1. THE NATURE OF ANIMATION
1.1 Frame rates
1.2 Animation devices
1.3 Storyboards
1.4 Traditional methods
1.4.1 Model animation
1.5 Keyframing
1.6 The role of computers
1.7 Manipulation by computer
1.8 Paint systems
1.9 Other roles for the computer
1. 10 Three dimensions
1.11 Kinematics/dynamics
1.12 Rule-based systems
1.13 Artificial intelligence
2. APPLICATIONS OF COMPUTER ANIMATION
2.1 TV graphics
2.2 Scientific visualisation
2.3 Simulation
2.4 Flight simulators
2.5 Military
2.6 Space
2.7 Architecture
2.8 Archaeology
2.9 Medical
2.10 Film
2.11 Special effect
2.12 Advertising
2.13 Corporate video
2.14 Education
2.15 Games
2.16 Art
2.17 Multimedia
2.18 Conclusion
3. BASICS OF COMPUTER GRAPHICS
3.1 Pixels
3.2 Coordinates
3.3 Raster/vector
3.4 Transformations
3.5 Modelling
3.6 Hidden surfaces
3.7 Rendering
3.8 Textures
3.9 Artifacts
3.10 Hardware
3.11 Expense
4. MOVEMENT CONTROL
4.1 Paths
4.1.1 Curved paths
4.1.2 Other uses
4.2 Kinematics
4.3 Parametrics
4.4 Dynamics
4.5 Inverse control
4.6 Hybrid control
4.7 Control level
4.8 Metamorphosis
4.9 Displacement animation
4.10 Rotation
4.11 Motion blur
4.12 Conclusion
5. THE HUMAN/COMPUTER INTERFACE
5.1 Requirements
5.2 Input devices
5.2.1 Keyboard
5.2.2Mouse
5.2.3 Tracker ball
5.2.4 Joystick
5.2.5 Digitising pad
5.2.6 Other devices
5.3 Feedback
5.4 The screen environment
5.5 The 3-D environment
5.6 HCI for animators
6. HARDWARE CONSIDERATIONS
6.1 Bits and chips
6.2 Architecture
6.3Memory
6.4 Types of computer
6.5 Display
6.6 Frame buffers
6.7 Saving the image
6.7.1 Hard copy
6.7.2 Film
6.7.3 Video
6.8 Image input devices
6.9 Standards
6.10 Hardware for animation
7. SOFTWARE
7.1 Choice
7.2 Examples
7 .2.1 Modelling
7.2.2 Rendering
7.2.3 Choreography
7.2.4 2-D
7.3 Customised
7.4 Compatibility
The Art and Science of Computer Animation
7.4.1 Standards
7.4.2 Postscript
7.4.3 RenderMan
7.5 Device control
7.5.1 Multimedia
7.6 Conclusion
8. LANGUAGE CONSIDERATIONS
8.1 Language types
8.1.1 Low level/high level
8.1.2 Interpreted/compiled
8.1.3 ProceduraVdedarative
8.1.4 Object-orientated
8.1.5 ParalleVsequential
8.1.6 Dedicated languages
8.1.7 Hybrid languages
8.2 Relevant languages
8.2.1 Algol
8.2.2 Assembler
8.2.3 BASIC
8.2.4 C
8.2.5C++
8.2.6FORTH
8.2.7 FORTRAN
8.2.8 LISP
8.2.9Logo
8.2.10 Occam
8.2.11 Pascal
8.2.12 PROLOG
8.2.13 Pseudocode
8.2.14 SmallTalk
8.3 Choice of language
PART TWO:
9. STATE-OF-THE-ART: SIMULATION
9.1 Dynamics
9.2 Physically based modelling
9.3 Constraints
12.4 Facial animation
12.5 Characterisation
13. THE FUTURE TODAY
13.1 Virtual reality
13.2 Interfaces
13.3 Digital dough
13.4 Eric
13.5 Hardware
13.5.1 Nanotechnology
13.6 Multimedia
13.7 Conclusion
APPENDICES
A. Book recommendations
B. Dynamics formulae
C. 'Pencil test'
GLOSSARY OF TERMS
BIBLIOGRAPHY
INDEX