Understanding motion capture for computer animation:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Burlington, MA
Morgan kaufmann
©2011
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Ausgabe: | 2nd ed |
Schlagworte: | |
Online-Zugang: | Volltext |
Beschreibung: | The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects Includes bibliographical references and index |
Beschreibung: | 1 Online-Ressource (1 online resource) |
ISBN: | 9780123814968 0123814960 9780123814975 0123814979 |
Internformat
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500 | |a The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects | ||
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Fine Arts | |
650 | 4 | |a Computer science | |
650 | 4 | |a Computer animation | |
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Datensatz im Suchindex
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any_adam_object | |
author | Menache, Alberto |
author_facet | Menache, Alberto |
author_role | aut |
author_sort | Menache, Alberto |
author_variant | a m am |
building | Verbundindex |
bvnumber | BV042300718 |
collection | ZDB-33-ESD ZDB-33-EBS |
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dewey-full | 006.6/96 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/96 |
dewey-search | 006.6/96 |
dewey-sort | 16.6 296 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
edition | 2nd ed |
format | Electronic eBook |
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spelling | Menache, Alberto Verfasser aut Understanding motion capture for computer animation Alberto Menache 2nd ed Burlington, MA Morgan kaufmann ©2011 1 Online-Ressource (1 online resource) txt rdacontent c rdamedia cr rdacarrier The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects Includes bibliographical references and index Fine Arts Computer science Computer animation Motion / Computer simulation COMPUTERS / Computer Graphics / Image Processing bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh Informatik Computeranimation (DE-588)4199710-4 gnd rswk-swf Motion Capturing (DE-588)4546181-8 gnd rswk-swf Motion Capturing (DE-588)4546181-8 s Computeranimation (DE-588)4199710-4 s 1\p DE-604 http://www.sciencedirect.com/science/book/9780123814968 Verlag Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Menache, Alberto Understanding motion capture for computer animation Fine Arts Computer science Computer animation Motion / Computer simulation COMPUTERS / Computer Graphics / Image Processing bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh Informatik Computeranimation (DE-588)4199710-4 gnd Motion Capturing (DE-588)4546181-8 gnd |
subject_GND | (DE-588)4199710-4 (DE-588)4546181-8 |
title | Understanding motion capture for computer animation |
title_auth | Understanding motion capture for computer animation |
title_exact_search | Understanding motion capture for computer animation |
title_full | Understanding motion capture for computer animation Alberto Menache |
title_fullStr | Understanding motion capture for computer animation Alberto Menache |
title_full_unstemmed | Understanding motion capture for computer animation Alberto Menache |
title_short | Understanding motion capture for computer animation |
title_sort | understanding motion capture for computer animation |
topic | Fine Arts Computer science Computer animation Motion / Computer simulation COMPUTERS / Computer Graphics / Image Processing bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh Informatik Computeranimation (DE-588)4199710-4 gnd Motion Capturing (DE-588)4546181-8 gnd |
topic_facet | Fine Arts Computer science Computer animation Motion / Computer simulation COMPUTERS / Computer Graphics / Image Processing PHOTOGRAPHY / Techniques / Digital Informatik Computeranimation Motion Capturing |
url | http://www.sciencedirect.com/science/book/9780123814968 |
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