 |4 aut | |
245 | 1 | 0 | |a Computer animation |b algorithms and techniques |c Rick Parent |
250 | |a 3. ed. | ||
264 | 1 | |a Amsterdam [u.a.] |b Elsevier |c 2012 | |
300 | |a XVII, 515 S. |b Ill., graph. Darst. |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
650 | 0 | 7 | |a Computeranimation |0 (DE-588)4199710-4 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Algorithmische Programmierung |0 (DE-588)4293504-0 |2 gnd |9 rswk-swf |
653 | |a Computer animation. | ||
653 | |a Computer programming--Mathematics. | ||
689 | 0 | 0 | |a Computeranimation |0 (DE-588)4199710-4 |D s |
689 | 0 | 1 | |a Algorithmische Programmierung |0 (DE-588)4293504-0 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | 2 | |m Digitalisierung UB Bamberg |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025274735&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-025274735 |
Datensatz im Suchindex
_version_ | 1804149481201991680 |
---|---|
adam_text | Contents
Preface
...............................................................................................................
,
.............................. xiii
About the Author
............................................................................................................................. xvii
CHAPTER
1
Introduction
............................................................................. 1
1.1
Motion perception
................................................................................................... 2
1.2
The heritage of animation
...................................................................................... 4
1.2.1
Early devices
................................................................................................. 4
1.2.2
The early days of conventional animation
............................................... 6
1.2.3
Disney
........................................................................................................... 7
1.2.4
Contributions of others
................................................................................. 8
1.2.5
Other media for animation
........................................................................... 8
1.3
Animation production
............................................................................................. 9
1.3.1
Principles of animation
............................................................................... 10
1.3.2
Principles of filmmaking
.................,.......................................................... 12
1.3.3
Sound
.......................................................................................................... 14
1.4
Computer animation production
........................................................................... 15
1.4.1
Computer animation production tasks
....................................................... 16
1.4.2
Digital editing
............................................................................................. 18
1.4.3
Digital video
............................................................................................... 20
1.4.4
Digital audio
............................................................................................... 21
1.5
A brief history of computer animation
................................................................ 22
1.5.1
Early activity (pre-1980)
............................................................................ 22
1.5.2
The middle years (the
1980s)..................................................................... 25
1.5.3
Animation comes of age (the
mid-1980s
and beyond)
............................. 26
í
.6
Summary
............................................................................................................... 29
CHAPTER
2
Technical Background.
........................................................... 33
2.1
Spaces and transformations
.................................................................................. 33
2.1.1
The display pipeline
................................................................................... 34
2.1.2
Homogeneous coordinates and the transformation matrix...
..................... 38
2.1.3
Concatenating transformations: multiplying transformation matrices
...... 40
2.L4 Basic transformations
................................................................................. 40
2.1.5
Representing an arbitrary orientation
......................................................... 42
2.1.6
Extracting transformations from a matrix
.................................................. 46
2.1.7
Description of transformations in the display pipeline
...............,.............. 47
2.1.8
Error considerations
.................................................................................... 48
Vii
viii Contents
co
2.2
Orientation representation
....................................................................................
2.2.Î
Fixed-angle representation
.........................................................................
54
2.2.2
Eułer
angle representation
..........................................................................
56
2.2.3
Angle and axis representation
....................................................................
->7
2.2.4
Quaternion representation
...........................................................................
D°
2.2.5
Exponential map representation
................................................................. 60
2.3
Summary
...............................................................................................................
ω
CHAPTER
3
interpolating Values
............................................................... 61
3.1
Interpolation
.......................................................................................................... 61
3.1.1
The appropriate function
............................................................................ 62
3.1.2
Summary
..................................................................................................... 65
3.2
Controlling the motion of a point along a curve
................................................. 65
3.2.1
Computing are length
................................................................................. 66
3.2.2
Speed control
.............................................................................................. 78
3.2.3
Ease-in/ease-out
.......................................................................................... 80
3.2.4
General distance-time
fonctions
................................................................. 86
3.2.5
Curve fitting to position-time pairs
............................................................ 90
3.3
Interpolation of orientations
................................................................................. 91
3.3.1
Interpolating quaternions
............................................................................ 91
3.4
Working with paths
.............................................................................................. 96
3.4.
1 Path following
............................................................................................. 96
3.4.2
Orientation along a path
...................................,......................................... 96
3.4.3
Smoothing a path...
................................................................................... 100
3.4.4
Determining a path along a surface
......................................................... 106
3.4.5
Path finding
............................................................................................... 108
3.5
Chapter summary
.............................................................,....,___,„„.................
Ш8
CHAPTER
4
interpolation-Based Animation
.............................................. 111
4.1
Key-frame systems
.......................................................................,...................
n in
4.2
Animation languages
.................................................,..................,.....................
1
15
4.2.1
Artist-oriented animation languages.....
................................................... 116
4.2.2
FuH-featuied programming ianguages for animation
..............................
И6
4.2.3
Articulation variables
........................................................................
ц·}
4.2.4
Graphical ianguages
......................................,....................
η
4.2.5
Actor-based animation languages
..........................................................
%
4.3
Deforming objects
......................................................._......__ _
Us
4.3.1
Picking
aud
palling
...................................................................................
ţţo,
4.3.2
Deforming an embedding space
..................................................
2
Contents
IX
4.4
Three-dimensional shape interpolation
.............................................................. 135
4.4.1
Matching topology
.................................................................................... 136
4.4.2
Star-shaped polyhedra
.............................................................................. 137
4.4.3
Axial slices
............................................................................................... 137
4.4.4
Map to sphere
........................................................................................... 139
4.4.5
Recursive subdivision
............................................................................... 145
4.5
Morphing (two-dimensional)
.............................................................................. 147
4.5.1
Coordinate grid approach
......................................................................... 147
4.5.2
Feature-based morphing
........................................................................... 153
4.6
Chapter summary
................................................................................................ 159
CHAPTER
5
Kinematic Linkages
.............................................................. 161
5.1
Hierarchical modeling
........................................................................................ 162
5.1.1
Data structure for hierarchical modeling
................................................. 164
5.1.2
Local coordinate frames
........................................................................... 170
5.2
Forward kinematics
............................................................................................ 171
5.3
Inverse kinematics
.............................................................................................. 172
5.3.1
Solving a simple system by analysis
........................................................ 173
5.3.2
TheJacobian
............................................................................................. 174
5.3.3
Numeric solutions to IK
........................................................................... 178
5.3.4
Summary
................................................................................................... 185
5.4
Chapter summary
.......................................................................,........................ 185
CHAPTER
6
Motion Capture
.................................................................... 187
6.1
Motion capture technologies
.............................................................................. 187
6.2
Processing the images
........................................................................................ 188
6.3
Camera calibration
.............................................................................................. 190
6.4
Three-dimensional position reconstruction
........................................................ 191
6.4.1
Multiple markers
....................................................................................... 192
6.4.2
Multiple cameras
...................................................................................... 192
6.5
Fitting to the skeleton
......................................................................................... 193
6.6
Output from motion capture systems
................................................................. 195
6.7
Manipulating motion capture data
..................................................................... 196
6.7.1
Processing the signals..
............................................................................. 196
6.7.2
Retargeting the motion...
.......................................................................... 197
6.7.3
Combining motions
.................................................................................. 197
6.8
Chapter summary
................................................................................................ 198
CHAPTER
7
Physically Based Animation.
................................................. 199
7.1
Basic physics
—
a review
.........................,.......................................................... 200
7.1.1
Spring-damper pair
................................................................................... 202
Contents
7.2
7.3
7.4
7.5
7.6
7.1
CHAPTER
8
at
8.2
8.3
CHAPTER
9
9,1
Spring animation examples
................................................................................ 202
7.2.1
Flexible objects
.........................................................................................
202
7.2.2
Virtual springs
..........................................................................................
205
one
Particle systems
..................................................................................................
¿UJ
7.3.1 Partidegeneration.................................................................................... 206
7.3.2
Particle attributes
...................................................................................... 207
7.3.3
Particle termination
.................................................................................. 207
7.3.4
Particle animation
..................................................................................... 207
7.3.5
Particle rendering
...................................................................................... 207
7.3.6
Particle system representation
.................................................................. 208
7.3.7
Forces on particles
.................................................................................... 208
7.3.8
Particle life span
....................................................................................... 209
Rigid body simulation
........................................................................................ 209
7.4.1
Bodies in free fall
..................................................................................... 210
7.4.2
Bodies in collision
.................................................................................... 219
7.4.3
Dynamics of linked hierarchies
................................................................ 232
Cloth
.................................................................................................................... 235
7.5.3
Direct modeling of folds
.......................................................................... 237
7.5,2
Physically based modeling
....................................................................... 240
Enforcing soft and hard constraints
................................................................... 244
7.6.1
Energy minimization
................................................................................ 244
7.6.2
Space-time constraints
.............................................................................. 247
Chapter summary
................................................................................................ 249
Fluids: Liquids and Gases..........
........................................... 25
1
Specific fluid models
.......................................................................................... 251
8.1
Л
Models of water
........................................................................................ 251
8.1.2
Modeling and animating clouds
............................................................... 262
8.1.3
Modeling and animating fire
................................................,................... 268
8.1.4
Summary
.......___...................................................................................... 270
Computational fluid dynamics
........................................................................... 270
8.2.1
General approaches to modeling fluids
.................................................... 271
8.2.2
CFD equations
.......................................................................................... 272
8.2.3
Grid-based approach...
......................................,....................................... 276
8.2.4
Particle-based approaches including smoothed particle hydrodynamics
277
Chapter summary..
................................................................_........ 280
Modeling and Animating Human Figures..
__.......................... 283
Overview of virtual human representation
............................................... 283
9.1.1
Representing body geometry
.................................................................... 284
9.1.2
Geometry data acquisition
................................................ 285
Contents xi
9.1.3
Geometry
deformation
.............................................................................. 286
9.1.4
Surface detail
............................................................................................ 286
9.1.5
Layered approach to human figure modeling
.......................................... 287
9.2
Reaching and grasping
....................................................................................... 290
9.2.1
Modeling the arm
..................................................................................... 290
9.2.2
The shoulder joint
..................................................................................... 293
9.2.3
The hand
................................................................................................... 293
9.2.4
Coordinated movement
............................................................................. 295
9.2.5
Reaching around obstacles
....................................................................... 296
9.2.6
Strength
..................................................................................................... 297
9.3
Walking
............................................................................................................... 298
9.3.1
The mechanics of locomotion
.................................................................. 298
9.3.2
The kinematics of the walk
...................................................................... 303
9.3.3
Using dynamics to help produce realistic motion
................................... 303
9.3.4
Forward dynamic control
......................................................................... 308
9.3.5
Summary
................................................................................................... 308
9.4
Coverings
............................................................................................................ 309
9.4.1
Clothing
.................................................................................................... 309
9.4.4
Hair
........................................................................................................... 309
9.5
Chapter summary
................................................................................................ 311
CHAPTER
10
Facia! Animation
.................................................................. 317
10.1
The human face
.................................................................................................. 317
10.1.1
Anatomic structure
................................................................................. 317
10.1.2
The facial action coding system
............................................................. 319
10.2
Facial models
...................................................................................................... 320
10.2.1
Creating a continuous surface model
..................................................... 322
10.2.2
Textures
.................................................................................................. 325
10.3
Animating the face
............................................................................................. 327
10.3.1
Parameterized models
............................................................................. 327
10.3.2
Blend shapes
........................................................................................... 327
10.3.3
Muscle models
........................................................................................ 329
10.3.4
Expressions
............................................................................................. 332
10.3.5
Summary
................................................................................................. 332
10.4
Lip-sync animation
............................................................................................. 333
10.4.1
Articulators of speech
............................................................................. 333
10.4.2
Phonemes
................................................................................................ 334
10.4.3
Coarticulation.....
..................................................................................... 335
10.4.4
Prosody
................................................................................................... 335
10.5
Chapter summary
................................................................................................ 335
xli
Contents
CHAPTER
! 1
Behavioral Animation
........................................■..................
339
11.1
Primitive behaviors
.............................................................................................
342
1
1.1.1
Flocking behavior
................................................................................... 342
11.
1.2
Prey-predator behavior
........................................................................... 351
í
1.2
Knowledge of the environment
.......................................................................... 352
11.2.1
Vision
...................................................................................................... 352
11.2.2
Memory
................................................................................................... 353
11.3
Modeling intelligent behavior
............................................................................ 354
11.3.1
Autonomous behavior
............................................................................. 354
11.3.2
Expressions and
gestores
........................................................................ 356
11.3.3
Modeling individuality: personality and emotions
................................ 357
11.4
Crowds
................................................................................................................ 358
11.4.1
Crowd behaviors
..................................................................................... 359
11.4.2
Internal structure
..................................................................................... 359
1
1.4.3
Crowd control
......................................................................................... 360
11.4.4
Managing
я
-squared complexity
............................................................ 360
Î
1.4.5
Appearance
............................................................................................. 361
1
í
Љ
Chapter summary
................................................................................................ 361
CHAPTER
12
Special Models for Animation
............................................... 365
12.1
Implicit surfaces
................................................................................................. 365
12.1.1
Basic implicit surface formulation
......................................................... 365
12.1.2
Animation using implicitly defined objects
........................................... 367
12.1.3
Collision detection
.................................................................................. 368
12.1.4
Deforming the
impíicit
surface as a result of collision
......................... 368
12.1.5
Level set methods
................................................................................... 371
12.1.6
Summary
................................................................................................. 372
12.2
Hants
................................................................................................................... 372
12.2.1
A little bit of botany
............................................................................... 372
12.2.2
L-systems......
.............................................,............................................ 374
12.2.3
Animating plant growth...
......................................,................................ 379
12.2.4
Summary
..................................................................................,........... 381
12.3
Subdivision surfaces
...................................................................................
3g2
12.4
Chapter summary
.............................................................._............
3g4
Appendix A Rendering Issues
................................................„ 337
Appendix
В
Background Information and Techniques
.............................................
IIIZZZ!
407
..................................................................................................................1.11111111 503
|
any_adam_object | 1 |
author | Parent, Rick |
author_GND | (DE-588)1029167990 |
author_facet | Parent, Rick |
author_role | aut |
author_sort | Parent, Rick |
author_variant | r p rp |
building | Verbundindex |
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ctrlnum | (OCoLC)815897003 (DE-599)HBZHT017337919 |
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.696 |
dewey-search | 006.696 |
dewey-sort | 16.696 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
edition | 3. ed. |
format | Book |
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id | DE-604.BV040422052 |
illustrated | Illustrated |
indexdate | 2024-07-10T00:23:43Z |
institution | BVB |
isbn | 9780124158429 0124158420 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-025274735 |
oclc_num | 815897003 |
open_access_boolean | |
owner | DE-29T DE-473 DE-BY-UBG DE-20 DE-91G DE-BY-TUM DE-859 DE-19 DE-BY-UBM DE-858 DE-573 |
owner_facet | DE-29T DE-473 DE-BY-UBG DE-20 DE-91G DE-BY-TUM DE-859 DE-19 DE-BY-UBM DE-858 DE-573 |
physical | XVII, 515 S. Ill., graph. Darst. 24 cm |
publishDate | 2012 |
publishDateSearch | 2012 |
publishDateSort | 2012 |
publisher | Elsevier |
record_format | marc |
spelling | Parent, Rick Verfasser (DE-588)1029167990 aut Computer animation algorithms and techniques Rick Parent 3. ed. Amsterdam [u.a.] Elsevier 2012 XVII, 515 S. Ill., graph. Darst. 24 cm txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computeranimation (DE-588)4199710-4 gnd rswk-swf Algorithmische Programmierung (DE-588)4293504-0 gnd rswk-swf Computer animation. Computer programming--Mathematics. Computeranimation (DE-588)4199710-4 s Algorithmische Programmierung (DE-588)4293504-0 s DE-604 Digitalisierung UB Bamberg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025274735&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Parent, Rick Computer animation algorithms and techniques Computeranimation (DE-588)4199710-4 gnd Algorithmische Programmierung (DE-588)4293504-0 gnd |
subject_GND | (DE-588)4199710-4 (DE-588)4293504-0 |
title | Computer animation algorithms and techniques |
title_auth | Computer animation algorithms and techniques |
title_exact_search | Computer animation algorithms and techniques |
title_full | Computer animation algorithms and techniques Rick Parent |
title_fullStr | Computer animation algorithms and techniques Rick Parent |
title_full_unstemmed | Computer animation algorithms and techniques Rick Parent |
title_short | Computer animation |
title_sort | computer animation algorithms and techniques |
title_sub | algorithms and techniques |
topic | Computeranimation (DE-588)4199710-4 gnd Algorithmische Programmierung (DE-588)4293504-0 gnd |
topic_facet | Computeranimation Algorithmische Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025274735&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT parentrick computeranimationalgorithmsandtechniques |