Synopses & Reviews
The most inspiring, creative, and technical reference for computer animation and visual effects production
This new edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines to the entire process of creating a fully rendered 3D computer animation or still image. With up-to-date coverage of the latest computer animation techniques and technology, this versatile guide provides insightful information for creating animations on film and video, computer and platform games, and visual effects for live actionfrom modeling and rendering to animation and compositing.
Designed to work with any computer platform, this Third Edition cuts through technical jargon and presents numerous, easy-to-understand instructive diagrams. Full-color examples are presentedincluding visual effects and animated feature movies, TV shows, and computer gamesby such leading companies as DreamWorks, Electronic Arts, FOX, Midway Games, Pixar Animation Studios, Sony, Square, and many independent artists and studios.
This fully revised edition features new material on the latest visual effects techniques, a new interpretation of the traditional twelve principles of animation, multiple production pipelines, plus information on subdivision surfaces, image-based rendering, motion capture, and other current techniques.
Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Third Edition has countless expert tips for you on how to improve the artistic and technical level of your 3D computer animation.
- Non-platform specific
- Over 500 full-color images
- The newest computer animation techniques, including 2D/3D integration, non-photorealistic rendering, model rigging, and real-time polygonal models
- Expanded timeline and production pipelines
- Practical, step-by-step approach
- Up-to-date guide to Internet resources
Review
"Oh man, is this book beautiful! (
Gamasutra, 4/20/2004)
“…an excellent technical reference…” (M2 Best Books, May 2004)
"...will take you step-by-step through the process of creating your very own 3D animations, with illustrations from the leading animation houses..." (PC Home, Issue 139, 2003)
"...a must-read book if you’re interested in 3D..." (MacFormat, 30 Octobeer 2003)
“…truly gorgeous looking…detailed, professional and very, very colourful…” (Digital Creative Arts, November 2003)
“…well illustrated…layout is effective…order of topics logical and intuitive…” TechBook Report, November 2003)
"…offers step-by-step guidelines to the entire process of creating a fully rendered 3D computer animation or still image." (Digital Arts, October 2007)
Synopsis
The world of 3-D animation and imaging is rapidly expanding and changing. Since the publication of The Art of Computer Animation and Imaging, 3e in 2003, there have been major advancements in software, technique and hardware. This new edition is critical to the continued use of the Kerlow book in both academic and professional settings.
Synopsis
The guide to digital animation, updated and stunningly illustrated
Here is the newest rendition of Isaac Kerlow's popular guide to the process of creating and outputting three-dimensional computer animation. Written for both students and professional designers, this Fourth Edition addresses the newest technologies and techniques, including virtual reality and VR applications, visual effects for live action, post-production and digital output specifically for Web-based delivery, and storyboarding. Among the highlights are numerous illustrations representing the latest work of Pixar Animation Studios, DreamWorks SKG, Fox, Disney, and many independent artists and studios.
Isaac Victor Kerlow (Los Angeles, CA and Singapore) is the former director of Digital Production and Talent at Disney. He is currently Dean of the School of Art, Design, and Media at Nanyang Technological University in Singapore.
Synopsis
An insightful, up-to-date look at creating in the digital environment
In a practical, easy-to-understand format, The Art of 3-D Computer Animation and Effects covers every aspect of creating and outputting fully rendered three-dimensional computer still images or animations, including visual effects for live action. Along with helpful insights into the newest techniques available in the latest software programs and hardware, this new edition provides solid conceptual and critical basics through a combination of technical explanations and creative techniques. Creative vision can be brought to life on the screen through an easy-to-understand, step-by-step approach supported by full-color sample work by such leading companies as Pixar Animation Studios, Square, DreamWorks SKG, Fox, Disney, and many independent artists and studios.
Isaac Victor Kerlow (Los Angeles, CA) is Director of Digital Production at the Walt Disney Company and a longtime active member of SIGGRAPH and the Visual Effects Society.
About the Author
ISAAC V. KERLOW is Director of Digital Production at The Walt Disney Company in Los Angeles, California. He is also a longtime active member of SIGGRAPH and the Visual Effects Society.
Table of Contents
SECTION I: INTRODUCTION.Chapter 1: Animation, Visual Effects, and Technology in Context.
Summary.
A Digital Creative Environment.
The Development of the Technology.
Visual Milestones: 1969-1989.
Visual Milestones: 1990-Today.
Timeline Charts.
Key Terms.
Chapter 2: Creative Development and the Digital Process.
Summary.
Storytelling.
Character Design.
Visual and Look Development.
Production Strategies.
The Digital Computer Animation Studio.
Creative and Production Teams.
The Production Process of Computer Animation.
Getting Started.
Key Terms.
SECTION II: MODELING.
Chapter 3: Modeling Concepts.
Summary.
Space, Objects, and Structures.
Building with Numbers.
Vertices, Edges, and Facets.
Moving Things Around.
File Formats for Modeling.
Getting Ready.
Key Terms.
Chapter 4: Modeling Techniques.
Summary.
Introduction.
Curved Lines.
Geometric Primitives.
Sweeping.
Free-Form Objects.
Basic Modeling Utilities.
Real-Time Polygonal Models.
Key Terms.
Chapter 5: Advanced Modeling and Rigging Techniques.
Summary.
Free-form Curved Surfaces.
Subdivision Surfaces.
Logical Operators and Trimmed Surfaces.
Advanced Modeling Utilities.
Procedural Descriptions and Physical Simulations.
Photogrammetry and Image-Based Modeling.
Amination Rigging and Hierarchical Structures.
Getting Ready.
Key Terms.
SECTION III: RENDERING.
Chapter 6: Rendering Concepts.
Summary.
Lights, Camera, and Materials.
Color.
Steps in the Rendering Process.
Hidden Surface Removal.
Z-Buffer.
Ray Tracing.
Global Illumination and Radiosity.
Image-Based Rendering.
Non-Photorealistic Rendering.
Hardware Rendering.
File Formats for Rendered Images.
Getting Ready.
Key Terms.
Chapter 7: The Camera.
Summary.
Types of Cameras.
The Pyramid of Vision.
Types of Camera Shots.
Types of Lenses.
Camera Animation.
Getting Ready.
Key Terms.
Chapter 8: Lighting.
Summary.
Lighting Strategies and Mood.
Types of Light Sources.
Basic Components of a Light Source.
Lighting the Scene.
Basic Positions of Light Sources.
Getting Ready.
Key Terms.
Chapter 9: Shading and Surface Characteristics.
Summary.
Surface Shading Techniques.
Surface Shaders and Multi-Pass Rendering.
Image Mapping.
Surface Reflectivity.
Surface Color.
Surface Texture.
Surface Transparency.
Environment-Dependent Shading.
Selected Rendering Hacks.
Getting Ready.
Key Terms.
SECTION IV: ANIMATION AND EFFECTS.
Chapter 10: Principles of Animation.
Summary.
The Craft of Animation.
The Twelve Principles.
A Few More Principles.
Character Development.
Storyboarding.
Getting Ready.
Key Terms.
Chapter 11: Computer Animation Techniques.
Summary.
Keyframe Interpolation and Parameter Curves.
Forward Kinetics and Model Animation.
Camera Animation.
Light Animation.
Hierarchical Character Animation.
Two- and Three-Dimensional Integration.
Animation File Formats.
Getting Ready.
Key Terms.
Chapter 12: Advanced Computer Animation Techniques.
Summary.
Inverse Kinematics.
Performance Animation and Motion Capture.
Motion Dynamics and Fluid Simulations.
Procedural Animation.
Facial Animation.
Crowd Animation.
Location-Based and Interactive Entertainment.
Key Terms.
Chapter 13: Visual Effects Techniques.
Rotoscoping.
Blue and Green Screens and Chroma Keys.
Set and Character Extensions.
Crowd Replication.
Computer-Generated Particles.
Three-Dimensional Morphing.
Motion Control.
Motion Capture and Visual Characters.
Photogrammetry.
Practical Effects.
Key Terms.
SECTION V: POST-PROCESSING.
Chapter 14: Retouching, Compositing, and Color Grading.
Summary.
Basic Concepts of Image Manipulation.
Image Retouching.
Image Compositing and Blending.
Image Sequencing.
Color Grading.
Key Terms.
Chapter 15: Image Resolution and Output.
Summary.
Basic Concepts of Digital Output.
Image Resolution.
Image File Formats and Aspect Ratios.
Output on Paper.
Output on Photographic Media.
Output on Video.
Output on Digital Media.
Output on Three-Dimensional Media.
Key Terms.
Appendix.
Index.