3D Modeling & Animation: A Primer
- Length: 272 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2021-12-07
- ISBN-10: 1032137738
- ISBN-13: 9781032137735
- Sales Rank: #0 (See Top 100 Books)
Graphics, 3D modeling, and animation are the cornerstones of not only the video game industry, but also the motion picture industry, digital lighting, and many other professions. Each of these subjects (Graphics, 3D modeling, and animation) intertwine with each other and even require a sufficient understanding of mathematics and physics. While other books assume readers know these basics, ‘3D Modeling & Animation: A Primer’ provides the fundamental building blocks in constructing new own worlds of art and 3D design. With over a hundred images, valuable review questions, and coherent instructions, Magesh Chandramouli provides the reader with an essential text in the journey to mastering Graphics and 3D modeling/animation. Animation and modeling are highly stimulating subject areas, and should not watered down by pure theory and erudite equations. Without being too generic and too detailed, the book presents to you the right amount of material to provide a firm grasp of the underlying principles. The author has not explained the concepts in a simple manner, but also presented these simplified concepts in a manner that would be engaging.
Key Features:
- Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3D modeling, and animation
- With nearly two hundred, vibrant images to help the reader understand the designing process
- Review questions at the end of each chapter that will help readers hone their understanding of the content
Author Bio:
Magesh Chandramouli is a Professor of Computer Graphics Technology at Purdue University Northwest. He is currently serving as the Director of Programs of the Engineering Design Graphics Division of the American Society of Engineering Education. He was a Frederick Andrews Fellow at Purdue University, West Lafayette, where he completed his doctoral studies from the Department of Computer Graphics Technology. He received Master of Science degree from the University of Calgary, Master of Engineering from the National University of Singapore, and B.E. from the College of Engineering, Guindy, India. He has received National and International Awards for his scholarly accomplishments and his work has been published and presented in reputed journals and conferences.
Cover Half Title Title Page Copyright Page Dedication Table of Contents Foreword Preface Acknowledgments Author Chapter 1: Production Pipeline and Pre-Production What Will You Learn in This Chapter? The Production Pipeline: Yes, It Does Take a Village… What Is a Production Pipeline? Pre-Production: Laying the Foundation Story: Essence of Animation Storytelling and Visual Storytelling Storyboards: Role in the Production Pipeline The Breakdown: Story, Segment, Sequence, Scene, and Shot Storyboards: Elements and Functions Camera Type of Shot Long Shot (LS)/Extreme Long Shot (ELS) Medium Shot (MS) Medium Close-Up Shot (MCU) Close-Up (CU) Shot Extreme Close-Up (ECU) Shot Annotations Number of Sketches Captivating Your Audience: How to Create Better Story (Board) Characters Animatic Production Process Where Are Some Other Areas Where Models Are Used? Architectural Modeling and Construction Graphics Models for Simulation/Training Other Types of Models A Sample Checklist In a Nutshell Chapter 1 Quiz Chapter 2: Conceptual Foundations: Basic Building Blocks What Will You Learn in This Chapter? Basic Building Blocks Coordinates, Measurements, and Dimensions Cartesian Coordinate System Polar Coordinate System Points, Lines, and Polygons Polygons and Polylines Tris, Quads, and n-Gons Mesh Convex and Concave Polygons Normal Vector Transformations Global and Local Transformations Euclidean and Projective Geometry Polyhedron In a Nutshell Chapter 2 Quiz Chapter 3: Ideation, Visual Expression, and Elements of Art Ideation Purpose (or) Function The AHA Moment I5 Technique: The Five I’s of Ideation Dare to Imagine Enemies of Ideation: Impulsiveness and Imitation Impulsiveness Imitation Collaborative Ideation Elements of Art: From a “Visual Expression” Perspective Line Shape Form Value Space Illusion of Space: Depth Cues Depth Cue: Convergence Depth Cue: Overlap Depth Cue: Atmospheric Perspective Depth Cue: Foreshortening Texture Interview with an Industry Expert Principles of Design Lessons from Nature: Ideation and Visual Expression Shapes in Nature Summary Chapter 3 Quiz Reference Chapter 4: Modeling – Part I: Categories and Approaches What Will You Learn in This Chapter? Modeling Categories and Approaches Modeling Techniques Primitives Polygonal Modeling Polygonal Mesh Operations Extrusion Bevel Bridge Constructive Solid Geometry Box Modeling Part Modeling Hierarchy Deformation Operations Bend Twist Squash Stretch Taper External and Internal Navigation High and Low Poly- Counts: Shaded and Wireframe Views In a Nutshell Chapter 4 Quiz Chapter 5: Modeling – Part II: Curve-Based and Other Modeling Techniques Curved Lines Open and Closed Curves Simple and Nonsimple Curves Upward and Downward Curves Interpolating versus Approximating Curves Splines Polynomials Bézier Curves B-Splines NURBS (Nonuniform Rational B-Splines) Sweeping Techniques Lathe Loft Subdivision Modeling Subdivision Surfaces Organic versus Hard Surface Modeling Free-Form 3D Modeling In a Nutshell Chapter 5 Quiz Reference Chapter 6: Animation – Part I: Brief History and Basics What Will You Learn in This Chapter? A Brief History: Standing on the Shoulders of Giants Nanos Gigantum Humeris Insidentes Early Innovations in Animation Kinetoscope Flip-Book Understanding Motion and Basic Physics Time, Motion, and Speed Translatory or Translational Motion Circular Motion Interview with Justin Green In a Nutshell Chapter 6 Quiz Chapter 7: Animation – Part II: Animation Types What Will You Learn in This Chapter? Hand-Drawn Animation Stop-Motion Animation Key Frame Animation One Rate Does Not Fit All Frame Rate and Refresh Rate Progressive and Interlaced Scanning Interpolation, Attributes, and Transformations Motion Capture Camera Animation Effects Animation Principles of Animation Squash and Stretch Anticipation Staging Straight-Ahead Action and Pose-to-Pose Follow-Through and Overlapping Action Slow-In and Slow-Out Arcs Secondary Action Timing Exaggeration Solid Drawing Appeal In a Nutshell Chapter 7 Q uiz Reference Chapter 8: Character: Design, Rigging, & Animation You Can Create a Character Out of Anything Rigging Forward and Inverse Kinematics Elements of Character Design and Posing Purpose Balance Posing Symmetry Silhouette Line of Action Surface Characteristics: Color/Material Level of Detail Distance from the Camera Speed of Character Movement Appeal Range of Motion: Facial Expressions and Gesticulations Modeling and Character Design: Considerations and Constraints Example of Scene Modeling (Effects) with Lights Interview with Tom Brierton, Expert in Animation and Motion Picture Visual Effects Bio of Tom Brierton Interview Chapter 8 Quiz Chapter 9: Lighting Revisiting High School Physics Optical Properties of Lights Reflection Refraction Dispersion Material Classification Based on Light Interaction Color and Color Theories Subtractive Model Additive Model and Digital Lighting Color Attributes and HSV Model Objectives of Scene Lighting Directing the Audience Creating the Ambience Creating the Depth Perception Properties of CG Lights Placement and Orientation Types of CG Illumination Omni Light Spot Light Directional Light Linear Light Area Light Volume Light Ambient Light Direct and Indirect Lights Three-Point Lighting Let’s Get Emotional!!! Summary and Important Considerations in Lighting Key Terms Used in This Chapter Chapter 9 Q uiz Chapter 10: Form, Composition, and Rendering What Will You Learn in This Chapter? Form and Composition Elements of Composition Perspective Form and Volume Positive Space and Negative Space Different Perspectives Linear Perspective Height Perspective Overlap Perspective Dwindling Size Perspective/Diminishing Size Perspective What’s Your Angle? The Rule of Thirds Lines Digital Rendering Steps in Rendering Formats of Rendered Images Pixels, Resolution, and Bit Planes File Formats Hot Colors/Warm Colors Cool Colors/Background Colors Color Connotations Yellow Orange Neutral Colors Black White In a Nutshell Key Terms Used in This Chapter Chapter 10 Quiz Index
Donate to keep this site alive
1. Disable the AdBlock plugin. Otherwise, you may not get any links.
2. Solve the CAPTCHA.
3. Click download link.
4. Lead to download server to download.